BBTag/Naoto Kurogane/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:25F (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
4A 1000 All 6 3 12 -3 B - 100 70 - 1 11 12 12 16 23 9 +0 +0 -
5A 1500 All 8 5 18 -6 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 1500 All 12 3 18 -4 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AAA 1700 All 15 2 26 -9 B - 100 85 - 4 18 21 21 26 36 12 +0 +5 -
5AAAA 2500 All 21 4 2+28L -13 B - 100 90 - 5 20 Launch 30 Launch 46 15 +0 +8 -
2A 1000 Low 7 2 14 -2 F - 90 75 - 2 13 14 14 18 26 10 +0 +1 -
5B 1800 [2100] All 8 [35] 5 34 -20 [-15] B - 100 85 - 4 18 [23] 19 [Crumple 28] 30 + Slide 10 [40 + Slide 10] 24 [Crumple 56] 45 + Slide 10 [55 + WBounce + Slide 10] 15 [20] +0 +5 -
  • Values in [] are for full charge
  • Chip Damage 5% [20%]
5BB 1800 [2100] All 11 [26] 6 17 -4 [+1] B - 100 85 - 4 18 [23] Launch 25 [60] Launch 40 [75] 15 [20] +0 +5 -
  • Values in [] are for full charge
  • Chip Damage 5% [20%]
2B 1500 All 11 6 22 -11 B 5~16 H 90 80 - 3 16 17 22 22 36 11 +0 +2 -
5C 800 High 26 3 18 -4 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 11 4 17 -2 F - 90 85 - 4 18 Launch 40 Launch 55 12 +0 +5 -
j.A 1500 High 11 6 13 - H - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
j.AA 1500 High 9 6 12 - H - 80 80 - 3 16 17 17 22 31 11 +0 +2 -
j.B 1800 [2100] High 11 [40] 5 18+6L - H - 80 85 - 4 18 [23] 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5 -
  • Values in [] are for full charge
  • Chip Damage 5% [20%]
j.C 1700 High 13 6 14 - H - 100 85 - 4 18 19 20 24 35 12 +0 +5 -

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
Forward Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 4 - Launch 80 + WBounce 60 - - - 0, 12 +0 -
  • 100% minimum damage: 0, 2000 (2000)
Back Throw 0*2, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0*2, 4 - 25, Crumple 30 - - - - 0*2, 20 +0 -
  • 100% minimum damage: 0, 2000 (2000)
Inferno Crusader
Reversal Action
1200*2, [1200,500*4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29] B 1~18 All 80 60 (Once) - 4 18 Launch 45 Launch 60 12
[12, 3*4]
+0 +5 -
  • Values in [] are for Enhancer (aka non-cancel) version
Aerial Inferno Crusader
Reversal Action
1200*2, [1200, 400*4] All 10 3,10 [3,3,3,2,2] Until L+16 - H 1~18 All 80 60 (Once) - 4 18 Launch 45 Launch 60 12
[12, 3*4]
+0 +5 -
  • Values in [] are for Enhancer (aka non-cancel) version
Overhead Kick
Inferno Crusader > A/B/C
1300 All 11 6 Until L+16L - H - 48 100 - 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 -
Dash Cancel - - - - 20 - - - - - - - - - - - - - - - -

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
A Banishing Fang
236A
1100 [1300] All 12 3 17 -3 B - 80 80 - 3 16 17 17 22 31 15 +0 +2 -
B Banishing Fang
236B
1100 [1300] All 18 3 17 -3 B - 80 80 - 3 16 17 17 22 31 15 +0 +2 -
Banishing Fang Roar
236A/B > A/B/C
1100 [1300] All 9 6 18 -7 B - 64 100 - 8 16 17 28 + Slide 5 22 42 + Slide 5 15 +0 +2 -
  • Values in [] are for Enhancer (aka non-cancel) version
  • Catches standing and jumping opponents, but whiffs on crouching opponents
Banishing Fang Bash
236A > A/B/C > A/B/C
1700 [2000] All 14 7 22 -10 B - 80 85 - 4 18 Launch 40 Launch 55 12 +0 +5 -
  • Values in [] are for Enhancer (aka non-cancel) version
Banishing Fang Raid
236B > A/B/C > A/B/C
1700 [2000] All 14 8 30 -19 B - 80 75 - 4 18 Launch 17 [25] Launch 32 [40] 18 +0 +5 -
  • Values in [] are for Enhancer (aka non-cancel) version
Shift Sway
214A
- - - - 50 [37] - - 5~30 HP
[5~26 HP]
- - - - - - - - - - - - -
  • Values in [] are for Enhancer (aka non-cancel) version
Phantom Pain
Shift Sway > A/B/C)
0, 1800*2 Throw* 15 [5] 5 28 - T 1~19 HP 100 100*2, 75 - 0, 4*2 - Launch 60 - - - 0, 12*2 +0 -
  • Values in [] are for Enhancer (aka non-cancel) version
Slash Kaid
214B
1800 [2300] All 13 [20] 3 23 [16] -8 [+3] B - 80 75 - 3 [4] 17 [21] 17 [Launch] 25 [27] 22 [Launch] 39 [42] 7 [12] +0 [+3] +2 [+8] -
  • Values in [] are for Enhancer (aka non-cancel) 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)
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
EX Banishing Fang
236C
1300 All 12 3 17 -3 B - 80 80 - 3 16 17 17 22 31 15 +0 +2 -
EX Banishing Fang Roar
236C > A/B/C
1100 [1300] All 9 6 18 -7 B - 64 100 - 3 16 17 28 + Slide 5 22 42 + Slide 5 15 +0 +2 -
  • Values in [] are for Enhancer (aka non-cancel) version
EX Banishing Fang Bash
236C > A/B/C > A/B/C
2000 [2300] All 14 7 22 -10 B - 80 85 - 4 18 Launch 40 [70 + WBounce] Launch 55 [85 + WBounce] 12 +0 +5 -
  • Values in [] are for Enhancer (aka non-cancel) version
EX Slash Kaid
214C
2300 [2600] All 16 [13] 3 16 +3 B - 80 75 - 4 21 Launch 27 [38] Launch 42 [53] 12 [7] +3 +8 -
  • Values in [] are for Enhancer (aka non-cancel) version

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
Slash Kaid
2000 All (18)+13 3 26 -10 B - 70 85 - 4 18 Launch 50 - - 12 +0 - -
6P
BBCF 6C
1700 All (18)+36 4 5+15L -5 H - 70 85 - 4 18 Launch 60 - - 16 +0 - -
4P
5BB
2000 All (18)+13 3 29 -13 B - 70 85 - 4 18 Launch 50 - - 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)
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
Divine Smasher
236BC
4300 [5200] All 5+(50 Flash)+2 10 23 -14 B 1~14 All 80 85 - 4 18 Launch 80 Launch 95 12 20 +5 -
  • Values in [] are for Enhancer (aka non-cancel) version
  • On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
  • Minimum damage 1505 [1612]
Air Divine Smasher
j.236BC
4200 [5200] All 5+7 Until L 25L - H 1~(Until L) All 80 85 - 4 18 Launch 80 + Slide 20 Launch 95 + Slide 20 12 20 +5 -
  • Values in [] are for Enhanced version
  • Minimum damage 1470 [1664]
Divine Smasher Followup
Enhanced
2700 All 4+(35 Flash)+15 3 ??+27L - B 1~(Until L+3) All 48 100 - 4 18 Launch 80 + Down 28 Launch 95 + Down 28 20 +0 +5 -
  • Minimum damage 810
  • Divine Smasher total minimum damage: 2315 [2422]
  • Air Divine Smasher total minimum damage: 2280 [2470]
Divine Reaper
214B+C
2200, 7200 [3000, 7200] All 4+(40 Flash)+9 1 48 -18 B 1~27 All 80, 48 85, 100 - 4, 5 18 Launch 300, 100 + Slide 20 + Down 25 Launch 315, 116 + Slide 20 + Down 25 3 +0 +5 -
  • Values in [] are for Enhanced version
  • Projectile only comes out if first hit gets blocked or whiffs
  • Frame Adv listed assumes opponent blocks projectile
  • Minimum damage 550, 1296 (1846) [750, 1296 (2046)]
Divine Reaper
Projectile
2300*3 [2600*3] All 4+(40 Flash)+10 3,3,6 - - P2 - 80 60 - 3 13 Launch 60 Launch 74 0/+4 +4 +4 -
  • Minimum damage 460*3 (1380)
Grim of Phantom
Distortion Skill Duo
400, 800*2
[400, 350*6]
All 1+(71 Flash)+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63] B 1~4 All 100 100 - 4 18 Launch 100 + Down 33*2 [*5], 100 + Down 23 Launch 115 + Down 33*2 [*5], 115 + Down 23 12, 8/-5, 9/-1
[12, 13/-10, 1/+4*4,0/+20]
- - -
  • 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
Edge of Eternity
222B+C
- All 4+(54 Flash)+11 6 28 -13 B 1~20 All - - - 5 20 - - - - 13 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] - 5BB 5C, 2C Special, Super
5[B] - 5BB 5C, 2C Dash[+], Special, Super
5BB - 2B 5C, 2C Jump, Special, Super
5B[B] - 2B 5C, 2C Dash[+], Jump, Special, Super
2B[1] - 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - 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 and j.[B] - - j.C Jump, Special, Super
j.C - - - 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]

Ambox notice.png To edit frame data, edit values in BBTag/Naoto Kurogane/Data.