< BBCF | Amane Nishiki

Glossary
System Data Glossary | |
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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 | |||||||||||||||||
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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.
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.
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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.
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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. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. | ||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see BBCF/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
---|---|---|---|---|---|
Amane Nishiki | 10,500 | 4F | 25F (1~7F Inv All) | Command Hops |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5A | 300×2 | All | 6 | 3(4)3 | 9 | ±0 | B | 100 | 80 | Normal | CSOJR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | |||
5B | 280×3 | Mid | 11 | 2,2,2 | 25 | -10 | B | 100 | 89 | Long | SOR | 3 | 16 | 17 | 23 | 22 | 37 | 3×2, 7 | +0 | +2 | |||
5C | 700×2 | All | 20 | 2(4)2 | 15 | ±0 | B | 80 | 89 | Long | SOR | 3 | 16 | Crumple 27 | 28 | Crumple 54 | 42 | 11 | +0 | +2 | |||
4C | 700 | All | 17 | 2 | 21 | -6 | B | 100 | 89 | Long | SOR | 3 | 16 | 17 | 28 | 22 | 42 | 11 | +0 | +2 | |||
2A | 300 | All | 7 | 3 | 9 | ±0 | F | 100 | 80 | Normal | SOJR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | |||
2AA | 300 | All | 5 | 3 | 9 | ±0 | F | 100 | 80 | Normal | SOJR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | |||
2AAA | 300×2 | All | 5 | 3(4)3 | 9 | ±0 | F | 100 | 80 | Normal | SOJR | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | |||
2B | 540 | Low | 10 | 3 | 19 | -5 | F | 90 | 89 | Long | SOR | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
2C | 650×2 | Low/Air, All | 21 | 2(4)2 | 23 | -8 | F | 80 | 89 | Long | SOR | 3 | 16 | Spin Fall 33 | 28 | Spin Fall 38 | 42 | 11 | +0 | +2 | |||
1C | 650 | Low/Air | 17 | 2 | 29 | -14 | F | 90 | 89 | Long | SOR | 3 | 16 | 17 | 28 | 22 | 42 | 11 | +0 | +2 | |||
6A | 600 | Mid | 12 | 4 | 21 | -8 | B | 5~15 H | 90 | 89 | Long | SOJR | 3 | 16 | 17 | 28 | Launch | 42 | 11 | +0 | +2 | ||
6B | 800 | All | 15 | 3 | 21 | -2 | H | 1~17 T 5~17 F | 80 | 94 | Long | R | 5 | 20 | 21 | 40 + Slide 34 | 30 | 59 + Slide 37 | 13 | +0 | +8 | ||
6C | 800×2 | Mid | 23 | 2 (6) 4 | 24 | -11 | B | 80 | 89 | Long | SOR | 3 | 16 | Launch | 38 + Slide 54 | Launch | 55 + Slide 57 | 11 | +0 | +2 | |||
3C | 800 | Low | 14 | 4 | 21 | -6 | F | 100 | 82 | Long | SOR | 4 | 18 | Launch | 40 | Launch | 55 + Down 23 | 12 | +0 | +5 | |||
j.A | 300 | High/Air | 6 | 3(4)3 | 9 | H | 80 | 80 | Normal | CSOJR | 1 | 11 | 12 | 16 | 16 | 27 | 9 | +0 | +0 | ||||
j.B | 280×3 | All | 14 | 2,2,3 | 20 | H | 80 | 89 | Long | (S)(O)JR | 3 | 16 | 17 | 20 | 22 | 34 | 3×2, 7 | +0 | +2 | ||||
j.2B | 700 | All | 16 | 9 | 21 | H | 80 | 89 | Long | SOR | 3 | 16 | Launch | 36 + GBounce | Launch | 50 + GBounce | 11 | +0 | +2 | ||||
j.C | 700×2 | All | 18 | 2(4)2 | 28+5L | H | 80 | 89 | Long | SOR | 3 | 16 | Spin Fall 33 | 28 | Launch | 42 | 11 | +0 | +2 | ||||
j.6C | 780×2 | All | 19 | 2(4)2 | 24+5L | H | 80 | 89 | Long | SOR | 3 | 16 | Spin Fall 33 | 28 | Launch | 42 | 11 | +0 | +2 | ||||
j.4C | 700×2 | All | 18 | 2(4)2 | 30+5L | H | 80 | 89 | Long | SOR | 3 | 16 | Spin Fall 33 | 28 | Launch | 42 | 11 | +0 | +2 |
Drive Moves
- 1 gauge has total 6000 points.
- Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
- Gauge overheats if gauge exceeds level 3.
- During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
- During overheat, cannot use Hariken (236D), Seijyuu Rensoukyaku (236236D), or Goukai Rasen Renpa (632146D).
- For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
- Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
- While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5D Lv1 | 120×N | All | 15 | 7~30 | 26 | -9 | B | 80 | 99×N | Normal | SOR | 3 | 16 | 17 | 24 | Crumple 43 | 39 | 2/+1 | +1 | +0 | ||||
5D Lv2 | 120×N | All | 15 | 7~30 | 26 | -7 | B | 80 | 99×N | Normal | SOR | 4 | 18 | 19 | 24 | Crumple 43 | 41 | 1/+1 | +1 | +0 | ||||
5D Lv3 | 120×N | All | 15 | 7~30 | 26 | -5 | B | 80 | 99×N | Normal | SOR | 5 | 20 | 11 | 24 | Crumple 43 | 43 | 0/+1 | +1 | +0 | ||||
2D Lv1 | 140×N | All | 13 | 7~30 | 29 | -12 | B | 12~(End of Active) H | 80 | 99×N | Normal | SOR | 3 | 16 | Launch | 30 + WBounce | Launch | 44 + WBounce | 2/+1 | +1 | +0 | |||
2D Lv2 | 140×N | All | 13 | 7~30 | 29 | -10 | B | 12~(End of Active) H | 80 | 99×N | Normal | SOR | 4 | 18 | Launch | 34 + WBounce | Launch | 49 + WBounce | 1/+1 | +1 | +0 | |||
2D Lv3 | 140×N | All | 13 | 7~30 | 29 | -8 | B | 12~(End of Active) H | 80 | 99×N | Normal | SOR | 5 | 18 | Launch | 38 + WBounce | Launch | 54 + WBounce | 0/+1 | +1 | +0 | |||
6D Lv1 | 250×N | All | 44 | Total 73~ | +3 | P1* | 90 | 98×N | Normal | R | 3 | 16 | Launch | 17 + Down 23 | Launch | 31 + Down 23 | 0/+2 | +0 | +2 | |||||
6D Lv2 | 250×N | 44 | Total 73~ | +5 | P1* | 90 | 98×N | Normal | R | 3 | 18 | Launch | 17 + Down 23 | Launch | 31 + Down 23 | 0/+2 | +0 | +2 | ||||||
6D Lv3 | 250×N | 44 | Total 73~ | +7 | P1* | 90 | 98×N | Normal | R | 3 | 20 | Launch | 17 + Down 23 | Launch | 31 + Down 23 | 0/+2 | +0 | +2 | ||||||
j.D Lv1 | 100×N | All | 13 | 7~30 | 25+9L | ~+7 | H | 80 | 99×N | Normal | SOR | 3 | 16 | 17 | 17 | Crumple 40 | 31 | 2/+1 | +1 | +0 | ||||
j.D Lv2 | 100×N | All | 13 | 7~30 | 25+9L | ~+10 | H | 80 | 99×N | Normal | SOR | 4 | 18 | 19 | 19 | Crumple 40 | 33 | 1/+1 | +1 | +0 | ||||
j.D Lv3 | 100×N | All | 13 | 7~30 | 25+9L | ~+13 | H | 80 | 99×N | Normal | SOR | 5 | 20 | 21 | 21 | Crumple 40 | 37 | 0/+1 | +1 | +0 | ||||
j.6D Lv1 | 150×N | All | 17 | 7~30 | 21 | H | 80 | 99×N | Normal | SOR | 3 | 16 | Launch | 36 + WBounce | Launch | 50 + WBounce | 2/+1 | +1 | +0 | |||||
j.6D Lv2 | 150×N | All | 17 | 7~30 | 21 | H | 80 | 99×N | Normal | SOR | 4 | 20 | Launch | 40 + WBounce | Launch | 54 + WBounce | 1/+1 | +1 | +0 | |||||
j.6D Lv3 | 150×N | All | 17 | 7~30 | 21 | H | 80 | 99×N | Normal | SOR | 5 | 22 | Launch | 44 + WBounce | Launch | 60 + WBounce | 1/+1 | +1 | +0 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
B+C | Forward Throw | 0, 1500 | Throw(70) | 7 | 3 | 23 | T | 100 | 50 | Normal | SOR | 0, 4 | Launch 50 + WBounce | 0, 3 | +0 | |||||||||
4B+C | Back Throw | 0, 1500 | Throw(70) | 7 | 3 | 23 | T | 100 | 50 | Normal | SOR | 0, 4 | Launch 50 + WBounce | 0, 3 | +0 | |||||||||
j.B+C | Air Throw | 750×2 | Throw(90) | 7 | 3 | 23 | T | 100 | 50 | Normal | SOR | 0, 4 | 80 + GBounce + WBounce | 0, 16 | +0, +5 | |||||||||
6A+B | Counter Assault | 0 | All | 13 | 6 | 25 | -12 | B | 1~20 All | 50 | 92 | Very Short | R | 4 | 18 | Launch | 19 | Launch | 34 | 12 | +0 | +5 | ||
5A+B | Crush Trigger | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | B | 80 | 60 | Normal | R | 24 | Crumple 50 | 60 | Crumple 100 | 74 | 12 | +0 | +2 | ||||
5[A+B] | Crush Trigger | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | 0 | B | 80 | 100 | Long | R | 24 | Crumple 50 | 60 | Crumple 100 | 74 | 12 | +0 | +2 |
Specials
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236D | Ninpu Sengeki: Hariken | 5~(Recovery) Guard P | ||||||||||||||||||||||
236D A/B/C Foot | Ninpu Sengeki: Hariken | 700 | All | 20 | 2 | 31 | -14 | F | 1~11 Guard P | 100 | 92 | Long | R | 4 | 18 | Launch | 30 + GBounce + Slide 29 | Launch | 45 + GBounce + Slide 29 | 12 | +0 | +5 | ||
236D A/B/C Drill Lv1 | Ninpu Sengeki: Hariken (Lv 1) | 1000 | All | 30 | 60 | +5~+64 | P1 | 100 | 89 | Long | 3 | 18 | Launch | 30 | Launch | 44 | 0/+2 | +11 | +2 | |||||
236D A/B/C Drill Lv2 | Ninpu Sengeki: Hariken (Lv 2) | 1000 | All | 30 | 90 | +15~+104 | P1 | 100 | 92 | Long | 4 | 18 | Launch | 40 | Launch | 54 | 0/+2 | +12 | +5 | |||||
236D A/B/C Drill Lv3 | Ninpu Sengeki: Hariken (Lv 3) | 1000 | All | 30 | 120 | +25~+144 | P1 | 100 | 94 | Long | 5 | 20 | Launch | 50 | Launch | 66 | 0/+2 | +13 | +8 | |||||
236D D | Ninpu Sengeki: Hariken Cancel | 12 | ||||||||||||||||||||||
236C | Choujyuu Rengeki: Raibu | 200×6,750 | All | 12 | 3×6 (4) 3 | 21 | -5 | B | 100 | 75 | Long | R | 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 | |||
j.236C | Tensou Rakugeki: Gosei | 200×N, 900 | All | 11 | 2,4×N(12)3 | 24 | -10 | H×N, F | 80 | 89 | Long | R | 3 | 16 | 25×N, Launch | 25 + Down 38×N, 30 + Slide 5 | 30×N, Launch | 39 + Down 38×N, 44 + Slide 5 | 1/-1×N, 11 | -1 | +0×N, +2 | |||
623C | Jyuuken Dageki: Gekiren | 0, 2700 | Unblockable | 25 | 3 | Total: 60 | PT | 100 | 70 | Long | R | 0, 3 | 17 + Down 23 | 0 | +0 | |||||||||
236A | A Choujin Kaihi: Zettou | Total: 28+3L | ||||||||||||||||||||||
236B | B Choujin Kaihi: Zettou | Total: 31+3L | ||||||||||||||||||||||
j.236A/B | Air Choujin Kaihi: Zettou | Total: 25+3L | ||||||||||||||||||||||
214C | Gangan Senbu: Ginga | 800 | All | 15 | 33 | Total 50 | -8~+24 | P1 | 90 | 79 | Normal | R | 3 | 16 | Launch | 39 | Launch | 53 | 0/+11 | +0 | +2 |
Distortion Drives
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236236D Lv1 | Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 1) | 800, 3500 [800, 400×2, 3500] | All | 5+(30 Flash)+5 | 1×8 | 42 | -24 | B | 1~14 All | 80 | 82 | Normal | R | 4 | 18 | Launch | 100 | Launch | 115 | 3 | +0, +30 | +5 | ||
236236D Lv2 | Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 2) | 800, 4000 [800, 300×3, 4000] | All | 5+(30 Flash)+5 | 1×8 | 42 | -24 | B | 1~14 All | 80 | 82 | Normal | R | 4 | 18 | Launch | 100 | Launch | 115 | 3 | +0, +30 | +5 | ||
236236D Lv3 | Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 3) | 800, 4500 [800, 200×6, 4500] | All | 5+(30 Flash)+5 | 1×8 | 42 | -24 | B | 1~14 All | 80 | 82 | Normal | R | 4 | 18 | Launch | 100 | Launch | 115 | 3 | +0, +30 | +5 | ||
632146D | Kaizoku Senkou: Goukai Rasen Renpa | (180+40×Lv)×N | All | 9+(36 Flash)+3 | Until Offscreen | Total: 66 | P2 | 100 | 94×N | Normal | R | 2 | 13 | Launch | 60 | Launch | 72 | 0 | +0 | +1 |
Exceed Accel
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
A+B+C+D | Hazan Gekisou: Jakua Dengekitai | 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 |
Astral Heat
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onODR | attribute | invuln | p1 | p2 | starter | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
222D | Jyatoku Meika: Gouha Houyou | 0,10,20990 | 1+(60 Flash)+15 | 9 | Total 66 | -20 | P2* | 1~24 All | 18 | 0/+12 |
Revolver Action Table
- 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
- 5B and 2B are tied together - they can be used a combined total of 2 times per string
External References

To edit frame data, edit values in BBCF/Amane Nishiki/Data.