< BBTag | Mai Natsume
Glossary
System Data Glossary | |
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Health | The amount of damage that characters can take before losing a round. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
Frame Data Glossary | |||||||||||||
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Guard | How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated. | ||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
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Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||
P1 | Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2. | ||||||||||||
P2 | Proration value that is applied to the combo proration value when this attack is used. | ||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. | ||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||
GroundCH | When Counter Hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||
AirCH | When Counter Hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||
Blockstop | When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop. | ||||||||||||
Hitstop | When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. | ||||||||||||
CHstop | When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Mai Natsume | 17,000 | 4F | 25F (1~7F Inv All) | Juncture Moon Blossom |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
4A | 1000 | All | 8 | 4 | 20 | -10 | B | 100 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
4AA | 1500 | All | 7 | 3 | 18 | -4 | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||||
4AAA | 1700 | All | 16 | 4 | 21 | -6 | B | 100 | 85 | 4 | 18 | 19 | 19 | 24 | 34 | 12 | +0 | +5 | |||
4AAAA | 2300 | All | 13 | 9 | 26 | -16 | B | 100 | 85 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +5 | |||
5A | 1500 | All | 10 | 4 | 16 | -3 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 14 | +0 | +2 | |||
5AA | 1500 | All | 9 | 5 | 18 | -6 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
5AAA | 250×9 | All | 8 | 3×9 | 22 | -8 | B | 100 | 80 | 3 | 16 | 21 | 24 | 26 | 38 | 2 | +0 | +2 | |||
5AAAA | 2300 | All | 13 | 1 | 35 | -17 | B | 100 | 85 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +5 | |||
2A | 1000 | Low | 7 | 3 | 12 | -1 | F | 90 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
5B | 2000 | All/Low* | 25~51 | Until Hit | Total: 72~98 | -31 | P1 | 70 | 80 | 3 | 13 | 19 | 24 | 24 | 38 | 0/+3 | +13 | +15 | |||
5[B] | 2400 | All/Low* | 52~73 | Until Hit | Total: 99~122 | -21 | P2 | 70 | 80 | 4 | 16 | Launch | 60 | Launch | 75 | 0/+13 | +13 | +15 | |||
5BB | 2000 [2400] | All | 5 | Until Hit | Total: 44 | -23 [-13] | P1 | 70 | 80 | 3 | 13 [16] | Launch | 24 [60] | Launch | 38 [74] | 0/+3 [0/+13] | +13 | +15 | |||
2B | 1700 | All | 13 | 4 | 30 | -15 | B | 7~16 H | 90 | 75 | 4 | 18 | Launch | 24 | Launch | 39 | 12 | +0 | +5 | ||
5C | 800 | High | 26 | 3 | 18 | -4 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | ||||||||
2C | 1500, 1700 | Low | 10 | 3(11)6 | 19 | -6 | F | 90 | 80, 85 | 3,4 | 16, 18 | Launch | 40 | Launch | 54, 55 | 6, 12 | +0 | +2, +5 | |||
j.A | 1500 | High | 11 | 4 | 24 | H | 80 | 80 | 3 | 16 | 17 | 19 | 22 | 33 | 11 | +0 | +2 | ||||
j.AA | 1500 | High | 8 | 5 | 8 | H | 80 | 80 | 3 | 16 | 17 | 23 | 22 | 37 | 11 | +0 | +2 | ||||
j.B | 2000 | All | 27~52 | Until Hit | Total: Until L+8L | P1 | 70 | 80 | 3 | 16 | Launch + Down 23 | 60 | Launch + Down 23 | 75 | 0/+13 | +13 | +15 | ||||
j.[B] | 2400 | All | 53~67 | Until Hit | Total: Until L+8L | P1 | 70 | 80 | 3 | 16 | Launch + Down 23 | 60 | Launch + Down 23 | 75 | 0/+13 | +13 | +15 | ||||
j.BB | 2000 [2400] | All | 5 | Until Hit | Total: Until L+8L | P1 | 70 | 80 | 3 | 13 [16] | Launch | 24 [60] | Launch | 38 [74] | 0/+3 [0/+13] | +13 | +15 | ||||
j.C | 2000 | All | 17 | 6 | 20+3L | H | 80 | 80 | 5 | 20 | Launch | 26 | Launch | 42 | 13 | +0 | +8 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
BC | Ground Throw | 0×2, 2000 | Throw | 7~30 | 3 | 23 | T | 100 | 50 | 0, 4×2 | Launch 80, 80 + GBounce + Down 23 | 0×2, 12 | +0 | |||||||||
AD | Himeyuri: Dipper | 2000 | Air Unblockable | 11 | 8 | 31+21L | -41 | H | 1~18 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 8 | +4 | +4 | ||
AD > X | Followup Attack | 1000 | All | 18 | Until L | 31 | H | 48 | 100 | 4 | 18 | Launch | 40 + Slide + Down 10 | Launch | 55 + Slide + Down 10 | 10 | +0 | +0 | ||||
j.AD | Suzuran: Dipper | 2300 | All | 18 | Until L | 31 | H | 1~23 All | 80 | 60 | 4 | 18 | Launch | 40 + Slide + Down 10 | Launch | 55 + Slide + Down 10 | 12 | +0 | +5 |
Skills
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236 | Juncture | Total: 28 | ||||||||||||||||||||
236A | A Himeyuri | 2000 [2400] | All | (6)+5 [(6)+8] | 4 [1] | 25 | -7 [-4] | B | 80 | 80 [90] | 3 [5] | 21 | 27 | 30 | 32 [33] | 44 [46] | 11 [12] | +0 | +2 [+8] | |||
236B | B Himeyuri | 2200 [2600] | All | (6)+10 [(6)+17] | 8 [1] | 20 | -9 [0] | B | 80 | 85 [90] | 4 [5] | 18 [20] | Launch | 36 | Launch | 51 [67] | 12 [13] | +0 | +5 [+8] | |||
214 | Moon Blossom | 47+3L | 1~5 FT 6~22 All | |||||||||||||||||||
j.214 | Air Moon Blossom | |||||||||||||||||||||
214A | A Suzuran | 2000 [2000×2] | All | 11 [21] | Until L [Until L,2] | 18 | -3 [+3] | H | 80 [80, 100] | 85 | 4 | 18 | Launch | 40 + Down 23 [40 + Down 23, 40] | Launch | 55 + Down 23 [55 + Down 23, 55] | 12, 12/+4 | +0, +4 | +5, +9 | |||
214B | B Suzuran | 2000 [2000×2] | All | 11 [21] | Until L [Until L,2] | 20 [18] | -5 [+3] | H | 80 [80, 100] | 85 | 4 | 18 | Launch | 40 + Down 23 [40 + Down 23, 40] | Launch | 55 + Down 23 [55 + Down 23, 55] | 12, 12/+4 | +0, +4 | +5, +9 |
Extra Skills
- All Extra Skills have the following properties unless otherwise stated:
- Cost 1 Skill Gauge on 4F
- Skill Gauge Cooldown 180F (starting on 5F)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236C | EX Himeyuri | 2000, 380×3 [2600] | All | (9)+10 [(9)+16] | 2×4 [1] | 15 | +2 [+5] | B | 80 | 85 [90] | 4 [5] | 18 [20] | Launch | 60 | Launch | 75 [76] | 3×3, 13 [13] | +0 | +5 [+8] | |||
214C | EX Suzuran | 2000×2 | All | 11 | Until L,2 | 16 | +11 | H | 80, 100 | 85×2 | 4 | 18, 22 | Launch | 40 + Down 23, 40 | Launch | 55 + Down 23, 55 | 12, 16/+6 | +0 | +5 |
Partner Skills
- 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.
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5P | Himeyuri | 2000 | All | (18)+13 | 8 | 29 | -18 | B | 70 | 75 | 4 | 18 | Launch | 60 + WBounce | 12 | +0 | ||||||
6P | BBCF 5AAB | 1700×2 | All | (18)+32 | X(20)X | Total: (18)+87 | -17 | P1 | 70 | 75×2 | 2 | 13 | 17 | 19 | 0/+5 | +5 | ||||||
4P | 2B | 1700 | All | (18)+13 | 4 | 38 | -23 | B | 70 | 75 | 4 | 18 | Launch | 60 | 12 | +0 |
Distortion Skills
- 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)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236BC | Sylvan Hurricane Assault | 1800×2, 8700 [1000×8, 8200] | All | 4+(25 Flash)+2 | 1,Until Offscreen(11)Until L | 88 | -80 | B*2 [×8], H | 1~9 All | 80 | 60 | 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] | ||
214BC | Floral Blizzard Blossom | 5200 [6200] | All | 4+(47 Flash)+12 | 8 | 49 | -26 | B | 1~23 All | 80 | 60 | 5 | 20 | Launch | 60 + WBounce 60 | Launch | 76 + WBounce 60 | 13/+10 | +10 | +18 | ||
Distortion Skill Duo | Shearing Cherry Blossom Storm | 80×12, 1040 [60×18, 1420] | All | 1+(43 Flash)+1 | See notes | 45 | -18 | B | 1~3 All | 100×13 | 100×12, 90 | 5 | 20 | Crumple×12 [×18], Launch | Stand×12 [×18], 100 | Crumple×12 [×18], Launch | Stand×12 [×18], 116 | 1×11, 1/+10, 15/+10 [1×17, 1/+10, 15/+10] | +10 | +10 |
Astral Heat
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
222BC | Royal Crimson Sprout: New Moon Lotus | All | 7+(105 Flash)+8 | 3 | 75 | -39 | B | 1~17 All | 4 | 18 | 12/+20 |
Revolver Action Table
- 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
To edit frame data, edit values in BBTag/Mai Natsume/Data.
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss