View table: MoveData_BBCF

Table structure:

  1. chara - String
  2. name - Wikitext string
  3. input - Wikitext string
  4. damage - Wikitext string
  5. guard - Wikitext string
  6. startup - Wikitext string
  7. active - Wikitext string
  8. recovery - Wikitext string
  9. onBlock - Wikitext string
  10. onODR - Wikitext string
  11. attribute - Wikitext string
  12. invuln - Wikitext string
  13. cancel - Wikitext string
  14. p1 - Wikitext string
  15. p2 - Wikitext string
  16. starter - Wikitext string
  17. level - Wikitext string
  18. blockstun - Wikitext string
  19. groundHit - Wikitext string
  20. airHit - Wikitext string
  21. groundCH - Wikitext string
  22. airCH - Wikitext string
  23. blockstop - Wikitext string
  24. hitstop - Wikitext string
  25. CHstop - Wikitext string
  26. cancelTiming - Wikitext string
  27. images - List of File, delimiter: ;
  28. caption - List of Wikitext string, delimiter: \
  29. hitboxes - List of File, delimiter: ;
  30. hitboxCaption - List of Wikitext string, delimiter: \
  31. type - String
  32. notes - List of Wikitext, delimiter: ;

This table has 2,002 rows altogether.

Recreate data.

Page chara name input damage guard startup active recovery onBlock onODR attribute invuln cancel p1 p2 starter level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop cancelTiming images caption hitboxes hitboxCaption type notes
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

1C

650

Low/Air

17

2

29

-14

F

SOR

90

89

Long

3

16

17

28

22

42

11

+0

+2

BBCF_Amane_1C.png

BBCF_Amane_1C_hitbox_1.png

normal

Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2A

300

All

7

3

9

±0

F

SOJR

100

80

Normal

1

11

12

12

16

23

9

+0

+0

BBCF_Amane_2A.png

2A

BBCF_Amane_2A_hitbox.png

2A
2AAA Frames 5-7

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2AA

300

All

5

3

9

±0

F

SOJR

100

80

Normal

1

11

12

12

16

23

9

+0

+0

BBCF_Amane_2AA.png

2AA

BBCF_Amane_2AA_hitbox.png

2AA
2AAA Frames 12-14

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2AAA

300×2

All

5

3(4)3

9

±0

F

SOJR

100

80

Normal

1

11

12

12

16

23

9

+0

+0

BBCF_Amane_2AAA.png

2AAA

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2B

540

Low

10

3

19

-5

F

SOR

90

89

Long

3

16

17

17

22

31

11

+0

+2

BBCP_Amane_2B.png

BBCF_Amane_2B_hitbox.png

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2C

650×2

Low/Air, All

21

2(4)2

23

-8

F

SOR

80

89

Long

3

16

Spin Fall 33

28

Spin Fall 38

42

11

+0

+2

BBCP_Amane_2C.png

Ground control from a distance

BBCF_Amane_2C_hitbox_1.png
BBCF_Amane_2C_hitbox_2.png

Frames 21-22

Frames 27-28

normal

If both hits connect, second hit does 30% of its normal damage

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2D Lv1

140×N

All

13

7~30

29

-12

B

12~(End of Active) H

SOR

80

99×N

Normal

3

16

Launch

30 + WBounce

Launch

44 + WBounce

2/+1

+1

+0

BBCF_Amane_2D.png

BBCF_Amane_2D_hitbox.png

drive

Invincibility is through all active frames

Hold button for more hits, min. 3, max. 11

Chip damage 30% (42×N)

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2D Lv2

140×N

All

13

7~30

29

-10

B

12~(End of Active) H

SOR

80

99×N

Normal

4

18

Launch

34 + WBounce

Launch

49 + WBounce

1/+1

+1

+0

BBCF_Amane_2D.png

BBCF_Amane_2D_hitbox.png

drive

Invincibility is through all active frames

Hold button for more hits, min. 4, max. 16

Chip damage 60% (84×N)

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

2D Lv3

140×N

All

13

7~30

29

-8

B

12~(End of Active) H

SOR

80

99×N

Normal

5

18

Launch

38 + WBounce

Launch

54 + WBounce

0/+1

+1

+0

BBCF_Amane_2D.png

BBCF_Amane_2D_hitbox.png

drive

Invincibility is through all active frames

Hold button for more hits, min. 7, max. 30

Chip damage 90%: 126×N

Minimum Damage 5%: 7×N

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

3C

800

Low

14

4

21

-6

F

SOR

100

82

Long

4

18

Launch

40

Launch

55 + Down 23

12

+0

+5

BBCP_Amane_3C.png

BBCF_Amane_3C_hitbox.png

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

4C

700

All

17

2

21

-6

B

SOR

100

89

Long

3

16

17

28

22

42

11

+0

+2

BBCF_Amane_4C.png

BBCF_Amane_4C_hitbox_1.png

normal

Cannot hit crouching state

Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

5A

300×2

All

6

3(4)3

9

±0

B

CSOJR

100

80

Normal

1

11

12

12

16

23

9

+0

+0

BBCP_Amane_5A.png
BBCF_Amane_5A-2.png

Pretty good, actually

BBCF_Amane_5A_hitbox.png

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

5B

280×3

Mid

11

2,2,2

25

-10

B

SOR

100

89

Long

3

16

17

23

22

37

3×2, 7

+0

+2

BBCP_Amane_5B.png

It's good but don't miss

BBCF_Amane_5B_hitbox_1.png
BBCF_Amane_5B_hitbox_2.png
BBCF_Amane_5B_hitbox_3.png

Frames 11-12

Frames 13-14

Frames 15-16

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

5C

700×2

All

20

2(4)2

15

±0

B

SOR

80

89

Long

3

16

17, Crumple

28

22, Crumple

42

11

+0

+2

BBCP_Amane_5C.png

Beware the deadzone

BBCF_Amane_5C_hitbox_1.png
BBCF_Amane_5C_hitbox_2.png

Frames 20-21

Frames 26-27

normal

If both hits connect, second hit does 30% of its normal damage

Cannot hit crouching state

Crumple Duration 27F, Crumple Fall 68F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

5D Lv1

120×N

All

15

7~30

26

-9

B

SOR

80

99×N

Normal

3

16

17

24

Crumple

39

2/+1

+1

+0

BBCF_Amane_5D.png

BBCF_Amane_5D_hitbox.png

drive

Fatal Counter

Hold button for more hits, min. 3, max. 11

Chip Damage 30% (36×N)

Crumple Duration 27F, Crumple Fall 63F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

5D Lv2

120×N

All

15

7~30

26

-7

B

SOR

80

99×N

Normal

4

18

19

24

Crumple

41

1/+1

+1

+0

BBCF_Amane_5D.png

BBCF_Amane_5D_hitbox.png

drive

Fatal Counter

Hold button for more hits, min. 4, max. 16

Chip Damage 60% (72×N)

Crumple Duration 29F, Crumple Fall 63F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

5D Lv3

120×N

All

15

7~30

26

-5

B

SOR

80

99×N

Normal

5

20

11

24

Crumple

43

0/+1

+1

+0

BBCF_Amane_5D.png

BBCF_Amane_5D_hitbox.png

drive

Fatal Counter

Hold button for more hits, min. 7, max. 30

Chip damage 90%: 108×N

Minimum Damage 5%: 6×N

Crumple Duration 31F, Crumple Fall 63F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

6A

600

Mid

12

4

21

-8

B

5~15 H

SOJR

90

89

Long

3

16

17

28

Launch

42

11

+0

+2

BBCP_Amane_6A.png

Good for disrespecting crossup attempts

BBCF_Amane_6A_hitbox.png

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

6B

800

All

15

3

21

-3

H

1~17 T
5~17 F

R

80

94

Long

5

20

21

40 + Slide

30

59 + Slide

13

+0

+8

BBCP_Amane_6B.png

I am legally obligated to recommend against 6B abare

BBCF_Amane_6B_hitbox.png

normal

Fatal Counter

110% Bonus Proration

Airborne from frame 5, move recovers airborne

Maximum Slide duration 15F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

6C

800×2

Mid

23

2 (6) 4

24

-11

B

SOR

80

89

Long

3

16

Launch

38 + Slide

Launch

55 + Slide

11

+0

+2

BBCP_Amane_6C.png

BBCF_Amane_6C_hitbox_1.png
BBCF_Amane_6C_hitbox_2.png

Frames 23-24

Frames 31-34

normal

Fatal Counter

If both hits connect, second hit does 30% of its normal damage

Cannot hit grounded opponents

Maximum Slide duration 45F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

6D Lv1

250×N

All

44

Total 73~

+3

P1*

R

90

98×N

Normal

3

16

Launch

17 + Down 23

Launch

31 + Down 23

0/+2

+0

+2

BBCF_Amane_6D.png

Blocking will no longer save you

BBCF_Amane_6D_hitbox.png

drive

Hold button for more hits

Bonus Proration 110%

Chip damage 10% (25×N)

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

6D Lv2

250×N

44

Total 73~

+5

P1*

R

90

98×N

Normal

3

18

Launch

17 + Down 23

Launch

31 + Down 23

0/+2

+0

+2

BBCF_Amane_6D.png

BBCF_Amane_6D_hitbox.png

drive

Hold button for more hits

Bonus Proration 110%

Chip damage 30%: 75×N

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

6D Lv3

250×N

44

Total 73~

+7

P1*

R

90

98×N

Normal

3

20

Launch

17 + Down 23

Launch

31 + Down 23

0/+2

+0

+2

BBCF_Amane_6D.png

BBCF_Amane_6D_hitbox.png

drive

Hold button for more hits

Bonus Proration 110%

Chip damage 50%: 125×N

Minimum Damage 5%: 12×N

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.2B

700

All

16

9

21

H

SOR

80

89

Long

3

16

Launch

36 + GBounce

Launch

50 + GBounce

11

+0

+2

BBCP_Amane_j2B.png

The "But I anti air'd that!" move

BBCF_Amane_j2B_hitbox_1.png
BBCF_Amane_j2B_hitbox_2.png
BBCF_Amane_j2B_hitbox_3.png

Frames 16-18

Frames 19-21

Frames 22-24

normal

lmao

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.4C

700×2

All

18

2(4)2

30+5L

H

SOR

80

89

Long

3

16

Spin Fall 33

28

Launch

42

11

+0

+2

BBCP_Amane_j4C.png

BBCF_Amane_j4C_hitbox_1.png
BBCF_Amane_j4C_hitbox_2.png

Frames 18-19

Frames 24-25

normal

If both hits connect, second hit does 30% of its normal damage

Landing recovery only applies if move reaches active frames

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.6C

780×2

All

19

2(4)2

24+5L

H

SOR

80

89

Long

3

16

Spin Fall 33

28

Launch

42

11

+0

+2

BBCP_Amane_j6C.png

BBCF_Amane_j6C_hitbox_1.png
BBCF_Amane_j6C_hitbox_2.png

Frames 19-20

Frames 25-26

normal

If both hits connect, second hit does 30% of its normal damage

Landing recovery only applies if move reaches active frames

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.6D Lv1

150×N

All

17

7~30

21

H

SOR

80

99×N

Normal

3

16

Launch

36 + WBounce

Launch

50 + WBounce

2/+1

+1

+0

BBCF_Amane_j6D.png

BBCF_Amane_j6D_hitbox.png

drive

Hold button for more hits, min. 3, max. 11

Chip damage 30%: 45×N

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.6D Lv2

150×N

All

17

7~30

21

H

SOR

80

99×N

Normal

4

20

Launch

40 + WBounce

Launch

54 + WBounce

1/+1

+1

+0

BBCF_Amane_j6D.png

BBCF_Amane_j6D_hitbox.png

drive

Hold button for more hits, min. 4, max. 16

Chip damage 60%: 90×N

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.6D Lv3

150×N

All

17

7~30

21

H

SOR

80

99×N

Normal

5

22

Launch

44 + WBounce

Launch

60 + WBounce

1/+1

+1

+0

BBCF_Amane_j6D.png

BBCF_Amane_j6D_hitbox.png

drive

Hold button for more hits, min. 7, max. 30

Chip damage 90%: 135×N

Minimum Damage 5%: 7×N

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.A

300

High/Air

6

3(4)3

9

H

CSOJR

80

80

Normal

1

11

12

16

16

27

9

+0

+0

BBCP_Amane_jA.png

For some reason, this is Amane's only overhead move

BBCF_Amane_jA_hitbox_1.png
BBCF_Amane_jA_hitbox_2.png

Frames 6-8

Frames 13-15

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.B

280×3

All

14

2,2,3

20

H

(S)(O)JR

80

89

Long

3

16

17

20

22

34

3×2, 7

+0

+2

BBCP_Amane_jB.png

BBCF_Amane_jB_hitbox_1.png
BBCF_Amane_jB_hitbox_2.png

Frames 14-17

Frames 18-20

normal
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.C

700×2

All

18

2(4)2

28+5L

H

SOR

80

89

Long

3

16

Spin Fall 33

28

Launch

42

11

+0

+2

BBCP_Amane_jC.png

BBCF_Amane_jC_hitbox_1.png
BBCF_Amane_jC_hitbox_2.png

Frames 18-19

Frames 24-25

normal

If both hits connect, second hit does 30% of its normal damage

Landing recovery only applies if move reaches active frames

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.D Lv1

100×N

All

13

7~30

25+9L

~+7

H

SOR

80

99×N

Normal

3

16

17

17

Crumple

31

2/+1

+1

+0

BBCF_Amane_jD.png

BBCF_Amane_jD_hitbox.png

drive

Hold button for more hits, min. 3, max. 11

Chip damage 30%: 30×N

Landing recovery applies if move reaches frame 12

Crumple Duration 27F, Crumple Fall 63F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.D Lv2

100×N

All

13

7~30

25+9L

~+10

H

SOR

80

99×N

Normal

4

18

19

19

Crumple

33

1/+1

+1

+0

BBCF_Amane_jD.png

BBCF_Amane_jD_hitbox.png

drive

Hold button for more hits, min. 4, max. 16

Chip damage 60%: 60×N

Landing recovery applies if move reaches frame 12

Crumple Duration 29F, Crumple Fall 63F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

j.D Lv3

100×N

All

13

7~30

25+9L

~+13

H

SOR

80

99×N

Normal

5

20

21

21

Crumple

37

0/+1

+1

+0

BBCF_Amane_jD.png

BBCF_Amane_jD_hitbox.png

drive

Hold button for more hits, min. 7, max. 30

Chip damage 90%: 90×N

Minimum Damage 5%: 5×N

Landing recovery applies if move reaches frame 12

Crumple Duration 31F, Crumple Fall 63F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

A Choujin Kaihi: Zettou

236A

Total: 28+3L

BBCP_Amane_Zettou.png

The Fabhop

special

Can cancel into attacks from frame 14 onwards

Frames 1-4 are counter hit state

Airborne from frame 5

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Air Choujin Kaihi: Zettou

j.236A/B

Total: 25+3L

BBCP_Amane_Zettou.png

The Fabhop

special

Can cancel into attacks from frame 7 onwards

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Air Throw

j.B+C

750×2

Throw(90)

7

3

23

T

SOR

100

50

Normal

0, 4

80 + GBounce + WBounce

0, 16

+0, +5

BBCP_Amane_AirThrow.png

BBCF_Amane_AirThrow_hitbox.png

other

Minimum Damage 100%: 1500

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

B Choujin Kaihi: Zettou

236B

Total: 31+3L

BBCP_Amane_Zettou.png

The Fabhop

special

Can cancel into attacks from frame 16 onwards

Frames 1-6 are counter hit state

Airborne from frame 7

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Back Throw

4B+C

0, 1500

Throw(70)

7

3

23

T

SOR

100

50

Normal

0, 4

Launch 50 + WBounce

0, 3

+0

BBCP_Amane_BackThrow.png

BBCF_Amane_BackThrow_hitbox.png

other

Minimum Damage 100%: 1500

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Choujyuu Rengeki: Raibu

236C

200×6,750

All

12

3×6 (4) 3

21

-5

B

R

100

75

Long

2×6,4

13×6, 18

14×6, Launch

30×5, 30 + WStick 17

18×6, Launch

42×6, 42 + WStick 17

3×6, 15

+0

+1×6, +5

BBCP_Amane_Raibu.png

BBCF_Amane_Raibu_hitbox_1.png
BBCF_Amane_Raibu_hitbox_2.png

First hit (Frames 12-14)

Last hit (Frames 34-36)

special
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Counter Assault

6A+B

0

All

13

6

25

-12

B

1~20 All

R

50

92

Very Short

4

18

Launch

19

Launch

34

12

+0

+5

BBCP_Amane_5B.png

other
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Crush Trigger

5A+B

1000

Guard Break 32/Barrier

20

1

25

0

B

R

80

60

Normal

24

Crumple

60

Crumple

74

12

+0

+2

BBCF_Amane_CT.png

BBCF_Amane_CT_hitbox.png

other

Crumple Duration 50F, Crumple Fall 83F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Crush Trigger

5[A+B]

1000

Guard Break 60/Barrier

30~61

1

25

0

B

R

80

100

Long

24

Crumple

60

Crumple

74

12

+0

+2

BBCF_Amane_CT.png

BBCF_Amane_CT_hitbox.png

other

Crumple Duration 50F, Crumple Fall 83F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Forward Throw

B+C

0, 1500

Throw(70)

7

3

23

T

SOR

100

50

Normal

0, 4

Launch 50 + WBounce

0, 3

+0

BBCP_Amane_ForwardThrow.png

BBCF_Amane_BackThrow_hitbox.png

other

Minimum Damage 100%: 1500

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Gangan Senbu: Ginga

214C

800

All

15

33

Total 50

-8~+24

P1

R

90

79

Normal

3

16

Launch

39

Launch

53

0/+11

+0

+2

BBCF_Amane_Ginga.png

The GINGA

BBCF_Amane_214C_Hitbox1.png
BBCF_Amane_214C_Hitbox2.png
BBCF_Amane_214C_Hitbox3.png

First active

Three frames later

Max distance

special
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Hazan Gekisou: Jakua Dengekitai

A+B+C+D

600,0,800,500,1000
{600,0,800,500,3750}

All

20 [10]

3

34

-10

B

1~22 All
[1~12 All]

125

80

4

26

Launch

100 + Down 28

20

20, 0, 13×2, 23

+0

BBCF_Amane_JakuaDengekitai.png

BBCF_Amane_JakuaDengekitai_hitbox.png

exceed accel

Values in [] are when canceled into or immediately after activating Overdrive

Values in {} are during Active Flow

Minimum Damage 10%: 290 {565+59}

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Jyatoku Meika: Gouha Houyou

222D

0,10,20990

1+(60 Flash)+15

9

Total 66

-22

P2*

1~24 All

18

0/+12

BBCP_Amane_GouhaHouyou.png

BBCF_Amane_222D_Hitbox1.png

astral

180F Heat Gauge Cooldown

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Jyuuken Dageki: Gekiren

623C

0, 2700

Unblockable

25

3

Total: 60

PT

R

100

70

Long

0, 3

17 + Down 23

0

+0

BBCF_Amane_Gekiren.png

BBCF_Amane_Gekiren_hitbox.png

special

Cannot hit grounded opponents

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Kaizoku Senkou: Goukai Rasen Renpa

632146D

(180+40×Lv)×N

All

9+(36 Flash)+3

Until Offscreen

Total: 66

P2

R

100

94×N

Normal

2

13

Launch

60

Launch

72

0

+0

+1

BBCP_Amane_GoukaiRasenRenpa.png

Discount Imperial Ray

BBCF_Amane_632146D_Hitbox1.png
BBCF_Amane_632146D_Hitbox6.png

super

Creates drills every 8 [6] frames, first drill on frame 12

Each drill has 9 hits, 3 active frames per hit (27 active frames per drill)

Minimum Damage 7%: 15×N/18×N/21×N (Lv1/Lv2/Lv3)

Chip damage 20%/20%/40%: 44×N/52×N/120×N (Lv1/Lv2/Lv3)

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 1)

236236D Lv1

800, 3500
[800, 400×2, 3500]

All

5+(30 Flash)+5

1×8

42

-24

B

1~14 All

R

80

82

Normal

4

18

Launch

100

Launch

115

3

+0, +30

+5

BBCP_Amane_SeijyuuRensoukyaku.png

The Safe on Whiff Reversal

BBCF_Amane_SeijyuuRensoukyaku_hitbox.png

super

Values in [] are during OD

Minimum Damage 20%: 860 [1020]

On block, this attack has base damage 800×8

Chip Damage 10%: 80×8

reversal

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 2)

236236D Lv2

800, 4000
[800, 300×3, 4000]

All

5+(30 Flash)+5

1×8

42

-24

B

1~14 All

R

80

82

Normal

4

18

Launch

100

Launch

115

3

+0, +30

+5

BBCP_Amane_SeijyuuRensoukyaku.png

BBCF_Amane_SeijyuuRensoukyaku_hitbox.png

super

Values in [] are during OD

Minimum Damage 20%: 960 [1140]

On block, this attack has base damage 800×8

Chip Damage 15%: 120×8

reversal

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 3)

236236D Lv3

800, 4500
[800, 200×6, 4500]

All

5+(30 Flash)+5

1×8

42

-24

B

1~14 All

R

80

82

Normal

4

18

Launch

100

Launch

115

3

+0, +30

+5

BBCP_Amane_SeijyuuRensoukyaku.png

BBCF_Amane_SeijyuuRensoukyaku_hitbox.png

super

Values in [] are during OD

Minimum Damage: 20% 1060 [1300]

On block, this attack has base damage 800×8

Chip Damage 20%: 160×8

reversal

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Ninpu Sengeki: Hariken

236D

5~(Recovery) Guard P

BBCF_Amane_Hariken.png

special

Stance can be cancelled from frame 8 (minimum stance cancel duration 19F)

Cancellable into followup attack from frame 7

On Guard Point, hitstop for Amane and Opponent unchanged

Maximum stance duration 127F + 12 recovery (139F total)

Gauge gain per frame: 1~4F = freeze gauge, 5~30F = 60, 31~54F = 70, 55~78F = 80, 79~102F = 90, 103~127F = 100

[Adds 100 to all values while in OD until level 3]

[Gauge gain at level 3 in OD is 30 points per frame]

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Ninpu Sengeki: Hariken

236D A/B/C Foot

700

All

20

2

31

-14

F

1~11 Guard P

R

100

92

Long

4

18

Launch

30 + GBounce + Slide

Launch

45 + GBounce + Slide

12

+0

+5

BBCF_Amane_Hariken.png

BBCF_Amane_Hariken_hitbox.png

special

0% Chip Damage

On Guard Point, hitstop for Amane and Opponent unchanged

Maximum Slide duration 10F

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Ninpu Sengeki: Hariken (Lv 1)

236D A/B/C Drill Lv1

1000

All

30

60

+5~+65

P1

100

89

Long

3

18

Launch

30

Launch

44

0/+2

+11

+2

BBCF_Amane_Hariken.png

BBCF_Amane_Hariken_hitbox.png

special

On block does 3 hits

Chip Damage 15%: 150×3

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Ninpu Sengeki: Hariken (Lv 2)

236D A/B/C Drill Lv2

1000

All

30

90

+15~+105

P1

100

92

Long

4

18

Launch

40

Launch

54

0/+2

+12

+5

BBCF_Amane_Hariken.png

BBCF_Amane_Hariken_hitbox.png

special

On block does 5 hits

Chip Damage 15%: 150×5

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Ninpu Sengeki: Hariken (Lv 3)

236D A/B/C Drill Lv3

1000

All

30

120

+25~+145

P1

100

94

Long

5

20

Launch

50

Launch

66

0/+2

+13

+8

BBCF_Amane_Hariken.png

BBCF_Amane_Hariken_hitbox.png

special

On block does 7 hits

Chip Damage 15%: 150×7

BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Ninpu Sengeki: Hariken Cancel

236D D

12

special
BBCF/Amane Nishiki/Data (edit) Amane Nishiki

Tensou Rakugeki: Gosei

j.236C

200×N, 900

All

11

2,4×N(12)3

24

-10

H×N, F

R

80

89

Long

3

16

25×N, Launch

25 + Down 38×N, 30 + Slide

30×N, Launch

39 + Down 38×N, 44 + Slide

1/-1×N, 11

-1

+0×N, +2

BBCF_Amane_Gosei.png

BBCF_Amane_Gosei_hitbox_1.png
BBCF_Amane_Gosei_hitbox_2.png

First hit

Last hit

special

Maximum Slide duration 5F

BBCF/Arakune/Data (edit) Arakune

2A

300

Low

10

2

11

-1

F

CSOR

90

80

Normal

1

11

12

12

16

23

9

+0

+0

BBCF_Arakune_2A.png

normal
BBCF/Arakune/Data (edit) Arakune

2B

700

Low

8

4

11

-1

F

CSOR

90

85

Long

2

13

14

14

18

26

10

+0

+1

BBCF_Arakune_2B.png

Secretly also an anti-air

normal

Whiff cancellable into itself from frame 10 (3rd active frame)

Counterhit state ends early, frames 10-11 are active but not CH state

BBCF/Arakune/Data (edit) Arakune

2C

300×5

Low, All×4

12

45

14

-16

F

R

90

82

Long

4

18

19×4, Launch

42 + Down 23×4, 42

24

57 + Down 23×4, 57

5

+0

+5

BBCF_Arakune_2C.png

The infamous shark

normal

Does 5 hits max in 6F intervals

Only first hit is a low

BBCF/Arakune/Data (edit) Arakune

2D

640

All

36

12

Total 46

+9

P1

100

79

Long

3

16

17

27

22

41

0/+3

+0

+2

BBCF Arakune 2D-1.png
BBCF Arakune 2D-2.png

Does not exist

You might see it in 1 out of 100 games for some combo

drive

1500 Curse on hit, 750 on block

During OD, 3000 Curse on hit, 1500 on block

BBCF/Arakune/Data (edit) Arakune

3C

900

Low

26

3

37

-21

F

13~16 All

SOR

100

82

Long

4

18

Launch + Down 17

40

Launch + Down 17

55

12

+0

+5

BBCF_Arakune_3C.png

Be sure it will connect

normal

Tracks opponent

BBCF/Arakune/Data (edit) Arakune

4B

700

Low

19

3

21

-7

F

SOJRDa

90

89

Long

3

16

Crumple

29

Crumple

43

11

+0

+2

BBCF_Arakune_4B.png

normal

Vacuums on hit

Crumple Duration 29F, Crumple Fall 60F

BBCF/Arakune/Data (edit) Arakune

5A

300

All

6

3

10

-1

B

CSOJRDa

100

80

Normal

1

11

12

14

16

25

9

+0

+0

BBCF_Arakune_5A.png

normal
BBCF/Arakune/Data (edit) Arakune

5B

300×3

Mid

11

1×8

12

-1~+4

B

SO(J)RDa

100

89

Long

3

16

17

17

22

31

2×2, 7

+0

+2

BBCF_Arakune_5B.png

Combo filler, really

normal

Max 3 hits

Counterhit state ends immediately on third hit that connects

Cancellable (on hit/block/whiff) into 5A frames 22~27

BBCF/Arakune/Data (edit) Arakune

5C

1000

Mid

23

3

18

-2

B

4~25 H

SOJRDa

80

92

Long

4

18

Launch

27

Launch

42

12

+0

+5

BBCF_Arakune_5C.png

Third rate hitbox with a fourth rate startup

normal
BBCF/Arakune/Data (edit) Arakune

5D

640

Mid

17

18

33

-34

B

SOJRDa

100

79

Long

3

16

Spin Fall 33

45 + WStick 23

Spin Fall 38

59 + WStick 23

11

+0

+2

BBCF_Arakune_5D.png

drive

1500 Curse on hit, 750 on block

During OD, 3000 Curse on hit, 1500 on block

BBCF/Arakune/Data (edit) Arakune

6A

600

High

25

2

15

0

B

SOJRDa

90

89

Normal

3

16

17

30 + Down 17

22

44 + Down 17

11

+0

+2

BBCF_Arakune_6A.png

Overhead, not a bad one in fact

normal

Vacuums on hit or block

Forces crouching on hit

BBCF/Arakune/Data (edit) Arakune

6B

800

Mid

10

2

25

-10

B

4~11 Guard B

SO(J)RDa

70

89

Long

3

16

Launch

34 + Slide

Launch

48 + Slide

11

+0

+2

BBCF_Arakune_6B.png

PELVIC THRUST

normal

Maximum Slide duration 10F

BBCF/Arakune/Data (edit) Arakune

6C

800

High

27

2

14+19L

-16

H

4~42 F

R

100

84

Long

5

20

Launch

35 + GBounce

Launch

51 + GBounce

13

+0

+8

BBCF_Arakune_6C-1.png

normal

Airborne from frame 7, invuln ends on landing

Cancellable into 6CC from frame 38, until landing

BBCF/Arakune/Data (edit) Arakune

6CC

1200

Mid

21

4

25

-8

B

R

100

84

Long

5

20

Launch

44

Launch

60

13

+0

+8

BBCF_Arakune_6C-2.png

normal

Cancellable into 6CCC frames 25~31

BBCF/Arakune/Data (edit) Arakune

6CCC

1600

Mid

26

4

36

-19

H

R

100

84

Long

5

20

21

30 + Down 17

27

46 + Down 17

13

+0

+8

BBCF_Arakune_6C-3.png

normal

Airborne from frame 13, hit occurs on landing

BBCF/Arakune/Data (edit) Arakune

j.2A

900

High/Air

21

Until L

20

H

(S)R

80

92

Long

4

18

Launch

40

Launch

55

12

+0

+5

BBCF_Arakune_dive.png

normal
BBCF/Arakune/Data (edit) Arakune

j.2B

900

High/Air

22

Until L

21

-8

H

(S)R

80

92

Long

4

18

Launch

40

Launch

55

12

+0

+5

BBCF_Arakune_dive.png

normal
BBCF/Arakune/Data (edit) Arakune

j.2C

900

High/Air

21

Until L

20

-7

H

(S)R

80

92

Long

4

18

Launch

40

Launch

55

12

+0

+5

BBCF_Arakune_dive.png

normal
BBCF/Arakune/Data (edit) Arakune

j.6A/B/C

700

All

11

4/5/6

12/13/14+7L

H

(S)OJR

80

89

Long

3

16

17

22

22

36

11

+0

+2

BBCF_Arakune_j6X.png

normal

Landing recovery applies if the move reaches frame 5

BBCF/Arakune/Data (edit) Arakune

j.A

300

High/Air

7

1

16

H

CSOJR

80

80

Normal

1

11

12

14

16

25

9

+0

+0

BBCF_Arakune_jA.png

normal
BBCF/Arakune/Data (edit) Arakune

j.B

300×5

High/Air

10

3×5

21

H

SOR

80

89

Normal

3

16

17

17

22

31

3

+0

+2

BBCF_Arakune_jB.png

normal

First hit that connects must be blocked high, remaining hits can be blocked mid

BBCF/Arakune/Data (edit) Arakune

j.C

1000

High/Air

12

2

20

-5

H

SOR

80

89

Long

3

16

17

60 + Down 29

Launch

77 + GBounce + Down 29

11

+0

+2

BBCF_Arakune_jC.png

Combo tool pre curse, high damage

normal

Fatal Counter

BBCF/Arakune/Data (edit) Arakune

j.D

640

All

28

3

Total: Until L+7

P1

SOJR

80

79

Long

3

16

Launch

38

Launch

52

0/+3

+3

+2

BBCF_Arakune_jXD.png

Combo and poking tool

drive

1500 Curse on hit, 750 on block

During OD, 3000 Curse on hit, 1500 on block

Landing recovery applies if move reaches frame 4

BBCF/Arakune/Data (edit) Arakune

6D Attack

6D

900

Mid

14

16

15

-23

B

SOJR

90

89

Long

3

16

Launch

33

Launch

50

11

+0

+2

BBCF_Arakune_6D.png

drive

Fatal Counter

Projectile is spawned on frame 16, first visible on frame 18

BBCF/Arakune/Data (edit) Arakune

6D Bug

6D Bug

640

Mid

38

150

Total: 48

P1

R

90

79

Long

3

16

17

23

22

37

0/+3

+3

+2

BBCF_Arakune_6D.png

drive

Listed startup is from beginning of 6D, startup from projectile spawn is 23 (21 from first visible)

1500 Curse on hit, 750 on block

During OD, 3000 Curse on hit, 1500 on block

BBCF/Arakune/Data (edit) Arakune

A Bug

A Bug

500

All

1

P1

70

89

Normal

3

16

17

24

22

38

0/+16

+16

+2

BBCF_Arakune_Abug.png

drive

Bonus Proration 110%

BBCF/Arakune/Data (edit) Arakune

A If p then q

214A

Total: 53

1~5, 24~37 T
38~43 All

BBCF_Arakune_GroundTeleports.png

Grounded teleport options

special
BBCF/Arakune/Data (edit) Arakune

a±b

236D Curse

23

Total: 39

BBCF Arakune a±b-1.png
BBCF Arakune a±b-2.png
BBCF Arakune a±b-3.png

Secret MVP

This is where the fun begins

Or this is, if you're player 2

special

Cloud lasts until Curse ends or Arakune is hit

BBCF/Arakune/Data (edit) Arakune

Air A If p then q

j.214A

Total: 51

24~38 All

BBCF_Arakune_AirTeleports.png

Air teleport options

special

Costs an air option

BBCF/Arakune/Data (edit) Arakune

Air a±b

j.236D Curse

23

Total: 33+3L

BBCF Arakune a±b-1.png
BBCF Arakune a±b-2.png
BBCF Arakune a±b-3.png

special

Cloud lasts until Curse ends or Arakune is hit

BBCF/Arakune/Data (edit) Arakune

Air B If p then q

j.214B

Total: 57

16~44 All

BBCF_Arakune_AirTeleports.png

Air teleport options

special

Costs an air option

BBCF/Arakune/Data (edit) Arakune

Air C If p then q

j.214C

Total: Until L + 21

19~(Until L+6) All

BBCF_Arakune_AirTeleports.png

Air teleport options

special

Costs an air option

BBCF/Arakune/Data (edit) Arakune

Air F equals

j.236236D

500×8 [500×N] per Bug

All

7+(75 Flash)+31

Until Offscreen

Total 24+7L

P2*

1~7 All

70

94×N

Normal

5

20

21

100

27

116

0/+3

+3

+8

BBCF Arakune 236236D.png

super

Only available during curse

Values in [] are during Overdrive

Bug lasts as long as Curse is active

Bug attacks again 30F? after leaving screen

Minimum Damage 0%

BBCF/Arakune/Data (edit) Arakune

Air Throw

j.B+C

0, 1500

Throw(120)

7

3

23+3L

T

SOR

100

50

Normal

0, 4

100

0

0

BBCF_Arakune_Air_Throw.png

other

Minimum Damage 100%: 1500

BBCF/Arakune/Data (edit) Arakune

Air Zero Vector

j.236D

28

Total: 33+3L

BBCF Arakune 236D-1.png
BBCF Arakune 236D-2.png
BBCF Arakune 236D-3.png
BBCF Arakune 236D-4.png

special

Cloud lasts for 15 seconds

When a second cloud is summoned, second cloud is guaranteed to be a different type from first

First cloud disappears if second cloud summoned

BBCF/Arakune/Data (edit) Arakune

B Bug

B Bug

450×3

All

13

P1

80

79

Normal

3

16

17

24

36

50

0/+6

+6

+2

BBCF_Arakune_Bbug.png

drive

Bonus Proration 110%

BBCF/Arakune/Data (edit) Arakune

B If p then q

214B

Total: 83

22~70 All

BBCF_Arakune_GroundTeleports.png

Grounded teleport options

special
BBCF/Arakune/Data (edit) Arakune

C Bug

C Bug

940

Guard Break 35/Barrier

55

14

P1

70

89

Normal

3

16

Crumple

17

Crumple

31

0/+25

+0

+2

BBCF_Arakune_Cbug.png

drive

Bonus Proration 110%

Crumple Duration 27F, Crumple Fall 60F

BBCF/Arakune/Data (edit) Arakune

C If p then q

214C

Total: 59

18~38 All

BBCF_Arakune_GroundTeleports.png

Grounded teleport options

special
BBCF/Arakune/Data (edit) Arakune

Counter Assault

6A+B

0

All

13

2

29

-12

B

1~20 All

R

50

92

Very Short

4

18

Launch

19

Launch

34

12

+0

+5

BBCF_Arakune_6B.png

Your thin red lifeline

other

More...