BBCS2/Bang Shishigami/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 SJR 200 82 80 84 all 1 BH 6 3 9 0 10 14 Click!
5B S(J)R 640 264 85 89 HL 3 BH 10 4 15 -2 22 16 Click!
5C SJR 860 356 70 92 H 4 BH 18 8 19 -8 40 19 Click!
  • forces crouch on ground hit
  • sends opponent downward on air hit, prevents quick tech
  • fatal counter possible
  • hits crouching opponent on 24F
2A SR 150 62 70 82 L 0 F 8 3 9 -2 10 12 Click!
  • Can only use 2 times in succession
2B SJR 620 256 90 89 HL 3 FB 13 3 20 -6 18 20 Click!
2C S(J)R 650 269 80 84* L 3 F 13 3 18 -4 27 40 Click!
  • Downs on hit
  • cannot emergency tech on CH
  • [FRKZ] version cannot be quick teched on ground hit
  • 5% repeat proration while in [FRKZ]
6A SJR 380 157 80 89 L 3 F 17 3 13 1 25 17 Click!
6B R 580 240 80 92 HL 4 BH 22 3 9 + 8 after landing -1 33 19 Click!
  • 13F~ in the air
  • forces crouch on ground hit
  • grounds opponent on air hit
  • cannot be emergency teched on CH
6C SJR 920 380 100 94 HL 5 BH 15 3 15 + 27 after landing -24 43 25 Click!
  • 5F~ in the air
  • floats on hit
  • breaks 1 guard primer
  • cannot hit crouching opponent
3C R 880 364 80 94 L 5 F 15 9 26 -14 43 40 Click!
  • Downs on hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
j.A cSJR 180 74 90 84 HA 1 H 7 2 9 - 13 14 Click!
  • Can cancel into itself
  • second j.A has 5F startup, CH state till 11F
j.B SJR 560 231 90 87 HA 2 H 10 5 20 - 28 16[29] Click!
j.C SR 650 269 90 89 HA 3 H 12 2 23 - 24 40 Click!
  • Grounds opponent on air hit
j.4B SJR 840 347 90 89 HA 3 H 11 4 16 - 18 17 Click!
  • Pulls opponent in on hit or guard
j.4C SJR 600 248 100 89 HA 3 H 10 4 18 - during animation 19[26] Click!
Forward Throw -, Rx2 0x2, 1500 0x2, 621 90, 100x2 100x2, 55 120 0x2, 4 ground throw 7 3 15 - during animation 12x2, 55 Click!
  • 2nd attack staggers for 50F on hit
  • 3rd attack slides down on hit
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd attack 6F hitstop
Back Throw -, Rx2 0x2, 1500 0x2, 621 90, 100x2 100x2, 55 120 0x2, 4 ground throw 8 3 15 - during animation 12x2, 55 Click!
  • 2nd attack staggers for 50F on hit
  • 3rd attack slides down on hit
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd attack 6F hitstop
Air Throw -, SRx2 0x2, 1500 0x2, 621 100 100x2, 55 120 0x2, 4 air throw 7 3 18 - during animation 12, 49 Click!
  • 3rd attack slides down on hit
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd attack 12F hitstop
  • hitbox height for throw is 60~28
Counter Assault R 0 0 50 65 all 4 BH 8 3 34 -18 34 25 Click!
  • 1~20F fully invul
  • wall bounces on hit
  • 30F hitstop
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D S(J)R 680[720] 281[298] 80 80* HL 3 BH 19[24] 4 28 -15 46[51] 23[30] Click!
  • guard point against Upper and Mid attribute attacks on frames 3-11
  • gains 1 seal mark on hit
  • CH wall bounce
  • 10% repeat proration
  • 15F hitstop when guarding using guardpoint
  • can teleport on successful guard until 16F
2D JR 920[1000] 380[414] 80 94* HL 5 FBH 24 3 26 -8 35 30[40] Click!
  • 7~23F guard point against Upper and Mid attribute attacks
  • 15F hitstop when guarding using guardpoint
  • floats on hit
  • gains 1 seal mark on hit
  • 10% repeat proration (FRKZ version does not count)
  • can teleport on successful guard until 23F
6D S(J)R 850[1000] 351[414] 80 94* LA 5 F 24 2 28 -9 49 40 Click!
  • 1~14F guard point against mid and low attacks
  • downs on hit
  • gains 1 seal mark on hit
  • cannot emergency tech on CH
  • 10% repeat proration
  • 18F hitstop
j.D (J)R 750[1000] 310[414] 70 50[92]* all 4 H 24 1 24 -3* during animation 19 Click!
  • 4~15F guard point against high attacks
  • grounds opponent on hit
  • ground bounces on CH
  • cannot emergency tech
  • 10% repeat proration (FRKZ version doesn't count)
  • P2 80 on CH (same with FRKZ version)
  • 18F hitstop
  • 13F landing recovery
  • can teleport on successful guard until 21F
  • frame advantage is off of lowest jump possible (startup 29F)
Teleport - - - - - - - - - - - - - -
  • Can warp after pressing a button (will stop teleport if hit during hitstop)
Air Teleport - - - - - - - - - - - - - -
  • Can warp after pressing a button (will stop teleport if hit during hitstop)
values in [ ] represent values when in FRKZ

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Void Tempest Kick
623C
-, Rx4 0x2, 600, 653, 842 0x2, 248, 270, 348 100 100x2, 89, 92, 94 100 0x2, 3, 4, 5 ground throw 13 3 37 - during animation 12, 99x4 Click!
  • Attacks 2~4 float on hit
  • 2nd attack pulls in opponent on hit
  • 5th attack grounds opponent, cannot emergency tech
  • 100% damage
  • 2nd attack has 0F hitstop, 3rd and 4th attacks 14F hitstop, 5th attack 22F hitstop
Void Tempest Kick EX
j.623C
-, Rx3 0, 700, 785, 1000 0, 289, 324, 414 100 100, 92, 92, 94 120 0, 4, 4, 5 air throw 7 3 20 - during animation 12, 99, 99, 50 Click!
  • 2nd attack floats and pulls opponent in on hit
  • 3rd attack ground bounces on hit, cannot emergency tech
  • 4th attack floats on hit
  • 100% damage
  • 14F landing recovery
  • 2nd and 3rd attacks have 14F hitstop, 4th attack 22F hitstop
  • vertical range for throw is 60~280
Unstoppable Double Palm Thrust
623B
R 1300 538 60 92* HL 4 HB 16 2 24 -7 37 36 Click!
  • Blows back on hit
  • wall bounces either in corner on hit or on CH, adds 40F of untechable time
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration
  • 18F hitstop
Heavenly Double Palm Thrust
j.623B
R 1300 538 100 84* all 4 H 13 3 landing +7 -4* 27 36 Click!
  • Blows back on hit
  • fatal possible
  • wall bounces either in corner on hit or on CH, adds 40F of untechable time
  • breaks 1 guard primer
  • 10% repeat proration
  • 18F hitstop
  • frame advantage is off of lowest jump possible (startup 18F)
A Shuriken
j.236A
R 300 124 100 84 all 1 FBHP 9 - 23 total - during animation 14 Click!
  • Poisons opponent on hit (80 damage per 60 frames, lasts 600F)
  • projectile
  • guaranteed to come out after startup
  • 0F hitstop
  • 9F landing recovery
  • takes up 1 nail on startup
  • poison ends when time runs out or when Bang gets hit or thrown (throw can be teched and poison will still go away)
B Shuriken
j.236B
R 300x2 124x2 100 84, 89 all 1/3/2011 FBHP, BHP 16 until landing (28) 3 36 total - during animation 14, 17 Click!
  • 2nd attack floats on hit
  • projectile
  • guaranteed to come out after startup
  • 9F landing recovery
  • 1st attack has 3F hitstop, 2nd attack 13F hitstop
  • takes up 1 nail on startup
  • 2nd attack starts up either when nail hits opponent, another projectile, or the ground
C Shuriken
j.236C
R 300 124 100 84 all 1 FBHP 18 - landing +9 -1* until landing 14 Click!
  • Projectile
  • guaranteed to come out on startup
  • 33F hitstop on hit, 3F on guard
  • frame advantage is off of lowest jump possible (startup 23F)
j.236D R 177x3 73x3 100 82 all 0 FBHP 9 - 23 total +6* during animation 12 Click!D Shuriken
  • Grounds opponent on air hit
  • projectile
  • guaranteed to come out after startup
  • all 3 nails come out on 18F
  • 5F hitstop
  • frame advantage is off of lowest jump possible (startup 14F)
  • takes up 3 nails on startup
  • nails can bounce on ground
Nail Set
214A/B/C/D
- - - - - - - - - - 30 total - during animation - Click!
  • Sets nail on 17F
  • guaranteed to come out 16F~, takes up 1 nail
  • can be done with other buttons (each button placing a bumper in a different position)
Nail Set (air)
j.214A/B/C/D
- - - - - - - - - - 33 total - during animation - Click!
  • Sets nail on 14F
  • guaranteed to come out 13F~, takes up 1 nail
  • can be done with other buttons (each button placing a bumper in a different position)
Nail Dash (air) - - - - - - - - - - 19 total - during animation - Click!
  • 9~14F fully invul
  • 1~14F passes through opponent
  • 2F~ can cancel into j.D or special moves (cannot be done in a FRKZ dash)
  • 9F~ can cancel into aerial attacks or throw (including j.D and special moves)
  • can only use 3 times per jump
  • no invulnerability while in FRKZ, up and backward dashes are shorter (cannot use up and up-forward, applies to entire animation)
Nail Dash (ground) - - - - - - - - - - 16 total - during animation - Click!
  • 1~10F passes through opponent
  • 2F~ can cancel into attacks (with directions), D moves, throws, and special moves (cannot do this while in FRKZ)

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Fatal Eruption
2363214C
R 0, 910x4, 0, 3373 (0, 209x4, 0, 858) 75, 100x6 89, 92x4, 100, 65 all 3, 4x4, 0, 4 FBH, BHx4, throw , HB 1+17 24 20 -27 during animation - x3, 99x2, - , 100 Click!
  • 1~24F after superflash fully invul
  • breaks 1 guard primer
  • attacks 1~5 have 20% minimum damage
  • 80F Heat Gauge Cooldown
  • 2nd and successive attacks start up if 1st attack hits
  • 6th attack starts up when 5th attack hits or is guarded
  • hitstops: 1st attack = 45F, attacks 2~5 = 20F, 6th attack = 0F, 7th attack = 60F
  • 1st attack staggers for 30F on hit, 2nd attack forces standing (50F hitstun on ground), 3rd attack staggers for 50F, 4th attack blows back (cannot emergency tech), 5th attack ground bounces (cannot emergency tech), 7th attack wall bounces
Fu-Rin-Ka-Zan
632146D
- - - - - - - - - - 1 total +0 - - - Click!
  • Requires 4 seal marks
  • Opponent can move 2F before animation is finished
  • 180F Heat Gauge Cooldown
  • effect lasts for remainder of current round
  • attacks are 120% stronger (this does not affect untechable time)
  • cannot guard (can barrier); all actions regarding normal guard are replaced with dashes
Steel Rain
632146B
R 220xN (50xN) 100 96 all 1 FBHP 21+16 14* 85 total - 80 14 Click!
  • 1~4F after superflash fully invul
  • 20% minimum damage
  • projectile (Lv 2)
  • 3F hitstop
  • 180F Heat Gauge Cooldown
  • projectile searches for opponent on superflash
  • all nails are used 13F after superflash
  • active frames are per nail
  • nails tend to hit 3F from each other
Ashura
236236A
R 0, 3126 (0, 718) 100 100, 40 all 5, 3 FBH, BHP 1+8 3 25 -7 31 300 Click!
  • 1~10F after superflash fully invul
  • 1st attack floats on hit
  • 2nd attack downs on hit
  • breaks 1 guard primer
  • cannot emergency tech
  • 30% minimum damage
  • 180F Heat Gauge Cooldown
  • can rapid cancel on guard or after the pose that initiates on hit

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
The Ultimate Bang
j.6321463214D
- Death 0 - - 280 3 throw 9+24 3 until landing - until landing - Click!
  • 1~26F after superflash full body guard point
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Jump, Throw
5B 6A 2B 5C, 2C, 6C 5D, 2D, 6D Special, Jump
5C 6A 6B 2C 5D, 2D, 6D Special, Jump
5D - - - - Special, Jump
2A 2A two times 5B, 2B 2C, 6C, 3C 5D, 2D, 6D Special, Throw
2B 5B 2C, 6C, 3C 5D, 2D, 6D Special, Jump
2C - - - 2D, 6D Special, Jump
2D - - - - Jump
6A - - 2C Yes Special, Jump
6B - - - j.D -
6C - - - - Special, Jump
3C - - - - -
6D - - - - Special, Jump
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.4C j.D Special, Jump, Throw
j.B - - j.C j.D Special, Jump
j.C - - - j.D Special
j.4B - - - - Special, Jump
j.4C - - j.C j.D Special, Jump
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

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