BBTag/Yumi/Frame Data

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< BBTag‎ | Yumi
Revision as of 21:43, 19 September 2021 by Shtkn (talk | contribs) (moving to cargo)

System Data

name health prejump backdash Unique Movement Options
Yumi 17,000 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
5A 1200 All 6 3 15 -1 100 80 CSTJP 3 16 17 17 22 31 9 +0 +2
5AA 1500 All 9 3 18 -4 100 80 CSTJP 3 16 17 21 22 35 11 +0 +2
5AAA 1700 All 13 3 33 -17 100 80 CSJP 4 18 19 21 24 36 12 +0 +5
5AAAA 1700 All 15 3 41 -25 100 85 P 4 18 Launch 60 Launch 75 12 +0 +5
2A 1000 Low 7 3 9 0 90 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5B 900×2 All 13 7,20 6 -6 100 80 P,CSP 3 16 23 23 28 37 1/-1 -1 -1
5BB 1700 All 10 3 19 -3 100 80 CSJP 4 18 19 19 24 34 12 +0 +5
5BBB 2000 All 13 4 33 -18 100 85 SP 4 18 Launch 60 Launch 75 10 +0 +5
2B 1500 All 9 6 18 -7 9~14 H 90 80 CSJP 3 16 17 21 22 35 11 +0 +2
5C 800+ High 26 3 18 -4 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1100×2 Low 14 3(9)3 18 -2 90 85 SP 4 18 Launch 30 Launch 45 5, 12 +0 +5
j.A 1500 High 8 3 19 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.AA 1500 High 9 4 26 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.B 1500 High 12 3 18 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.BB 1500 High 9 4 26 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.C 1300×2 High 18 Until L,3 22 -4 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 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, 2000 Throw 7~30 3 23 100 50 S 0, 4 Launch 60 0, 12 +0
AD Shinobi in Bloom 2300 Air Unblockable 13 5 44 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 1~17 All 80 60 - 16 Launch 60 Launch 74 11 +0 +2

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 Whirling Fans 1500 All 14 Until Hit Total 44 -7 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 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 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 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 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 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 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 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 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 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 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 -17 100 85 P 4 12 26 20 31 35 1 +0 +5
214BB Dancing as One: Yin - Second Step 1700 All 17 4 21 -12 100 85 P 4 12 20 20 25 35 12 +0 +5
214BBB Dancing as One: Yin - Third Step 1700 All 17 4 22 -13 100 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 -19 100 85 P 4 12 19 19 24 34 3, 13 +0 +5
214B > A Dancing in Snow: Purity 2000 All 25 3 30 -12 100 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 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 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 Dancing in Snow: Dance of Blades 1300×2,2000 Low 10 5(3)5(12)5 Total: 73 -4 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 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 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 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 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 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 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 70 85×3 4 18 Launch 30 0/+5 +5
4P Dancing in Snow: Purity 1700 All (18)+18 3 36 -20 70 85 4 18 Launch 50 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 Secret Ninja Art: Black Ice 1740×5 [1220×10] All 4+(80 Flash)+10 Until Hit Total 91 -23 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 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 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 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 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
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B[1] - 5BB, 2B 5C, 2C Special, Super
5BB - 5BBB, 2B 5C, 2C Jump, Special, Super
5BBB - - - 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
j.AA - j.B j.C Jump, Special
j.B - j.BB j.C Jump, Special
j.BB - - j.C Jump, Special
j.C - - - -
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources

Navigation

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


System Data


Normal Moves

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
5A


5AA


5AAA


5AAAA


2A


5B


5BB


5BBB


2B


5C


2C


j.A


j.AA
j.BB


j.B


j.C


Universal Mechanics

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


  • 100% minimum damage: 0, 2000 (2000)
Shinobi in Bloom
Reversal Action


Air Shinobi in Bloom
Air Reversal Action


Skills

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 Whirling Fans
236A


B Whirling Fans
236B


A Grand Stage: Snowbird
j.236A


B Grand Stage: Snowbird
j.236B


Dancing as One: Yang - First Step
214A


Dancing as One: Yang - Second Step
214AA


Dancing as One: Yang - Third Step
214AAA


Dancing as One: Yang - Fourth Step
214AAAA


Snow-Dappled Sleeve: Piercing Tide
214A > B


Snow-Dappled Sleeve: Howling Ogre
214A > C


  • Hits standing Ragna on 21F, hits crouching Ragna on 22F
  • Projectile reaches the ground on 25F
Snow-Dappled Sleeve: Demonic Destruction
214A > 2C


  • Values in [] occur after the first hit is blocked or after 48F
Dancing as One: Yin - First Step
214B


Dancing as One: Yin - Second Step
214BB


Dancing as One: Yin - Third Step
214BBB


Dancing as One: Yin - Fourth Step
214BBBB


Dancing in Snow: Purity
214B > A


Breathtaker
214X > 66


Aerial Rave
Automatic After Certain Attacks


  • Damage in () do not occur if you cancel into Killing Stone

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)
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
Dancing in Snow: Dance of Blades
236C


Grand Stage: Storm of Snowbirds
j.236C


Termination
214C


Killing Stone
Aerial Rave > C


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.
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
Dancing as One: Yang - Fourth Step


6P
Whirling Fans


4P
Dancing in Snow: Purity


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)
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
Secret Ninja Art: Black Ice
236BC


  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
214B+C


  • Values in [] are for Enhanced version
Secret Ninja Art: Ice Pillar Fan
Distortion Skill Duo


  • Values in [] are for Enhanced version
  • 100% Minimum Damage

Astral Heat

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
Ultimate Secret Ninja Art: Ice Queen
222B+C


Revolver Action Table

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

Sources

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