BBCS/Tsubaki Yayoi/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 150 80 82 ALL 0 HB 6 3 9 -2 14 10 -
5B SJR 400 80 90 ALL 3 HB 9 3 13 +1 19 17 -
  • Hitstop 9F
  • Can cancel into follow-up from 14-19F
5B > B S(J)R 400 100 89 ALL 3 HB 13 3 27 -13 35 17 -
  • Hitstop 9F
5C S(J)R 600 90 89 ALL 3 HB 13 3 23 -9 32 17 -
  • Hitstop 12F
  • can cancel into follow-up from 16-26F
5C > C S(J)R 700 100 89 ALL 3 HB 13 3 35 -21 28 17 -
  • Hitstop 12F
2A CSR 150 80 82 ALL 0 F 6 2 8 0 11 10 -
2B SR 480 70 86 L 2 F 13 3 12 -1 21 14 -
  • Hitstop 9F
  • can cancel into follow-up from 16-21F
2B > B SR 480 70 86 L 2 F 10 3 18 -7 15 14 -
  • Hitstop 9F
2C SR 700 70 89 HL 3 HB 13 5 18 -6 23 25 -
  • 7-14F invincible to head attribute
  • staggers on ground counter hit (50F)
  • hitstop 12F
  • can cancel into follow-up from 21F until end of move
2C > C S(J)R 480 90 89 HL 3 HB 16 3 24 -10 24 32 -
  • Hitstop 12F
6A SR 620 60 89 H 3 HBF 26 2 24 -9 29 26 -
  • Forces crouch on hit
6B SR 720 70 89 L 3 F 25 3 19 -5 32 17 -
  • Can cancel into follow-up from 28-40F
6B > B SR 480 90 89 ALL 3 F 14 4 23 -10 27 17 -
6C (S)JR 220x6 80 90 HL 5 HBF 23 1x6 38 -15 35 21 -
  • Causes opponent to bend backward on standing hit for 21F
  • continues counter hit
  • fatal counter starter
  • guard recovery 22F on ground guard
  • same move penalty 50%
  • multiplier adjustment of 1
  • Tsubaki gets 2F hitstop, opponent gets 7F on hit, 3F on guard
  • can cancel into follow-up from 33-44F
6C > C (SJ)R 300x3 80 89 ALL 3 HBF 22 1x3 35 -19 29 20 -
  • Causes float on hit
  • continues counter hit
  • takes 1 guard primer on guard
  • multiplier adjustment of 1
  • hitstop 4F
3C SJR 720 100 70 L 4 F 18 6 26 -13 25 40 -
  • Causes knockdown on hit
  • untechable on ground hit, can be followed with other moves from 42F onward
  • can cancel into follow-up from 22-27F
3C > C S(J)R 480 70 92 HL 4 HB 13 2 43 -26 20 19 -
  • 7-14F invincible to head attribute
  • airborne from 19-27F
  • causes float on hit
j.A CSJR 180 80 82 H 0 H 8 2 6 - 13 10 -
j.B SJR 560 90 86 H 2 H 8 4 12 - 13 14 -
  • Hitstop 9F
  • can cancel into follow-up from 12-19F
j.B > B S(J)R 480 90 86 H 2 H 7 3 24 - during action 16 -
  • Hitstop 9F
j.C SJR 680 90 89 H 3 H 13 5 20 - 24 19 -
  • Hitstop 12F
  • can cancel into follow-up from 18-27F
j.C > C SR 480 70 89 H 3 H 10 2 31 - 34 17 -
  • Hitstop 12F
  • rises up briefly on 1F
Forward Throw -, SR 0, 800 100 100, 70 80000 0, 4 ground throw 7 3 19 -8 during action - -
  • 2nd hit causes stagger (23F)
  • frame advantage listed assumes the throw was not cancelled on hit
Backward Throw -, SR 0, 800 100 100, 70 80000 0, 4 ground throw 7 +3 19 3 during action - -
  • 2nd hit causes stagger (23F)
  • frame advantage listed assumes the throw was not cancelled on hit
Air Throw -, SR 0, 1200 100 100, 65 90000 0, 4 air throw 7 3 17 - during move -, 60 -
  • 2nd hit knocks opponent downward
  • untechable
  • hitstop of 0F
  • vertical range 60000~160000
Counter Assault R 0 50 82 ALL 0 HB 13 10 23 -23 39 10 -
  • 1-20F invincible
  • causes float on hit

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Install Gauge - - - - - - - - - - - - - -
  • 10,000 points per bar/ Maximum 50,000 points (5 bars)
5D - - - - - - - - - 16F after button release - - - -
  • Increases install gague from 7F until 1F after button is released/ minimum action time 25F/ gague increases by 170 points per frame for first 15F of charge (until 21F after move starts), 300 points per frame from 16F onward
2D - - - - - - - - - 5F after button release - - - -
  • Increases install gague from 4F until 1F after button is released/ minimum action time 16F/ gague increases by 150 points per frame for first 29F of charge (until 32F after move starts), 190 points per frame from 30F onward
j.D - - - - - - - - - 8F after button release - - - -
  • Increases install gague from 4F until 1F after button is released/ minimum action time 14F/ post-landing recovery 9F/ post-landing recovery 15F if charging until landing/ cannot use 2nd jump after move (air dash still possible)/ gague increases by 130 points per frame for first 30F of charge (until 33F after move starts), 280 points per frame from 31-90F, 220 points per frame from 91F onward

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Sanctus Aequum
236A
R 600 100 70 ALL 4 HB 13 10 23 -10 39 19 -
  • guard recovery 20F on ground guard
  • Tsubaki gets 14F hitstop, opponent gets 17F on hit, 16F on guard
  • can cancel into follow-ups on hit until 39F
B Sanctus Aequum
236B
R 600 100 70 ALL 4 HB 15 10 30 -19 46 19 -
  • 1-12F invincible to projectile attribute
  • guard recovery 20F on ground guard
  • can cancel into follow-ups on hit until 46F
C Sanctus Aequum
236C
R 600 100 70 ALL 4 HB 22 10 23 -12 48 19 -
  • Takes 1 guard primer on guard
  • guard reecovery 20F on ground guard
  • can cancel into follow-ups on hit until 48F
D Sanctus Aequum
236D
R 730 90 90 ALL 4 HB 16 10 24 +3 42 45 -
  • Causes stagger on ground hit (34F)
  • guard recovery 25F on ground guard
  • same move penalty 50%
  • crosses behind opponent on hit or guard (duration 22F, counter-hit state during action)
  • can cancel into follow-ups on hit until after crossing opponent
  • can cancel into D-version follow-ups on guard from 12F into the cross-up onward
  • can cancel into D-version follow-ups on whiff from 28F onward
A Sanctus Veritas
214A
R 600 100 70 HL 4 HB 17 3 27 -5 21 42 -
  • Causes float on hit
  • guard recovery 24F on ground guard
  • can cancel into follow-ups on hit until 21F
B Sanctus Veritas
214B
R 600 100 70 HL 4 HB 22 3 30 -8 26 45 -
  • 8-20F invincible to projectile attribute
  • causes float on hit
  • guard recovery 24F on ground guard
  • can cancel into follow-ups on hit until 26F
C Sanctus Veritas
214C
R 600 100 70 HL 4 HB 40 3 20 +3 44 50 -
  • Causes float on hit
  • takes 1 guard primer on guard
  • guard reovery 24F on ground guard
  • on guard, Tsubaki gets 14F hitstop, opponent gets 15F
  • can cancel into follow-ups on hit until 44F
D Sanctus Veritas
214D
R 730 100 100 HL 4 HB 22 3 23 +5 26 60 -
  • Causes float on hit
  • 30F guard recovery on ground guard
  • same move penalty 50% (includes follow-up version)
  • can cancel into follow-ups on hit until 26F
  • can cancel into D-version follow-ups from 25F onward (regardless of hit, guard, or whiff)
A Sanctus Veritas (followup)
214A [F]
R 600 100 70 HL 4 HB 17 3 27 -5 21 42 -
  • Causes float on hit
  • 24F guard recovery on ground guard
  • can cancel into follow-ups on hit until 21F
B Sanctus Veritas (followup)
214B [F]
R 600 100 70 HL 4 HB 19 3 30 -8 23 42 -
  • 8-17F invincible to projectile attribute
  • causes float on hit
  • guard recovery 24F on ground guard
  • can cancel into follow-ups on hit until 23F
C Sanctus Veritas (followup)
214C [F]
R 600 100 70 HL 4 HB 28 3 20 +3 32 42 -
  • Causes float on hit
  • takes 1 guard primer on guard
  • guard recovery 24F on ground guard
  • on guard, Tsubaki gets 14F hitstop, opponent gets 15F
  • can cancel into follow-ups on hit until 32F
D Sanctus Veritas (followup
214D [F]
R 730 100 100 HL 4 HB 17 3 23 +5 21 60 -
  • Causes float on hit
  • guard recovery 30F on ground guard
  • same move penalty 50% (includes normal version)
  • can cancel into follow-ups on hit until 21F
  • can cancel into D-version follow-ups from 20F onward (regardless of hit, guard, or whiff)
A Sanctus Decus
22A
R 730 100 70 ALL 3 HB 13 4 30 -9 22 25 -
  • Causes knockback on hit
  • causes wall bounce on counter hit
  • guard recovery 29F on ground guard
  • on guard, Tsubaki gets 13F hitstop, opponent gets 8F
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22A (max charge) if charged for 38F or more
B Sanctus Decus
22B
R 730 100 70 ALL 3 HBP 22 4 26 -6 29 25 -
  • 9-27F invincible to projectile attribute
  • causes knockback on hit
  • causes wall bounce on counter hit
  • guard recovery 29F on ground guard
  • on guard, Tsubaki gets 13F hitstop, opponent gets 7F
  • absorbs projectiles
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22B (max charge) if charged for 42F or more
C Sanctus Decus
22C
R 730 100 70 ALL 4 HB 20 4 26 -3 28 25 -
  • Causes knockback on hit
  • causes wall bounce on counter hit
  • takes 1 guard primer on guard
  • guard recovery 29F on ground guard
  • on guard, Tsubaki gets 14F hitstop, opponent gets 11F
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22C (max charge) if charged for 40F or more
D Sanctus Decus
22D
R 820 90 95 ALL 4 HB 14 4 25 +3 23 60 -
  • Causes wall bounce on hit
  • untechable
  • 31F guard recovery on ground guard
  • same move penalty 50% (includes max charge and follow-up versions)
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22D (max charge) if charged for 33F or more
A Sanctus Decus (max charge)
22A
R 730 100 70 ALL 5 HB 38-40+4 4 30 -2 51-53 25 -
  • Causes wall bounce on hit
  • untechable
  • guard recovery 29F on ground guard
  • hitstop 26F on hit
  • on guard, Tsubaki gets 26F hitstop, opponent gets 28F
B Sanctus Decus (max charge)
22B
R 730 100 70 ALL 5 HBP 42-44+4 4 26 +2 53-55 25 -
  • Invincible to projectile attribute from 9F to 2F into recovery step
  • causes wall bounce on hit
  • untechable
  • guard recovery 29F on ground guard
  • hitstop 26F on hit
  • on guard, Tsubaki gets 26F hitstop, opponent gets 28F
  • absorbs projectiles
C Sanctus Decus (max charge)
22C
R 730 100 70 ALL 5 HB 40-42+4 4 26 +10 52-54 25 -
  • Causes wall bounce on hit
  • untechable
  • takes 1 guard primer on guard
  • guard recovery 29F on ground guard
  • hitstop 26F on hit
  • on guard, Tsubaki gets 26F hitstop, opponent gets 36F
D Sanctus Decus (max charge)
22D
R 820 90 95 NONE 5 HB 33-35+4 4 25 - 46-48 70 -
  • causes wall bounce on hit
  • untechable
  • same move penalty 50% (includes normal and follow-up versions)
  • hitstop 26F
A Sanctus Decus (followup)
22A [F]
R 730 100 55 ALL 4 HB 13 4 30 -9 22 45 -
  • Causes slide effect on hit
  • causes wall bounce on counter hit
  • guard recovery 29F on ground guard
  • on guard, Tsubaki gets 14F hitstop, opponent gets 9F
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22A [F] (max charge) if charged for 38F or more
B Sanctus Decus (followup)
22B [F]
R 730 100 55 ALL 4 HBP 17 4 26 -6 24 45 -
  • 7-22F invincible to projectile attribute
  • causes slide effect on hit
  • causes wall bounce on counter hit
  • guard recovery 29F on ground guard
  • on guard, Tsubaki gets 14F hitstop, opponent gets 8F
  • absorbs projectiles
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22B [F] (max charge) if charged for 37F or more
C Sanctus Decus (followup)
22C [F]
R 730 100 55 ALL 4 HB 17 4 26 -3 25 45 -
  • Causes slide effect on hit
  • causes wall bounce on counter hit
  • takes 1 guard primer on hit
  • guard recovery 29F on ground guard
  • on guard, Tsubaki gets 14F hitstop, opponent gets 11F
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22C [F] (max charge) if charged for 37F or more
D Sanctus Decus (followup)
22D [F]
R 820 90 95 ALL 4 HB 14 4 25 +3 23 60 -
  • Causes wall bounce on hit
  • untechable
  • guard recovery 31F on ground guard
  • same move penalty 50% (includes normal and max charge versions)
  • can charge by holding button
  • starts up 4F after button is released
  • becomes 22D [F] (max charge) if charged for 33F or more
A Sanctus Decus (followup, max charge)
22A [F]
R 730 100 55 ALL 5 HB 38-40+4 4 30 -2 51-53 45 -
  • Causes wall bounce on hit
  • untechable
  • guard recovery 29F on ground guard
  • 26F hitstop on hit
  • on guard, Tsubaki gets 26F hitstop, opponent gets 28F
B Sanctus Decus (followup, max charge)
22B [F]
R 730 100 55 ALL 5 HBP 37-39+4 4 26 +2 48-50 45 -
  • Invincible to projectile attribute from 9F to 2F into the recovery step
  • causes wall bounce on hit
  • untechable
  • guard recovery 29F on ground guard
  • hitstop 26F on hit
  • on guard, Tsubaki gets 26F hitstop, opponent gets 28F
  • absorbs projectiles
C Sanctus Decus (followup, max charge)
22C [F]
R 730 100 55 ALL 5 HB 37-39+4 4 26 +10 49-51 45 -
  • Causes wall bounce on hit
  • untechable
  • takes 1 guard primer on guard
  • guard recovery 29F on ground guard
  • hitstop 26F on hit
  • on guard, Tsubaki gets 26F hitstop, opponent gets 36F
D Sanctus Decus (followup, max charge)
22D [F]
R 820 90 95 NONE 5 HB 33-35+4 4 25 - 46-48 70 -
  • Causes wall bounce on hit
  • untechable
  • same move penalty 50% (includes normal and max charge versions)
  • hitstop 26F
A Benedictus Rex
623A
R 1000 50 70 ALL 4 HBFP 10 7 55F total -13 til landing 36 -
  • 1-9F invincible
  • airborne from 8-40F
  • causes float on hit
  • guard recovery 29F on ground guard
  • projectile attack
  • always starts up
  • hitstop 3F
  • post-landing recovery 15F
  • can cancel into follow-ups on hit until landing
B Benedictus Rex
623B
R 1000 50 70 HL 4 HBFP 10 7 61F total -18 til landing 36 -
  • 11-18F invincible
  • airborne from 8-46F
  • causes float on hit
  • guard recovery 29F on ground guard
  • projectile attack
  • always starts up after 3F
  • hitstop 4F
  • post-landing recovery 15F
  • can cancel into follow-ups on hit until landing
C Benedictus Rex
623C
R 1000 50 70 HL 4 HBFP 10 - 65F total -22 til landing 36 -
  • Airborne from 8-50F
  • causes float on hit
  • guard recovery 29F on ground guard
  • projetile attack
  • projectile disappears when hit
  • hitstop 4F
  • post-landing recovery 15F
  • can cancel into follow-ups on hit until landing
D Benedictus Rex
623D
R 430x3 80 100 HL 4 HBFP 10 3x3 66F total -9 til landing 40 -
  • 1-10F invincible
  • airborne from 10-43F
  • causes float on hit
  • guard recovery 29F on ground guard
  • same move penalty 50%
  • projectile attack
  • projectile disappears when hit
  • hitstop 4F
  • post-landing recovery 23F
  • can cancel into follow-ups on hit until landing
  • can cancel into D-version follow-ups from 25F until landing (regardless of hit, guard, or whiff)
A Aequum Eleison
j.236A
R 300 100 85 ALL 4 H 13 3 6F after landing - 25 20 -
  • Can cancel into follow-ups OR j.D on hit until 25F
  • cannot use 2nd jump or air dash after move
B Aequum Eleison
j.236B
R 300 100 85 ALL 4 H 19 3 6F after landing - 31 20 -
  • 10-21F invincible to strikes
  • staggers on ground hit (19F)
  • can cancel into follow-ups OR j.D on hit until 31F
C Aequum Eleison
j.236C
R 300 100 85 ALL 3 H 27 3 5F after landing - 39 20 -
  • Takes 1 guard primer on guard
  • guard recovery 3F on ground guard
  • on hit, Tsubaki gets 13F hitstop, opponent gets 18F
  • can cancel into follow-ups OR j.D on hit until 39F
D Aequum Eleison
j.236D
R 330, 200 100 100, 98 ALL 4, 3 H, HBP 19 3(6), - 6F after landing - til landing 60, 20 -
  • 1st hit causes wall bounce on air hit
  • 1st hit has same move penalty 50% (includes follow-up version)
  • 2nd hit is projectile, projectile disappears when hit
  • 1st hit gives Tsubaki 20F hitstop on hit, opponent gets 16F
  • 1st hit has 20F hitstop on guard
  • 2nd hit has hitstop 5F
  • can cancel into follow-ups on hit until landing
  • can cancel into D-version follow-ups from 40F until landing (regardless of hit, guard, or whiff)
A Aequum Eleison (followup)
j.236A [F]
R 300 100 85 ALL 4 H 13 4 6F after landing - 25 20 -
  • Can cancel into follow-ups OR j.D on hit until 25F
  • cannot use 2nd jump or air dash after move
B Aequum Eleison (followup)
j.236B [F]
R 300 100 85 ALL 4 H 13 3 6F after landing - 25 20 -
  • 9-15F invincible to strikes
  • causes stagger on ground hit (19F)
  • can cancel into follow-ups OR j.D on hit until 25F
C Aequum Eleison (followup)
j.236C [F]
R 300 100 85 ALL 3 H 27 3 5F after landing - 39 20 -
  • Takes 1 guard primer on guard
  • guard recovery 3F on ground guard
  • on hit, Tsubaki gets 13F hitstop, opponent gets 18F
  • can cancel into follow-ups OR j.D on hit until 39F
D Aequum Eleison (followup)
j.236D [F]
R 330, 200 100 100, 98 ALL 4, 3 H, HBP 19 3(6), - 6F after landing - til landing 60, 20 -
  • 1st hit causes wall bounce on air hit
  • 1st hit has same move penalty 50% (includes normal version)
  • 2nd hit is projectile, projectile disappears when hit
  • 1st hit gives Tsubaki 20F hitstop on hit, opponent gets 16F
  • 1st hit has 20F hitstop on guard
  • 2nd hit has hitstop 5F
  • can cancel into follow-ups on hit until landing
  • can cancel into D-version follow-ups from 40F until landing (regardless of hit, guard, or whiff)
A Lux Aeterna
j.214A
R 800 100 85 ALL 4 H 17 til landing 21F after landing -2 during action 22 -
  • Causes slide effect on hit
  • hitstop 8F on hit
  • on guard, Tsubaki gets 8F hitstop, opponent gets 11F
  • post-landing recovery of 15F on hit or guard
  • frame advantage listed assumes move was done immediately after jump (22F startup)
B Lux Aeterna
j.214B
R 800 100 85 ALL 4 H 15 til landing 21F after landing -2 during action 19 -
  • Causes slide effect on hit
  • hitstop 8F on hit
  • on guard, Tsubaki gets 8F hitstop, opponent gets 11F
  • post-landing recovery of 15F on hit or guard
  • frame advantage listed assumes move was done immediately after jump (20F startup)
C Lux Aeterna
j.214C
R 800 100 85 ALL 4 H 15 til landing 21F after landing -4 during action 20 -
  • Causes slide effect on hit
  • hitstop 10F on hit
  • on guard, Tsubaki gets 10F hitstop, opponent gets 13F
  • post-landing recovery of 17F on hit or guard
  • frame advantage listed assumes move was done immediately after jump (20F startup)
D Lux Aeterna
j.214D
R 850 90 100 ALL 4 H 9 til landing 21F after landing -12 during action 70 -
  • Causes slide effect on hit
  • same move penalty 50% (includes follow-up version)
  • post-landing recovery of 18F on hit or guard
  • frame advantage listed assumes move was done immediately after jump (14F startup)
A Lux Aeterna (followup)
j.214A [F]
R 300 100 85 ALL 4 H 9 til landing 21F after landing - during move 25 -
  • Causes slide effect on hit
  • hitstop 8F on hit
  • on guard, Tsubaki gets 8F hitstop, opponent gets 11F
  • post-landing recovery of 15F on hit or guard
B Lux Aeterna (followup)
j.214B [F]
R 300 100 85 ALL 4 H 9 til landing 21F after landing - during action 25 -
  • Causes slide effect on hit
  • hitstop 8F on hit
  • on guard, Tsubaki gets 8F hitstop, opponent gets 11F
  • post-landing recovery of 15F on hit or guard
C Lux Aeterna (followup)
j.214C [F]
R 300 100 85 ALL 4 H 9 til landing 21F after landing - during move 25 -
  • Causes slide effect on hit
  • hitstop 8F on hit
  • on guard, Tsubaki gets 8F hitstop, opponent gets 11F
  • post-landing recovery of 17F on hit or guard
D Lux Aeterna (followup)
j.214D [F]
R 850 90 100 ALL 4 H 9 til landing 21F after landing - during move 70 -
  • Causes slide effect on hit
  • same move penalty 50% (includes normal version)
  • post-landing recovery of 18F on hit or guard
D Lux Aeterna after D Aequum Eleison
j.214D after j.236D
R 80x7 100 98 ALL 3 HBP until touching projectile til landing 21F after landing - during action 30 -
  • Begins when j.214D hits the projectile launched by j.236D
  • continues counter hit
  • takes 1 guard primer on guard
  • projectile attack
  • projectile disappears when hit
  • hitstop 5F
  • rush portion has same behavior as j.214D

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
C Confutatis Maledictis
236236C
R 300, 2600 100 92, 100 ALL 4 HBP 5+4 15 26 -22 23 -, 50 -
  • 1st hit causes wall bounce
  • 2nd hit causes knockdown
  • untechable
  • takes 1 guard primer on guard
  • 1st hit damage fixed at 20%, 2nd hit damage fixed at 30% (60, 780)
  • projectile attack
  • absorbs other projectiles
  • hitstop of 0F
  • can only be rapid cancelled on guard
D Confutatis Maledictis
236236D
R 300+@ 100 92 ALL 4 HBP 5+0 15 26 -22 19 -, 50 -
  • Invincible from 1F until 2F after super freeze
  • 1st hit causes wall bounce
  • 2nd hit causes knockdown
  • untechable
  • takes 1 guard primer on guard
  • projectile attack
  • absorbs other projectiles
  • hitstop of 0F
  • can only be Rapid cancelled on guard
  • damage value @ depends on number of full bars of install gague: 0 bars: 1600dmg; 1 bar: 2100dmg; 2 bars: 2700dmg; 3 bars: 3350dmg; 4 bars: 5x880dmg; 5 bars: 9x630dmg
  • 1st hit damage fixed at 20%, 2nd hit damage fixed at 30% with 0-3 bars of install gague, 35% with 4 bars, 40% with 5 bars
Macto Maledictis
214214D
- - - - - - - - - 7F total + 0 - during action - -
  • Resumes movement after super freeze 1F before opponent
  • depletes install gague by 100 points per frame (gague depletion not halted by super freeze or hitstop)
  • can use D-version moves without depleting install gague throughout duration of effect
  • requires at least 1 bar of install gague to use

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Requiem Aeternam
632146C
- Lethal - - ALL 4 H 3+17 10 24 -20 during action - -
  • Invincible from 1F until 26F after super freeze
  • on guard, Tsubaki gets 20F hitstop, opponent gets 15F

Revolver Action

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C 5D, 2D Jump, Throw, Special
2A 5A, 6A 5B, 2B, 6B 5C, 2C 5D, 2D Special
6A - - 5C 5D, 2D Special
5B 6A 5B>B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Jump, Special
5B>B 6A 2B, 6B 5C, 6C 5D, 2D Jump, Special
2B 6A 2B>B 5C, 2C, 6C 5D, 2D Special
2B>B 6A - 5C, 2C, 6C 5D, 2D Special
6B - 6B>B - - - yes -
6B>B - - 5C - Special
5C - - 5C>C, 2C, 6C on hit on hit - yes yes
5C>C - - 2C, 6C 5D, 2D Jump, Special
2C - - 2C>C - -
2C>C - - 5C - Jump, Special
6C - - 6C>C - Jump, Special
6C>C - - - - Jump, Special
3C - - 3C>C - Jump, Special
3CC - - - - Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A - j.B - - -
j.B - j.B>B j.C - Jump
j.B>B - - - - Jump
j.C - - j.C>C - Jump, Special
j.C>C - - - - Special
Red = On Hit only
Special = Specials and Supers
Super = Supers only


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