BBCF/Hibiki Kohaku/Frame Data

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Hibiki Kohaku


Glossary

How do I read frame data?

System Data Glossary
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
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
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.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Hibiki Kohaku 11,000 4F 22F (1~4F Inv All) Drive Moves

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 All 6 3 11 -2 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 3 18 -4 B 100 85 Long SJR 3 16 17 17 22 31 9 +0 +2
5BB 500 Mid 10 3 18 -4 B 100 89 Long S(J)R 3 16 17 17 22 31 9 +0 +2
5C 900 Mid 12 3 18 -4 B 100 89 Long S(J)R 3 16 17 19 22 33 11 +0 +5
2A 300 All 7 3 10 -1 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 15 -4 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2BB 500 Low 10 3 15 -4 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2C 800 Mid 13 3 25 -9 B 8~(End of Active) H 90 89 Long SJR 3 16 17 28 Launch 42 11 +0 +2
3C 900 Low 12 3 24 -6 F 100 92 Long SR 4 18 Launch 40 Launch 55 + Down 16 12 +0 +5
6A 650 Low 17 3 15 -1 F 90 89 Long SR 3 14 17 17 + Down 23 Crumple 36 31 + Down 23 11 +0 +2
6B 800 Mid 19 3 22 -8 B 5~21 F 90 89 Long SR 3 16 17 17 + Down 33 22 31 + Down 33 9 +0 +2
6BB 700 Mid 13 3 24 -10 B 100 89 Long SR 3 16 Launch 30 + GBounce Launch 44 + GBounce + Down 23 9 +0 +2
4B 700 High 25 3 21 -5 B 100 89 Normal SR 3 16 17 30 + Down 33 22 44 + Down 33 9 +0 +2
4BB 500 Mid 16 3 20 -6 B 100 89 Long SR 3 16 17 17 22 31 9 +0 +2
6C 620×3 Mid 17 3 (9) 3 (8) 3 11+5L H 100 82 Long R 3×2,4 16×2, 18 Launch 30×2, 34 Launch 47×2, 52 + WBounce 60 + WStick 43 5×2, 12 +0 +2×2, +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 9 3 11 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.BB 500 High/Air 8 2 20 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.C 900 High/Air 12 6 19 H 80 89 Long SJR 3 16 17 19 22 33 11 +0 +2


Drive Moves

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 900 All 27~35 3 Total: 56
[Total: 46]
-13 [-3] P1* 80 89 [92] Normal SR 3 [4] 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5]
6D 900 All 27~35
[14~25]
3 20 -6 [-4] B 80 89 [92] Normal SR 3 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5]
2D 900 All 45 [25] 3 Total: 71
[Total: 51]
-9 [-7] P1* 4~39 P
[4~21 P]
70 89 [92] Normal SR 3 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5]
3D 900 All 45 [25] 3 Until L+9 +2 [+4] B 4~39 P
[4~21 P]
70 89 [92] Normal SR 3 [4] 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5]
j.D 900 All 34 [17] 3 Total: 60+4L
[Total: 52+4L]
P1* 80 89 [92] Normal SR 3 [4] 16 [18] 17 [Launch] 36 + WBounce 30
[36 + WBounce 50]
19 [Launch] 50 + WBounce 30
[51 + WBounce 50]
11 [12] +0 +2 [+5]
j.6D 900 High/Air 34 [17] 3 18+4L H 80 89 [92] Normal SR 3 [4] 16 [18] Launch 40
[40 + WBounce 30]
22 [Launch] 11 [12] +0 +2 [+5]
j.2D 900 All 34 [24] 3 Total: 64+4L [Total: 54+4L] P1* 80 89 [92] Normal SR 3 [4] 16 [18] Launch 40 + Down 23 Launch 54 + Down 23 [55 + Down 23] 11 [12] +0 +2 [+5]
j.3D 900 High/Air 34 [25] 3 14+9L H 80 89 [92] Normal SR 3 [4] 16 [18] Launch 40 + GBounce [48 + GBounce] Launch 54 + GBounce [55 + GBounce] 11 [12] +0 +2 [+5]


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
BC Forward Throw 0, 200×4, 700 T(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 60 + GBounce 0×5, 14
4BC Back Throw 0×2, 1500 T(70) 7 3 23 T 100 50 Normal SR 0×2, 4 Launch 60 + GBounce 0, 7×2 +0
j.BC Air Throw 0, 1500 T(120) 7 3 23+3L T 100 50 Normal SR 0, 4 80 0, 12 +0
6AB Counter Assault 0 All 13 3 30 -14 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +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
623C Double Wing Cyclone 600×4 All 9 2×4 56 -41 B 1~12 All 80 89×4 Very Short R 3 16 Launch 60 Launch 74 2 +0 +2
j.623C Double Wing Cyclone 600×4 All 7 2×4 H 1~10 All 80 89×4 Very Short R 3 16 Launch 60 Launch 74 2 +0 +2
j.214A Piercing Muzzle-blade 800 All 13 Until L 19 H 80 89 Long R 3 16 Launch + Down 23 60 Launch + Down 23 74 11 +0 +2
236A Soaring Kick 45+7L
j.236A Air Soaring Kick Until L+7
236A A 500 per shot All 16 8 Until L -2~+1 P1* 80 100 Normal 1 11 12 12 16 23 0/+9 +9 +9
236A B Thrashing Claw 1100 High/Air 12 3 24+9L H 100 72 Normal R 4 18 Launch 50 + GBounce Launch 65 + GBounce 15 +0 +8
236A C Pulverizing Fin 0×3, 2500 Throw(180) 5 Until L 15 T 1~6 T 120 100×3, 92 Normal R 0×3, 4 60 + GBounce + Down 23 0×3, 18 +0
236A D Catastrophic Strike Until L+16 1~(Until L) Guard HBF
236A D Ground Attack Catastrophic Strike (Ground Attack) 800×3 14 2×9 30 B 90 94×3 Long R 5 20 Launch 60 + WBounce 60 Launch 79 + WBounce 60 + WStick 33 6 +0 +0
236A D Air Attack Catastrophic Strike (Air Attack) 800×3 13 2×9 Until L+23 H 90 94×3 Long R 5 20 Launch 60 + WBounce 60 Launch 79 + WBounce 60 + WStick 33 6 +0 +0
214A Dual Wing Smash: Heaven 1000 High/Air 46 3 Until L+15 0 H 12~24 All 90 92 Normal R 4 20 Launch 40 + GBounce Launch 55 + GBounce 12 +0 +5
214A D A Dual Wing Smash: Void ?? + 18 12-?? All
214B Dual Wing Smash: Earth 1000 Low/Air 55 5 15 -1 F 12~24 All 90 92 Long R 4 20 Launch 40 Launch 55 12 +0 +5
214B D B Dual Wing Smash: Void ?? + 18 12~?? All
214C Soaring Slash 600, 1200 All 14 9 21 -5 B 100 89, 82 Long R 3 16 Crumple 27, Launch Stand, 40 Crumple 31, Launch Stand, 40 7, 12 +0 +2, +0
214D Soaring Slash: Revolution 1200 All 4~18+17 3 29 -13 B 100 92 Normal R 4 18 Launch 60 Launch 75 12 +0 +5


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
632146C Shadow Dance "Hidden Phoenix" 600, 900×2, 2400
[600, 570×10]
All 4+(43 Flash)+5 Until Hit Total 74 -37 P2 1~23 All 80 100, 84 Long R 3 16 Stagger 59 + Down 15 Stand Stagger 59 + Down 1 Stand 0/+11 0+11, 0×3 [×10]
632146D Black Thunder "Nue" 2000
[1200, 0, 3000]
All 1+(70 Flash)+7 Until Ground 123 H 2~7 All 70 94 Normal R 5 20 Launch 100 + Down 23 Launch 116 + Down 23 0 0+18
[0/+18, 0, 20]


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
ABCD Mark: "Purification" 600, 800, 1550
{600, 1000, 1370×3}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
100 100 Long 4×2, 5 {×3} 26 Launch 120 + WBounce + Down 23 20 20, 12, 24
{20, 12, 0×2, 30}
+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 Divine Nightfall: Raven 12412 All 1+(60 Flash)+14 3 51 -35 B 1~17 All Long 5 18 13


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Hibiki 5A.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
[3]
5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Jump, Special, Super
5BBBCF Hibiki 5B.pngGuard:
Mid
Startup:
8
Recovery:
18
Advantage:
-4
[2]
6A 5BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special, Super
5BBBBCF Hibiki 5BB.pngGuard:
Mid
Startup:
10
Recovery:
18
Advantage:
-4
6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special, Super
5CBBCF Hibiki 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-4
6A - 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special, Super
5D/6DBBCF Hibiki 5D.pngGuard:
All
Startup:
27~35
Recovery:
Total: 56
[Total: 46]
Advantage:
-13 [-3]
6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special, Super
2ABBCF Hibiki 2A.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-1
[3]
5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Special, Super
2BBBCF Hibiki 2B.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-4
[1]
6A 2BB[+] 5C, 2C, 3C 5D, 2D, 6D, 3D Special, Super
2BBBBCF Hibiki 2BB.pngGuard:
Low
Startup:
10
Recovery:
15
Advantage:
-4
6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special, Super
2CBBCF Hibiki 2C.pngGuard:
Mid
Startup:
13
Recovery:
25
Advantage:
-9
- - 5C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special, Super
2D/3DBBCF Hibiki 2D.pngGuard:
All
Startup:
45 [25]
Recovery:
Total: 71
[Total: 51]
Advantage:
-9 [-7]
- - - - Special, Super
6ABBCF Hibiki 6A.pngGuard:
Low
Startup:
17
Recovery:
15
Advantage:
-1
[1]
- - 3C - Special, Super
6BBBCF Hibiki 6B.pngGuard:
Mid
Startup:
19
Recovery:
22
Advantage:
-8
[1]
- 6BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special, Super
6BBBBCF Hibiki 6BB.pngGuard:
Mid
Startup:
13
Recovery:
24
Advantage:
-10
6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special, Super
6CBBCF Hibiki 6C.pngGuard:
Mid
Startup:
17
Recovery:
11+5L
Advantage:
-
- - - - Jump
4BBBCF Hibiki 4B.pngGuard:
High
Startup:
25
Recovery:
21
Advantage:
-5
[1]
6A 4BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special, Super
4BBBBCF Hibiki 4BB.pngGuard:
Mid
Startup:
16
Recovery:
20
Advantage:
-6
6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special, Super
3CBBCF Hibiki 3C.pngGuard:
Low
Startup:
12
Recovery:
24
Advantage:
-6
- - - 5D, 2D, 6D, 3D Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Hibiki jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B j.C j.D/j.6D, j.2D/j.3D Throw, Jump, Special
j.BBBCF Hibiki jB.pngGuard:
High/Air
Startup:
9
Recovery:
11
Advantage:
-
- j.BB[+] j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.BBBBCF Hibiki jBB.pngGuard:
High/Air
Startup:
8
Recovery:
20
Advantage:
-
- - j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.CBBCF Hibiki jC.pngGuard:
High/Air
Startup:
12
Recovery:
19
Advantage:
-
- - - j.D/j.6D, j.2D/j.3D Jump, Special
j.D/j.6DBBCF Hibiki jD.pngGuard:
All
Startup:
34 [17]
Recovery:
Total: 60+4L
[Total: 52+4L]
Advantage:
-
- - - - Jump, Special
j.2D/j.3DBBCF Hibiki j2D.pngGuard:
All
Startup:
34 [24]
Recovery:
Total: 64+4L [Total: 54+4L]
Advantage:
-
j.A[+] j.B[+] j.C[+] - Jump, Special
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

External References

Navigation

Hibiki Kohaku
Ambox notice.png To edit frame data, edit values in BBCF/Hibiki Kohaku/Data.