BBTag/Yumi/Frame Data

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Yumi


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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Yumi 17,000 4F 23F (1~7F Inv All)

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
5A 1200 All 6 3 15 -1 B 100 80 CSTJP 3 16 17 17 22 31 9 +0 +2
5AA 1500 All 9 3 18 -4 B 100 80 CSTJP 3 16 17 21 22 35 11 +0 +2
5AAA 1700 All 13 3 33 -17 B 100 80 CSJP 4 18 19 21 24 36 12 +0 +5
5AAAA 1700 All 15 3 41 -25 B 100 85 P 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 7 3 9 0 F 90 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5B 900×2 All 13 7,20 6 -6 B 100 80 P,CSP 3 16 23 23 28 37 1/-1 -1 -1
5BB 1700 All 10 3 19 -3 B 100 80 CSJP 4 18 19 19 24 34 12 +0 +5
5BBB 2000 All 13 4 33 -18 B 100 85 SP 4 18 Launch 60 Launch 75 10 +0 +5
2B 1500 All 9 6 18 -7 B 9~14 H 90 80 CSJP 3 16 17 21 22 35 11 +0 +2
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1100×2 Low 14 3(9)3 18 -2 F 90 85 SP 4 18 Launch 30 Launch 45 5, 12 +0 +5
j.A 1500 High 8 3 19 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.AA 1500 High 9 4 26 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.B 1500 High 12 3 18 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.BB 1500 High 9 4 26 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.C 1300×2 High 18 Until L,3 22 -4 H 80 90 P 5 20 Launch 60 + Down 23, 30 Launch 76 + Down 23, 46 6, 13 +0 +8


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 0, 4 Launch 60 0, 12 +0
AD Shinobi in Bloom 2300 Air Unblockable 13 5 44 B 1~17 All 80 60 3 16 Launch 60 Launch 74 11 +0 +2
j.AD Air Shinobi in Bloom 2300 All 13 5 Until L+8 H 1~17 All 80 60 - 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 Whirling Fans 1500 All 14 Until Hit Total 44 -7 P1 80 85 P 4 18 Launch 30 Launch 45 0/+5 +5 +10
236B B Whirling Fans 1500×3 All 30 P(3)P(3)P Total 68 -9 P1 80 85×3 P 4 18 Launch 30 Launch 45 0/+5 +5 +10
j.236A A Grand Stage: Snowbird 1500 All 23 Until Hit 43+2L P1 80 85 P 4 18 Launch 30 Launch 45 0/+5 +5 +10
j.236B B Grand Stage: Snowbird 1500 All 23 Until Hit 43+2L P1 80 85 P 4 18 Launch 30 Launch 45 0/+5 +5 +10
214A Dancing as One: Yang - First Step 1000 All 14 3 18 -4 B 80 85 P 3 16 20 25 25 39 11 +0 +2
214AA Dancing as One: Yang - Second Step 1000 All 13 3 21 -7 B 80 85 P 3 16 20 25 25 39 11 +0 +2
214AAA Dancing as One: Yang - Third Step 600×2 All 13 3(10)3 22 -8 B 80 85 P 3 16 20 25 25 39 3, 13 +0 +2
214AAAA Dancing as One: Yang - Fourth Step 300×5, 325×5 All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 B 80 90 P 1×5, 4×5 11×5, 18×5 25×5, Launch×5 30×5, 60×5 29×5, Launch×5 41×5, 75×5 3×5, 1×4, 5 +0×5, -1×5 +0×5, +2×5
214A > B Snow-Dappled Sleeve: Piercing Tide 2000 All 26 4 15 +12 B 80 80 P 5 30 Launch 50 + WBounce Launch 66 + WBounce 18 +0 +8
214A > 5C Snow-Dappled Sleeve: Howling Ogre 2000 High 20 16 Total 49 -5 P1 70 95 P 5 20 Launch + Down 23 60 + GBounce Launch + Down 23 76 + GBounce 0/+4 +4 +12
214A > 2C Snow-Dappled Sleeve: Demonic Destruction 1000, 1500 Low 25 12 [(8)4] Total 72 -8 F 80, 90 100, 85 P 3 16, 18 50, Launch 17, 60 55, Launch 31, 75 0/+11, 0/+12 +11, +12 +13, +17
214B Dancing as One: Yin - First Step 750×3 All 15 [17] 3,3(4)4 26 -17 B 100 85 P 4 12 26 20 31 35 1 +0 +5
214BB Dancing as One: Yin - Second Step 1700 All 17 4 21 -12 B 100 85 P 4 12 20 20 25 35 12 +0 +5
214BBB Dancing as One: Yin - Third Step 1700 All 17 4 22 -13 B 100 85 P 4 12 21 20 26 35 12 +0 +5
214BBBB Dancing as One: Yin - Fourth Step 800×2 All 17 4(8)4 28 -19 B 100 85 P 4 12 19 19 24 34 3, 13 +0 +5
214B > A Dancing in Snow: Purity 2000 All 25 3 30 -12 B 100 90 P 5 20 Launch 60 Launch 76 12 +0 +8
214X > 66 Breathtaker 18 P
Aerial Rave Aerial Rave 300×4, <1000×2> All 3×4(12) Until L, 9 17 H 1~(Until L+9) All 80 100 P 3×4, 5×2 16×4, 22×2 Launch 60×4, 60 + Down 23×2 Launch 74×4, 76 + Down 23×2 3×4, 6, 13 +0 +2×4, +8×2


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 Dancing in Snow: Dance of Blades 1300×2,2000 Low 10 5(3)5(12)5 Total: 73 -4 P2 80 80 P 4 18 Launch 29×2, 60 Launch 44×2, 75 3/-1×2, 15 -1×2, +0 -1×2, +5
j.236C Grand Stage: Storm of Snowbirds 1500×3 All 16 Until Hit Total: 36+2L P1 80 85×3 P 4 18 Launch 30 Launch 45 5 +0 +5
214C Termination (Catch) Total: 55 4~40 Guard HBFP P
214C Attack Termination (Attack) 2000 All 13 3 24 -6 B 1~End All 80 75 5 20 Launch 60 Launch 76 12 +0 +8
Aerial Rave > C Killing Stone 1600,300×4,1000×2 All 5(9)3×4(13)Until L,9 H 90, 100×6 P 5, 3×4, 5×2 20 Launch 50, 60×4, 60 + Down 23, 60 Launch 66, 74×4, 76 + Down 23, 76 12, 3×4, 6, 13 +0 +8, +2×4, +8×2


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 Dancing as One: Yang - Fourth Step 360×4, 500×5 All (18)+15 4,4,4,2(9)1,1,1,1,2 24 -7 B 70 80 1×4, 4×5 11×4, 18×5 25×4, Launch×5 30×4, 60×5 3×4, 1×4, 5 +0×4, -1×5
6P Whirling Fans 1500×3 All (18)+33 P(3)P(3)P Total: (18)+71 -9 P1 70 85×3 4 18 Launch 30 0/+5 +5
4P Dancing in Snow: Purity 1700 All (18)+18 3 36 -20 B 70 85 4 18 Launch 50 12 +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 Secret Ninja Art: Black Ice 1740×5 [1220×10] All 4+(80 Flash)+10 Until Hit Total 91 -23 P2 1~4 All 80 60 4 18 Launch 60 Launch 75 0/+7 +2 +2
214BC Secret Ninja Art: Ice Pillar Fan 500×24,1600 [410×34,2500] All 4+(60 Flash)+6 3,6×5,5,4×5,2×11,1(8)3 61 -45 B 1~15 All 80 60 2×24 [×34], 4 13×24 [×34], 18 Launch 80 + Down 23×24 [×34], 80 Launch 92 + Down 23×24 [×34], 95 1×24 [×34], 15 +0×24 [×34], +20 +1×24 [×34], +20
Distortion Skill Duo Secret Ninja Art: Ice Pillar Fan 75×24,200 [65×34,290] All 1+(79 Flash)+1 3,6×5,5,4×5,2×11,1(8)3 61 -45 B 1~7 All 100 100 2×24 [×34], 4 13×24 [×34], 18 Launch 80 + Down 23×24 [×34], 80 Launch 92 + Down 23×24 [×34], 95 1×24 [×34], 15 +0×24 [×34], +20 +1×24 [×34], +20


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 Ultimate Secret Ninja Art: Ice Queen 1000,5000,36000 All 8+(90 Flash)+5 9 42 -37 1~21 All 2 13 12


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Yumi 5A.pngGuard:
All
Startup:
6
Recovery:
15
Advantage:
-1
[3*]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Yumi 5AA.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-4
5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Yumi 5AAA.pngGuard:
All
Startup:
13
Recovery:
33
Advantage:
-17
5AAAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAABBTag Yumi 5AAAA.pngGuard:
All
Startup:
15
Recovery:
41
Advantage:
-25
- - - -
2ABBTag Yumi 2A.pngGuard:
Low
Startup:
7
Recovery:
9
Advantage:
0
[3*]
5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5BBBTag Yumi 5B.pngGuard:
All
Startup:
13
Recovery:
6
Advantage:
-6
[1]
- 5BB, 2B 5C, 2C Special, Super
5BBBBTag Yumi 5BB.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-3
- 5BBB, 2B 5C, 2C Jump, Special, Super
5BBBBBTag Yumi 5BBB.pngGuard:
All
Startup:
13
Recovery:
33
Advantage:
-18
- - - Special, Super
2BBBTag Yumi 2B.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-7
[1]
- 5B 5C, 2C Jump, Special, Super
5CBBTag Yumi 5C.pngGuard:
High
Startup:
26
Recovery:
18
Advantage:
-4
- - - -
2CBBTag Yumi 2C.pngGuard:
Low
Startup:
14
Recovery:
18
Advantage:
-2
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Yumi jA.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-
j.AA j.B j.C Jump, Special
j.AABBTag Yumi jAA.pngGuard:
High
Startup:
9
Recovery:
26
Advantage:
-
- j.B j.C Jump, Special
j.BBBTag Yumi jB.pngGuard:
High
Startup:
12
Recovery:
18
Advantage:
-
- j.BB j.C Jump, Special
j.BBBBTag Yumi jAA.pngGuard:
High
Startup:
9
Recovery:
26
Advantage:
-
- - j.C Jump, Special
j.CBBTag Yumi jC.pngGuard:
High
Startup:
18
Recovery:
22
Advantage:
-4
- - - -
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
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

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