BBTag/Mai Natsume/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

25F (1-7F Inv All)


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1000 - 100 75 B All 8 4 20 -10 2 13 14 14 18 26 10 +0 +1 - -
4AA 1500 - 100 80 - All 7 3 18 -4 3 16 17 17 22 31 11 +0 +2 - -
4AAA 1700 - 100 85 B All 16 4 21 -6 4 18 19 19 24 34 12 +0 +5 - -
4AAAA 2300 - 100 85 B All 13 9 26 -16 4 18 Launch 60 Launch 75 12 +0 +5 - -
5A 1500 - 100 80 B All 10 4 16 -3 3 16 17 17 22 31 14 +0 +2 - -
5AA 1500 - 100 80 B All 9 5 18 -6 3 16 17 17 22 31 11 +0 +2 - -
5AAA 250*9 - 100 80 B All 8 3*9 22 -8 3 16 21 24 26 38 2 +0 +2 - -
5AAAA 2300 - 100 85 B All 13 1 35 -17 4 18 Launch 60 Launch 75 12 +0 +5 - -
2A 1000 - 90 75 F Low 7 3 12 -1 2 13 14 14 18 26 10 +0 +1 - -
5B 2000 - 70 80 P1 All/Low* 25~51 Until Hit Total: 72~98 -31 3 13 19 24 24 38 0/+3 +13 +15 - -
5[B] 2400 - 70 80 P2 All/Low* 52~73 Until Hit Total: 99~122 -21 4 16 Launch 60 Launch 75 0/+13 +13 +15 - -
  • Hold down while charging changes this attack to Guard = Low
5BB 2000 [2400] - 70 80 P1 All 5 Until Hit Total: 44 -23 [-13] 3 13 [16] Launch 24 [60] Launch 38 [74] 0/+3 [0/+13] +13 +15 - -
2B 1700 - 90 75 B All 13 4 30 -15 4 18 Launch 24 Launch 39 12 +0 +5 7-16 H -
5C 800 - - - - High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1500, 1700 - 90 80, 85 F Low 10 3(11)6 19 -6 3,4 16, 18 Launch 40 Launch 54, 55 6, 12 +0 +2, +5 - -
j.A 1500 - 80 80 H High 11 4 24 - 3 16 17 19 22 33 11 +0 +2 - -
j.AA 1500 - 80 80 H High 8 5 8 - 3 16 17 23 22 37 11 +0 +2 - -
j.B 2000 - 70 80 P1 All 27~52 Until Hit Total: Until L+8L - 3 16 Launch 60 Launch 75 0/+13 +13 +15 - -
j.[B] 2400 - 70 80 P1 All 53~67 Until Hit Total: Until L+8L - 3 16 Launch 60 Launch 75 0/+13 +13 +15 - -
j.BB 2000 [2400] - 70 80 P1 All 5 Until Hit Total: Until L+8L - 3 13 [16] Launch 24 [60] Launch 38 [74] 0/+3 [0/+13] +13 +15 - -
j.C 2000 - 80 80 H All 17 6 20+3L - 5 20 Launch 26 Launch 42 13 +0 +8 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0*2, 2000 - 100 50 (Once) T Throw 7~30 3 23 - 0, 4*2 - Launch 80, 80 + GBounce + Down 23 - - - 0*2, 12 +0 - -
  • Minimum Damage 100% (2000)
Himeyuri: Dipper
Reversal Action
2000 - 80 60 H Air Unblockable 11 8 31+21L -41 4 18 Launch 60 Launch 75 8 +4 +4 1-18 All -
Followup Attack
Himeyuri: Dipper > A/B/C
1000 - 48 100 H All 18 Until L 31 - 4 18 Launch 40 + Slide 5 + Down 23 Launch 55 + Slide 5 + Down 23 10 +0 +0 - -
  • Considered part of preceding attack, no additional damage scaling applied
Suzuran: Dipper
Air Reversal Action
2300 - 80 60 H All 18 Until L 31 - 4 18 Launch 40 + Slide 5 + Down 23 Launch 55 + Slide 5 + Down 23 12 +0 +5 1-23 All -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Juncture
236
- - - - - - - - Total: 28 - - - - - - - - - - - -
Himeyuri A
236A
Juncture > A
2000 [2400] - 80 80 [90] B All (6)+5 [(6)+8] 4 [1] 25 -7 [-4] 3 [5] 21 27 30 32 [33] 44 [46] 11 [12] +0 +2 [+8] - -
  • Values in [] are when hitting with last active frame (aka Tip)
  • Damage increased by 200 when you input the button immediately after Juncture
Himeyuri B
236B
Juncture > B
2200 [2600] - 80 85 [90] B All (6)+10 [(6)+17] 8 [1] 20 -9 [0] 4 [5] 18 [20] Launch 36 Launch 51 [67] 12 [13] +0 +5 [+8] - -
  • Values in [] are when hitting with last active frame (aka Tip)
  • Damage increased by 400 when you input the button immediately after Juncture
Moon Blossom
214
- - - - - - - - 47+3L - - - - - - - - - - 1-5 FT
6-22 All
-
Air Moon Blossom
j.214
- - - - - - - - - - - - - - - - - - - - -
Suzuran A
214A
Moon Blossom > A
2000 [2000*2] - 80
[80, 100]
85 (Once) H All 11 [21] Until L
[Until L,2]
18 -3 [+3] 4 18 Launch 40 + Down 23
[40 + Down 23, 40]
Launch - 12, 12/+4 +0, +4 +5, +9 - -
  • Values in [] are delayed version
Suzuran B
214B
Moon Blossom > B
2000 [2000*2] - 80
[80, 100]
85 (Once) H All 11 [21] Until L
[Until L,2]
20 [18] -5 [+3] 4 18 Launch 40 + Down 23
[40 + Down 23, 40]
Launch - 12, 12/+4 +0, +4 +5, +9 - -
  • Values in [] are delayed version

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Himeyuri EX
236C
Juncture > C
2000, 380*3
[2600]
- 80 85 [90] B All (9)+10 [(9)+16] 2*4 [1] 15 +2 [+5] 4 [5] 18 [20] Launch 60 Launch 75 [76] 3*3, 13 [13] +0 +5 [+8] - -
  • Values in [] are when hitting with last active frame (aka Tip)
  • Damage changes to 2600, 380*3 [???] when you input the button immediately after Juncture
Suzuran EX
214C
Moon Blossom > C
2000*2 - 80, 100 85 H All 11 Until L,2 16 +11 4 18, 22 Launch 40 + Down 23, 40 Launch 55 + Down 23, 55 12, 16/+6 +0 +5 - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Himeyuri
2000 - 70 75 B All (18)+13 8 29 -18 4 18 Launch 60 + WBounce - - 12 +0 - - -
6P
BBCF 5AAB
1700*2 - 70 75 P1 All (18)+32 X(20)X Total: (18)+87 -17 2 13 17 19 - - 0/+5 +5 - - -
4P
2B
1700 - 70 75 B All (18)+13 4 38 -23 4 18 Launch 60 - - 12 +0 - - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Sylvan Hurricane Assault
236B+C
1800*2, 8700
[1000*8, 8200]
- 80 60 (Once) B*2 [*8], H All 4+(25 Flash)+2 1,Until Offscreen(11)Until L 88 -80 5 20 Launch 100 + Down 23*2 [*8], 100 + Down 63 Launch 116 + Down 23*2 [*8], 116 + Down 63 13/-5, 6*2
[13, 3/-2*6, 6]
+0, -5, +0
[+0, -2*6, +0]
-5, -2, +8
[-5, -2*7, +8]
1-9 All -
  • Values in [] are for Enhanced version
  • If upwards hits whiff/are blocked, then downward hit's damage is 5000 [6000], minimum damage 800 [780]
  • Minimum damage 288*2, 1392 (1968) [130*8, 1066 (2106)]
Floral Blizzard Blossom
214B+C
5200 [6200] - 80 60 B All 4+(47 Flash)+12 8 49 -26 5 20 Launch 60 + WBounce 60 Launch 76 + WBounce 60 13/+10 +10 +18 1-23 All -
  • Values in [] are for Enhanced version
  • Minimum damage 1612 [1860]
Shearing Cherry Blossom Storm
Distortion Skill Duo
80*12, 1040
[60*18, 1420]
- 100*13 100*12, 90 B All 1+(43 Flash)+1 See notes 45 -18 5 20 Crumple 80*12 [*18], Launch 100 Crumple 160*12 [*18], Launch 116 1*11, 1/+10, 15/+10
[1*17, 1/+10, 15/+10]
+10 +10 1-3 All -
  • Values in [] are for Enhanced version
  • Active frames are 3,3,3,6,3,3,3,3,3,6,3,3(34)4
  • [Active frames are 3,3,3,6,3,3,3,3,3,6,3,3,3,3,3,6,3,3(34)4]
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Royal Crimson Sprout: New Moon Lotus
222B+C
- - - - B All 7+(105 Flash)+8 3 75 -39 4 18 - - - - 12/+20 - - 1-17 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA 5B 5C, 2C Special, Super
4AAAA - - - Special, Super
5A 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA 5B 5C, 2C Special, Super
5AAAA - - - -
2A[3] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB[+] - Special, Super
5BB - - - Special, Super
2B - 5B 5C, 2C Jump[-], Special, Super
5C - - - -
2C - 5B - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - j.BB j.C Special, Super
j.BB - - - Special, Super
j.C - j.B - Jump, Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources[edit]

Navigation[edit]


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