BBTag/Yosuke Hanamura/Frame Data

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< BBTag‎ | Yosuke Hanamura
Revision as of 16:17, 18 September 2021 by Shtkn (talk | contribs) (moving to cargo)

System Data

name health prejump backdash Unique Movement Options
Yosuke Hanamura 16,000 4F 23F (1~7F Inv All)


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 5 6 8 -2 100 70 1 11 12 12 16 23 9 +0 +0
4AA 1300 All 8 3 20 -6 100 80 3 16 17 17 22 31 11 +0 +2
4AAA 1700 All 10 3 22+0L -6 100 75 4 18 Launch 60 Launch 75 12 +0 +5
4AAAA 600×6 All 14 Total: Until L+6L 100 75 2 13 Launch 45 Launch 57 0/+13 +13 +13
5A 630×3 All 7 2,2,2 16 -1 100 80 3 16 17 17 22 31 3 +0 +2
5AA 1300 All 9 4 14 -1 100 80 3 16 17 17 + GBounce 22 31 + GBounce 11 +0 +2
5AAA 750×3 All 10 2,2,2 27+3L -13 100 75 4 18 Launch 30 Launch 45 4 +0 +5
5AAAA 600×6 All 14 Total: Until L+6L 100 75 2 13 Launch 45 Launch 57 0/+13 +13 +13
2A 1000 Low 6 3 15 -4 90 75 2 13 14 14 18 26 10 +0 +1
5B 1500 All 12 3 30 -14 90 85 4 18 19 19 24 34 12 +0 +5
5BB 1700 All 17 2 22 -5 90 85 4 18 19 30 24 45 12 +0 +5
5BBB 0, 2400 All 18 2 Total: 47 90 85 4 18 60, Launch Stand, 60 75, Launch Stand, 75 0 0 +5
2B 1500 All 9 4 26 -13 6~12 H 90 80 3 16 17 20 22 34 11 +0 +2
5C 800+ High 22 3 24 -10 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 11 3 24 -8 90 85 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1000 High 10 4 10 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1000 High 7 3 11 80 80 3 16 17 17 22 31 11 +0 +2
j.B 720×3 All 15 3×11 Total: 40 80 80 3 16 17 17 22 31 1/+1 +1 +1
j.2A 600×6 All 14 Until Hit Total: Until L + 21L 80 75 2 13 Launch 45 Launch 57 0/+13 +13 +13
j.C 1700 Low 36 7 25 -13 7~31 All 80 85 4 18 Launch 30 Launch 45 4 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 1000×2 Throw 7-30 3 23 100 50 0, 4×2 40 +0
AD Dodge (Catch) 45 1~25 Catch All
AD Attack Dodge (Attack) 2200 Air Unblockable 15 3 28 -12 1~22 All 80 60 4 18 Launch 50 Launch 65 12/+0 -8 -8

Skills

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Dash Spring 900×2 All 14~25 3 [(10)3] 18 [26+4L] -16 80 90 3 16 20, Launch 60 + Down 23, 60 25, Launch 74 + Down 23, 74 0/+8, 9/+8 +5 +5
236B B Dash Spring 1100×2 All 20~29 3 [(10)3] 18 [26+13L] -23 80 75 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8
j.236A Flying Flash Cut 1200×2 All 13 Until L(10)5 Until L -11 80 85×2 4 18 Launch 40 + GBounce, 60 Launch 55 + GBounce, 75 6 -1 -1
j.236B Moonsault Until L+9L 4~11 All
j.236B > X Crescent Slash 1700 High 5 8 Until L+9L 80 85 4 18 Launch 32 Launch 47 8 +3 +3

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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Dash Spring 1300×2 All 19~27 3 [(10)3] 18 [18+13L] -15 80 85 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8
j.236C EX Moonsault 2000 High 20 8 Until L+15L 4~10 All 80 85 4 18 Launch 32 + Down 28 Launch 47 + Down 28 8 +8 +8

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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Dash Spring 1500×2 All (18)+13~24 3 [3(10)3] 18 [26+12L] -14 70 85 3 16 20, Launch 60 + Down 23, 60 0/+8, 9/+8 +8
6P P4A 5D 700×4 All (18)+31 15 [(9)3,3,4] Total: 94 [Total: +70] 70 85 4 18 18, Launch×3 50 0/+12, 0/+1×3 +12, +1×3
4P 5AAA 1700 All (18)+10 6 29+3L -19 70 85 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 invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Garudyne 360×31 [430×31] All 9+(53 Flash)+7 5×31 Total: Until L+38L -31 1~17 All 80 98×31 4 18 Launch 90 Launch 105 0 +0 +6
214BC Shippu - Nagareboshi 2000×2, 250×18
[2000×2, 200×36]
All 4+(39 Flash)+1 15 Until L+18L -21 1~19 All 80 100 5 20 Launch 120, 100, 400 + Down 20×18 [×36] 4 4, 8/+10, 0/+10×18 [×36]
Distortion Skill Duo Garudyne 100×20 [100×25] All 1+(92 Flash)+1 10×11,5×9 [10×6,5×19] Total: Until L+38L 1~3 All 100 100 4 18 Launch 90 Launch 105 0 +0 +5

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Brave Blade All 4+(78 Flash)+16 10 Total: 119 -68 1~44 All 5 20 0/+12

Revolver Action Table

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, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - -
2A[3] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Jump[-], Special, Super
5BB 5A 5BBB, 2B 5C, 2C Jump[-], Special, Super
5BBB - - - Special (2nd hit)[-]
2B 5A 5B, 2B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A[2] j.AA. j.2A j.B j.C Jump, Special, Super
j.AA[2] j.A. j.2A j.B j.C Jump, Special, Super
j.B - - j.C Special, Super
j.2A - - - Special, Super
j.C - - - 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

Navigation

To edit frame data, edit values in BBTag/Yosuke Hanamura/Data.