BBTag/Mitsuru Kirijo/Frame Data

From Dustloop Wiki
 Mitsuru Kirijo

Glossary

How do I read frame data?

System Data Glossary  
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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
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.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Mitsuru Kirijo 17,000 4F 23F (1~7F Inv All)

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
5A 1000 All 8 3 19 -8 B 100 75 CSTP 2 13 14 14 18 26 7 +0 +1
5AA 1100 All 5 2 22 -10 B 100 85 CSTP 3 13 17 17 22 31 7 +0 +2
5AAA 1200 All 5 2 26 -14 B 100 85 S(J)P 3 13 17 17 22 31 7 +0 +2
5AAAA 1300 All 5 2 22 -10 B 100 85 SP 3 13 17 17 22 31 7 +0 +2
5AAAAA 1400 All 5 2 26 -14 B 100 85 S(J)P 3 13 17 17 22 31 7 +0 +2
5AAAAAA 1000×3 All 17 2(4)2(4)3 37 -23 B 90 80 P 3 16 17×2, Launch 17 + Down 23×2, 40 + GBounce 22×2, Launch 31 + Down 23×2, 54 + GBounce 1 +0 +2
2A 1000 Low 9 3 15 -4 F 90 75 CSTP 2 13 14 14 18 26 7 +0 +1
5B 1700 All 15 3 23 -7 B 6~17 F 90 85 CSP 4 18 19 40 24 55 12 +4 +9
5BB 1500 All 10 3 18 -4 B 100 80 CS(J)P 3 16 17 21 22 35 11 +0 +2
5BBB 1000×5 All 10 4,3×4 21 -7 B 100 90×5 CSP 3 16 17×3, Launch×2 30 22×3, Launch×2 44 1×4, 4 +0 +2
2B 1700 All 11 3 31 -15 B 7~13 H 90 85 CSJP 4 18 Launch 25 Launch 40 12 +0 +5
2BB 1300×2 All 25 9 [(2)1] 43 [40] -20 B 100 90×2 CSP 5 20 Launch 21, 60 + GBounce Launch 37, 76 + GBounce 7 7, 0 +8
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 19 2 20 -3 F 90 85 SP 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1500 High 7 12 16 H 80 80 JP 3 16 17 19 22 33 11 +0 +2
j.AA 1700 High 12 8 37 H 80 85 JP 4 18 19 19 24 34 12 +0 +5
j.B 1500 High 11 6 25 H 80 80 (J)P 3 16 17 50 22 64 11 +0 +2
j.C 1300×2 All 25 9 [(2)1] 31 [28] +7 H 80 90×2 5 20 Launch 21, 60 Launch 27, 76 7 7, 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 0, 150×11, 350 Throw 7-30 3 25 T 100 50 S 3 60×11, Launch 60 0
AD Getsu-ei 2400 Air Unblockable 12 3 (25+)20L -29 B 1~14 All 80 60 4 18 Launch 80 Launch 95 16 +0 +5
j.AD Air Getsu-ei 2400 All 10 1 20L H 1~10 All 80 60 4 18 Launch 80 Launch 95 16 +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
236A A Coup Droit 1700 All 9 6 18 -7 ~ -2 B 80 85 P 3 16 25 27 + Slide 30 41 + Slide 11 +0 +2
236B B Coup Droit 2200 All 21 12 12 -3 ~ +8 B 80 90 P 4 20 Launch 30 + Slide Launch 45 + Slide 12 +0 +5
214A Marin Karin 1000 All 10 54 Total 34 P1 80 70 P 1 10 11 11 15 22 0 +10 +10
214B Tentarafoo 300, 3750 Low 22 12 Total 54 -5 ~ +5 P2 70 80 P 3, 4 16 80, Launch 17, 45 85, Launch 31, 60 0 +0, +12 +2, +12

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 Coup Droit 2200 All 7 6 17 -4 B 80 90 P 4 18 Launch 29 + Slide Launch 44 + Slide 12 +0 +5
214C Bufula 1000×3 All 27 360 Total 47 +31 P1 80 85×3 P 2 13 Launch 60 Launch 72 0/+6 +6 +7

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 Coup Droit 1700 All (18)+13 10 21 -12 B 70 85 4 18 Launch 40 + WBounce 40 12 +0
6P Mabufudyne 600×8 All (18)+92 P×2(3)P×2(3)P×2(3)P×2 Total: (18)+120 +11 P1 70 97×8 4 18 Launch 50 0/+12 +12
4P 1700 All (18)+16 8 23 -12 B 70 85 4 18 Launch 60 7 +0

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before 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 Myriad Arrows 500×13, 3000
[300×25, 4000]
All 4+(58 Flash)+3 2×12(2)2(25)5
[2×24(2)2(25)5]
46 -30 B 1~8 All 80 98×13, 80 [99×25, 80] 3×13 [×25], 5 16×13 [×25], 20 50×12 [×24], Crumple, Launch Stand×13 [×25], 120 + WBounce 55×12 [×24], Crumple, Launch Stand×13 [×25], 136 + WBounce 0×7 [×25], 25 +0 +2×13 [×25], +8
214BC Bufudyne 5500 [6500] All 9+(54 Flash)+8 10 Total: 110 -53 P2 1~28 All 80 60 5 20 Launch 90 Launch 106 0/+20 +20 +28
Distortion Skill Duo Bufudyne 2000 [2500] All 9+(54 Flash)+1 10 Total: 93 -51 P2 1~11 All 100 100 5 20 Launch 90 Launch 106 0/+20 +20 +28

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 Niflheim All 6+(73 Flash)+14 3 Total: 97 -50 1~43 All 5 20 0/+7

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5AP4Arena Mitsuru 5A.pngGuardAllStartup8Recovery19Advantage-8[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAP4Arena Mitsuru 5AA.pngGuardAllStartup5Recovery22Advantage-10 5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAAP4Arena Mitsuru 5AAA.pngGuardAllStartup5Recovery26Advantage-14 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAAP4Arena Mitsuru 5AA.pngGuardAllStartup5Recovery22Advantage-10 5AAAAA 5B, 2B 5C, 2C Special, Super
5AAAAAP4Arena Mitsuru 5AAA.pngGuardAllStartup5Recovery26Advantage-14 5AAAAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAAAP4Arena Mitsuru 5AAA.pngGuardAllStartup5Recovery26Advantage-14 - - - -
2ABBTag Mitsuru 2A.pngGuardLowStartup9Recovery15Advantage-4[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Mitsuru 5B.pngGuardAllStartup15Recovery23Advantage-7[1] - 5BB - Special, Super
5BBBBTag Mitsuru 5BB.pngGuardAllStartup10Recovery18Advantage-4 - 5BBB - Jump[-], Special, Super
5BBBBBTag Mitsuru 5BBB.pngGuardAllStartup10Recovery21Advantage-7 - - - Special, Super
2BBBTag Mitsuru 2B.pngGuardAllStartup11Recovery31Advantage-15[1] - 5B, 2BB[-] 5C, 2C Jump, Special, Super
2BBBBTag Mitsuru 2BB.pngGuardAllStartup25Recovery43 [40]Advantage-20 - 5B (2nd hit) 5C (2nd hit), 2C (2nd hit) Special (2nd hit), Super (2nd hit)
5CBBTag Mitsuru 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Mitsuru 2C.pngGuardLowStartup19Recovery20Advantage-3 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Mitsuru jA.pngGuardHighStartup7Recovery16Advantage-[1] j.AA j.B j.C Jump, Special, Super
j.AABBTag Mitsuru jAA.pngGuardHighStartup12Recovery37Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Mitsuru jB.pngGuardHighStartup11Recovery25Advantage-[1] j.A[-] - j.C[-] Jump[-], Special[-], Super[-]
j.CBBTag Mitsuru jC.pngGuardAllStartup25Recovery31 [28]Advantage+7[1] j.A (2nd hit) j.B (2nd hit) - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

Navigation

 Mitsuru Kirijo
To edit frame data, edit values in BBTag/Mitsuru Kirijo/Data.
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information