BBTag/Yu Narukami/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
4A 1000 All 6 3 14 -5 B - 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0 -
4AA 1500 All 7 4 18 -5 B - 100 80 CST(J)P 3 16 17 17 22 31 11 +0 +2 -
4AAA 1700 All 9 3 22 -6 B - 100 85 CSJP 4 18 22 19 + Down 23 27 34 + Down 23 12 -3 +2 -
4AAAA 900*3 All 14 2,2,2 Total 56 -17 P1 - 80 80 (Once) P 3 16 17 30 22 44 0/+5 +5 +5 -
5A 1500 All 9 3 26 -12 B - 100 80 CST(J)P 3 16 21 21 26 35 11 +0 +2 -
5AA 1500*2 All 11 12, 3 23 -26 B - 90 80 CST(J)P 3 16 17 17 32 46 9 +0 +2 -
  • Enters values in [] on hit/block
5AAA 2000 All 13 3 40 -22 B - 90 90 CS(J)P 5 20 21 21 + Down 23 27 37 + Down 23 13 +0 +8 -
5AAAA 900*3 All 14 2,2,2 Total 56 -17 P1 - 80 80 (Once) P 3 16 17 30 22 44 0/+5 +5 +5 -
2A 1000 Low 7 3 12 -1 F - 90 75 CSTP 2 13 14 14 18 26 10 +0 +1 -
5B 1700 All 13 3 35 -21 B - 90 80 CS(J)P 3 16 17 23 22 37 11 +0 +2 -
5BB 1700 All 15 2 36 -20 B - 90 85 CS(J)P 4 17 Launch 45 Launch 60 12 +0 +5 -
5BBB 2000 High 23 7 19L -3 H - 80 80 SP 5 20 Launch 21 + Slide 3 Launch 37 + Slide 3 13 +0 +8 -
  • Frame Adv listed is tested on standing Yu
2B 1100*2 All 8 2,3 31 -17 B 5~9 H 90 80 (once) CSJP 3 16 17 22 22 36 7 +0 +2 -
  • Becomes standing state during recovery
5C 800+ High 22 3 24 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 13 3 20 -4 F - 90 85 SP 4 18 Launch 40 Launch 55 12 +0 +5 -
j.A 1000*2 High 8 3, 6 14 - H - 80 75 (Once) SJP 2 13 14 14 18 26 10 +0 +1 -
j.AA 1500 High 7 3 15 - H - 80 80 SJP 3 16 17 20 22 34 11 +0 +2 -
j.B 1700 All 12 8 25 - H - 80 85 SJP 4 18 19 23 24 - 12 +0 +5 -
j.C 2000 High 12 Until L 29L/39L/44L -12 H - 80 85 SJP 5 20 Launch 36 + Slide 3 Launch - 13 +0 +8 -
  • Landing recovery based on height j.C was done from, see main page for chart
  • On hit or block 29f recovery
  • Frame advantage calculated from soonest possible j.C

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, 2000 Throw 7~30 3 23 - T - 100 50 (Once) S 0, 4 - Launch 50 - - - 0, 12 +0 -
  • Minimum damage 100% (2000)
Big Gamble
Reversal Action
1700*2 Air Unblockable 10 3, 10 Until L+9 -38 B, H 1~22 All 80 60 (Once) - 4 18 Launch 60 Launch 75 12 +0 +5 -
Air Big Gamble
Reversal Action
1700*2 All 4 3, 3 Until L+9 - H 1~9 All 80 60 (Once) - 4 18 Launch 39 Launch 54 12 +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
A Zio
236A
1300 All 13 Until Hit Total 50 -10 P1 - 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
B Zio
236B
1500 All 13 Until Hit Total 55 -15 P1 - 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
Air A Zio
j.236A
1300 All 13 Until Hit Total 50+8L -10 P1 - 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
  • Begins falling on frame 32
Air B Zio
j.236B
1500 All 13 Until Hit Total 50+8L - P1 - 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
  • Begins falling on frame 32
A Swift Strike
214A
1700 Low 15 8 20 -9 F - 70 85 P 4 18 Launch 60 Launch 75 12 +0 +5 -
  • Secondary startup and advantage measured at max range
B Swift Strike
214B
1100*3 Low 18 9,9,3 29 -13 F - 70 85 (Once) P 4 18 19*2, Launch 60 + Down 23*2, 60 24*2, Launch 75 + Down 23*2, 75 1*2, 12 +0 +5 -
  • Secondary startup measured at full screen (max range exceeds screen width)

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 Zio
236C
1500, 400*3 All 13~102 Until Hit [2*3] Total 38+8L +7~+96 P1 - 80 80 (Once) P 3 16 Launch 30 Launch 44 0/+5, 0/+3*3 +5, +3*3 +7, +5*3 -
  • Can be held for up to 102f, regain control of character at 56f
  • Frame advantage measured at point blank
Air EX Zio
j.236C
1500, 400*3 All 13~102 Until Hit [2*3] Total 38+8L - P1 - 80 80 (Once) P 3 16 Launch 30 Launch 44 0/+5, 0/+3*3 +5, +3*3 +7, +5*3 -
  • Can be held for up to 102f, regain control of character at 51f
EX Swift Strike
214C
700*5 Low 12 6,6,6,6,3 20 -4 F - 70 85 (Once) - 4 18 19*4, Launch 60 + Down 23*4, 60 24*4, Launch 75 + Down 23*4, 75 1*4, 12 +0 +5 -
  • Can cancel into Additional Attack after fifth hit on hit
  • Secondary startup measured at full screen (max range exceeds screen width)
Additional Attack
214C > A/B/C
700*3 All 4 3,5,5 41 -27 B - 80 100 P 4 18 Launch 60 Launch 75 12 +0 +5 -

Partner 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
5P
Lightning Flash
1500*2 All (18+)15 13 [(2)3] 46 -30 B - 70 85 - 4 18 19, Launch 19, 60 + WBounce 24, Launch 33 + 74 + WBounce 6, 13 +0 +5 -
6P
Zio
1500 All (18+)13 Until Hit Total: (18+)55 -26 P1 - 70 80 - 3 16 Launch 60 Launch 74 0/+11 +11 +13 -
4P
P4AU 2D
1100*2 All (18+)14 7,3 Total: (18+)93 - H, B - 70 85 (Once) - 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 8 +0 +5 -
  • 5% chip damage

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
Ziodyne
236B+C
260*34 [320*34] All 5+(33 Flash)+13 3*34 52 -34 P 1~20 All 80 98 - 4 17 Launch 62 + WStick 30 + WBounce 40
[47 + WStick 30 + WBounce 40]
Launch 78 + WStick 30 + WBounce 40
[63 + WStick 30 + WBounce 40]
0 +0 +5 -
  • Values in [] are for Enhanced version
  • Minimum damage: 33*34 (1122) [41*34 (1394)]
Cross Slash
214B+C
2500, 4800
[2500, 230*7, 4700]
All 11(+70)+5 7 36 -22 B 1~22 All 80 100, 60
[100*8, 60]
- 5 20 100, Stagger 43 + Down 10
[100, Launch*8]
Stand
[Stand, 180 + Down 23*8]
106, Stagger 43 + Down 10
[106, Launch*8]
Stand
[Stand, 196 + GBounce + Down 23*8
13 13, 0/+13
[13, 2*8]
+5, +13
[+5, +0*8]
-
  • Values in [] are for Enhanced version
  • Minimum damage: 625, 1440 (2065)
  • [Minimum damage: 625, 57*7, 1175 (2199)]
Cross Slash
Distortion Skill Duo
1000, 1500
[1000, 100*7, 1300]
All 1(+101)+1 7 36 -22 B 1~8 All 100 100 - 5 20 100, Stagger 43 + Down 10
[100, Launch*8]
Stand
[Stand, 180 + Down 23*8]
106, Stagger 43 + Down 10
[106, Launch*8]
Stand
[Stand, 196 + GBounce + Down 23*8
13 13, 0/+13
[13, 2*8]
+5, +13
[+5, +0*8]
-
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

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
Myriad Truths
222B+C
5000, 32000 All 7+(90 Flash)+14 6,24 52 -43 P3 1~50 All 100 100 - 5 20 - - - - 0/+12 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
4AAA 4AAAA - 5C, 2C Jump, Special, Super
4AAAA - - - -
5A[2] 5AA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special
5AAA 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[3*] 4A, 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 Special, Super
5BBB - - - Special, Super
2B[1] 5A 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 - - j.C Jump, 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
  • 4A and 2A can only be used 3 times total per string

Sources[edit]

  • Early Proration Data from Hima based on the Beta - Link
  • Frame data from Tari - Link

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Yu Narukami/Data.