BBTag/Mitsuru Kirijo/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:23F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
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 (Once) 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 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 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] - H - 80 90 - 5 20 Launch 21, 60 Launch 27, 76 7 7, 0 +8 -

Universal Mechanics[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Ground Throw 0, 150*11, 350 Throw 7-30 3 25 - T - 100 50 (Once) S 3 - 60*11, Launch 17*11, 60 - - - 0 - -
  • Minimum damage 100% (2000)
Getsu-ei
Reversal Action
2400 Air Unblockable 12 3 (25+)20L -29 B 1~14 All 80 60 - 4 18 Launch 80 Launch 95 16 +0 +5 -
Air Getsu-ei
Air Reversal Action
2400 All 10 1 20L - H 1~10 All 80 60 - 4 18 Launch 80 Launch 95 16 +0 +5 -

Skills[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Coup Droit A
236A
1700 All 9 6 18 -7 ~ -2 B - 80 85 P 3 16 25 27 + Slide 15 30 41 + Slide 15 11 +0 +2 -
Coup Droit B
236B
2200 All 21 12 12 -3 ~ +8 B - 80 90 P 4 20 Launch 30 + Slide 18 Launch 45 + Slide 18 12 +0 +5 -
Marin Karin
214A
1000 All 10 54 Total 34 - P1 - 80 70 P 1 10 11 11 15 22 0 +10 +10 -
Tentarafoo
214B
300, 3750 Low 22 12 Total 54 -5 ~ +5 P2 - 70 80 (Once) P 3, 4 16 80, Launch 17, 45 85, Launch 31, 60 0 +0, +12 +2, +12 -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Coup Droit EX
236C
2200 All 7 6 17 -4 B - 80 90 P 4 18 Launch 29 + Slide 17 Launch 44 + Slide 17 12 +0 +5 -
Bufula
214C
1000*3 All 27 360 Total 47 +31 P1 - 80 85 P 2 13 Launch 60 Launch 72 0/+6 +6 +7 -

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.
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
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 X*2(3)X*2(3)X*2(3)X*2 Total: (18)+120 +11 P1 - 70 97 - 4 18 Launch 50 - - 0/+12 +12 - -
4P 1700 All (18)+16 8 23 -12 B - 70 85 - 4 18 Launch 60 - - 7 - - -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Myriad Arrows
236B+C
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 54, Launch Stand*13 [*25], 120 + WBounce 55*12 [*24], Crumple 69, Launch Stand*13 [*25], 136 + WBounce 0*7 [*25], 25 +0 +2*13 [*25], +8 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 95*13, 570 (1805) [54*25, 720 (2070)]
Bufudyne
214B+C
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 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1815 [2015]
Bufudyne
Distortion Skill Duo
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 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Niflheim
222B+C
- All 6+(73 Flash)+14 3 Total: 97 -50 - 1~43 All - - - 5 20 - - - - 0/+7 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA 5AAAAA 5B, 2B 5C, 2C Special, Super
5AAAAA 5AAAAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAAAA - - - -
2A[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB - Special, Super
5BB - 5BBB - Jump[-], Special, Super
5BBB - - - Special, Super
2B[1] - 5B, 2BB[-] 5C, 2C Jump, Special, Super
2BB - 5B on 2nd hit 5C + 2C on 2nd hit Special + Super on 2nd hit
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A[1] j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B[1] j.A[-] - j.C[-] Jump[-], Special[-], Super[-]
j.C[1] j.A on 2nd hit j.B on 2nd hit - 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]

Ambox notice.png To edit frame data, edit values in BBTag/Mitsuru Kirijo/Data.