BBTag/Yukiko Amagi/Frame Data

From Dustloop Wiki
 Yukiko Amagi

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
Yukiko Amagi 16,000 4F 29F (1~7F Inv All)
Fire Levels
  • Fire based attacks (except for Distortion Skill Duo) gain more damage as you gain more Fire Levels.
Fire Level Damage Boost
Lv 0 +0%
Lv 1 +15%
Lv 2 +25%
Lv 3 +35%
Lv 4 +50%
Lv 5 +60%
Lv 6 +80%
Lv 7 +90%
Lv 8 +110%
Lv 9 +130%

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
4A 1000 All 10 4 15 -2 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
4AA 1000 All 10 3 14 0 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
4AAA 1200 All 12 3 26 -10 B 100 85 CS(J)P 4 18 19 30 + Down 23 24 45 + Down 23 12 +0 +5
4AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1 90 80 P 3 16 17, Launch 17, 47 22, Launch 31, 61 1/+6 +6 +6
5A 200×10 All 12~28 1×10 28 -12 B 90 80 CSTP 3 16 17 17 22 31 1 +0 +2
5AA 200×9 All 10 1×9 33 -17 B 90 80 CSTJP 3 16 17 17 + Down 23 22 31 + Down 23 1 +0 +2
5AAA 200×8 Low 10 1×8 32 -16 F 90 80 CSP 3 16 17 30 22 44 1 +0 +2
5AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1 90 80 P 3 16 17, Launch 17, 47 22, Launch 31, 61 1/+6 +6 +6
2A 1000 Low 8 2 14 -2 F 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1000 All 10 Until Hit Total 46 -15 P1 80 75 CS 2 11 14 14 18 26 0/+10 +10 +10
5BB 1000 All 9 Until Hit Total 48 -18 P1 80 75 CSP 2 11 14 14 18 26 0/+10 +10 +10
6BB 1000 All 9 Until hit Total 49 -19 P1 80 75 CSP 2 11 14 14 18 26 0/+10 +10 +10
4BB 1000 All 9 Until hit Total 52 -22 P1 80 75 CSP 2 11 14 14 18 26 0/+10 +10 +10
2B 1000×2 All 14 Until hit Total 42 -7 P1 10~16 H 80 75×2 CSJP 2 11 14 14 18 26 0/+10 +10 +10
5C 800+ High 26 3 18 -4 B 4 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 10 3 17 -3 F 90 80 S(J)P 3 16 Launch 30 Launch 44 11 +0 +2
j.A 1000 High 10 3 13 H 80 80 SJP 3 16 17 21 22 35 11 +0 +2
j.AA 1000 High 7 3 13 H 80 80 SJP 3 16 17 21 22 35 11 +0 +2
j.B 1000 All 12 Until Hit Total 34 P1 80 75 S(J)P 2 11 14 14 18 26 0/+10 +10 +10
j.C 500×N High 20 3, 5×N Until L minus while rising, plus while falling H 90 80 P, SP 3 16 21 21 26 35 1 +0 +2

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 Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 S 4 Crumple 0, 7
AD Dia 1200 Air Unblockable 19 3 23* -30 B 1~27 Guard All
28~Release Guard P
80 60 3 16 Launch 60 Launch 74 11 +0 +2

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 Agi 700, 900 All 13 3(6)15* 39 -9 B, P1 90, 80 100, 80 P 3 16 Launch 19, 29 Launch 24, 43 11, 0/+7 +0, +7 +2, +9
236B B Agi 700, 900 All 13 3(6)15* 39 -9 B, P 90, 80 100, 80 P 3 16 Launch 30, 29 Launch 45, 43 11, 0/+7 +0, +7 +2, +9
j.236A Air A Agi 700, 900 All 13 3(6)15* 39+5L B, P 90, 80 100, 80 P 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9
j.236B Air B Agi 700, 900 All 13 3(6)15* 39*+5L B, P 90, 80 100, 80 P 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9
214A A Maragi 1000, 1500 Low, All 16 Until Hit(9)30 55T -11 P1 80 100, 85 P 4 18 Launch 19, 60 Launch 24, 75 0 +0 +5
214B B Maragi 1000, 1500 Low, All 32 Until hit(9)45 43T +17 P 80 100, 85 P 4 18 Launch 19, 60 Launch 24, 75 0 +0 +5
22A A Fire Boost 19 Total 36 P
22B B Fire Boost 31 Total 57 P

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 Agilao 700, 2000 All 18 3(9)15* 24 +2 B, P1 90, 80 100, 80 P 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9
j.236C Air Agilao 700, 2000 All 18 3(9)15* 24+5L H, P1 90, 80 100, 80 P 3 16 Launch 24, 29 Launch 29, 43 11, 0/+7 +0, +7 +2, +9
214C Maragion 1000×4 Low, All×3 16 Until Hit(9)5(5)5(5)5 Total 34 +30 P 80 100, 85 P 4 18 Launch 19, 60×3 Launch 24, 75×3 0 +0 +5
22C Fire Flame Boost 12 Total 22 4~End Guard P P

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 Flame Dance 900, 1300 All (18)+13 2(10)5 29 -11 B, P1 70 85×2 3 16 17, Launch 60 0/+1, 0/+6 +1, +6
6P Phoenix Flame Swirl 1000×3 All (18)+62 Until Hit Total (18)+113 -24 P1 70 85 4 18 Launch 80 0/+1 +1
4P Dia 1200 All (18)+13 12 112 -107 B 7~112 Guard P 70 80 3 16 Launch 50 11 +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 Agidyne 540×9, 2200 [620×9, 3200] All 4+(78 Flash)+7 6×7,10,2(8)P Total: 160 -51 B×9, P 1~22 All 80×9, 70 98×9, 90 4×9, 5 18 Launch 30×9, 60 + WBounce Launch 0/+1×9, 0/+7 [0/+1×9, 0/+16] +1×9, +14 [+1×9, +23] +6×9, +7 [+6×9, +16]
214BC Maragidyne 800×N [1000×N] All 10+(87 Flash)+9 {5(5)}×10,5 Total: 84 P 1~30 All 80 60 5 20 Launch 40 Launch 56 0 +0 +5
Distortion Skill Duo Agidyne 2000 [2500] All 1+(104 Flash)+1 Until Hit Total: 82 -46 P 1~9 All 100 100 4 18 Launch 30×9, 60 + WBounce Launch 0/+1×9, 0/+7 [0/+1×9, 0/+16] +1×9, +14 [+1×9, +23] +6×9, +7 [+6×9, +16]

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 Full Bloom All 13+(86 Flash)+11 6 Total: 100 -55 B 1~39 All 5 20 0/+1

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Yukiko 4A.pngGuardAllStartup10Recovery15Advantage-2[3*] 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Yukiko 4AA.pngGuardAllStartup10Recovery14Advantage0 4AAA, 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAABBTag Yukiko 4AAA.pngGuardAllStartup12Recovery26Advantage-10 4AAAA, 5A - 5C, 2C Jump[-], Special, Super
5ABBTag Yukiko 5A.pngGuardAllStartup12~28Recovery28Advantage-12[1*] 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AABBTag Yukiko 5AA.pngGuardAllStartup10Recovery33Advantage-17 5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAABBTag Yukiko 5AAA.pngGuardLowStartup10Recovery32Advantage-16 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBTag Yukiko FlameDance.pngGuardAllStartup9Recovery30Advantage-12
and 4AAAA
- - - -
2ABBTag Yukiko 2A.pngGuardLowStartup8Recovery14Advantage-2[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Yukiko 5B.pngGuardAllStartup10RecoveryTotal 46Advantage-15 5A 5BB[+], 2B 5C, 2C Special, Super
5BBBBTag Yukiko 5BB.pngGuardAllStartup9RecoveryTotal 48Advantage-18 5A - 5C, 2C Special, Super
2BBBTag Yukiko 2B.pngGuardAllStartup14RecoveryTotal 42Advantage-7 5A 5B 5C, 2C Jump, Special, Super
5CBBTag Yukiko 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Yukiko 2C.pngGuardLowStartup10Recovery17Advantage-3 - - - Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Yukiko jA.pngGuardHighStartup10Recovery13Advantage-[3] j.A j.B j.C Jump, Special, Super
j.BBBTag Yukiko jB.pngGuardAllStartup12RecoveryTotal 34Advantage- - - j.C Jump[-], Special, Super
j.CBBTag Yukiko jC.pngGuardHighStartup20RecoveryUntil LAdvantageminus while rising, plus while falling - - - 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
  • 4A and 2A are tied together - they can be used a combined total of 3 times per string
  • All cancels for 5A, 5AA, 5AAA are on the last hit

Sources

Navigation

 Yukiko Amagi
To edit frame data, edit values in BBTag/Yukiko Amagi/Data.
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information