BBCF/Izanami/Frame Data

From Dustloop Wiki


System Data

name health prejump backdash forwarddash Unique Movement Options
Izanami 10,500 4F 22F (1~7F Inv All) No Double Jump
Float


Normal Moves

  • Listed Guard and Attribute types are for when Izanami is on the ground. During floating state, ground normals gain the following properties unless otherwise stated:
    • Strikes can be blocked All and become Head attribute attacks.
    • Can be canceled into end-float on hit/block
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 4 8 0 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5B 650 Mid 8 5 18 -6 100 85 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 840 Mid 11 3 24 -10 100 89 Long S(J)R 3 16 17 25 22 39 11 +0 +2
5CC 600 All 13 11 14 -8 100 89 Long SR 3 16 Stagger 27 29 Stagger 54 43 + Slide 7 +0 +2
2A 300 All 6 3 9 0 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 9 6 24 -16 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 880 Mid 19 3 27 -11 100 92 Long SR 4 18 19 25 27 43 12 +0 +5
2CC 600 All 21 6 11 0 100 89 Long SR 3 16 Spin Fall 33 31 Spin Fall 37 45 7 +0 +2
6A 770 Mid 10 4 22+5L -14 7~13 H 90 79 Long SJR 3 16 Launch 30 Launch 44 11 +0 +2
6B 980 High 25 4 21 -6 9~24 F 80 92 Normal SR 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
6C 650×2 Low, High 21 3 (9) 3 34 -18 90 82 Normal S(J)R, SR 4 18 Launch, Crumple 25, 60 + GBounce Launch, Crumple 40, 75 + GBounce 12 +0 +5
6CC 600 All 17 6 21 -8 100 92 Long SR 4 18 Launch 19 + Down 23 Launch 34 + Down 23 8 +0 +0
3C 900 Low 14 9 33 -23 90 82 Long SR 4 18 Launch 29 Launch 44 + Down 23 12 +0 +5
j.A 300 High/Air 7 3 9 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 560 High/Air 9 6 12 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 800, 600 High/Air, All 13 5(8)6 11 80 89×2 Long SJR 3 16 17 17, 30 22 31, 44 11 +0 +2
j.2C 300×3 [×12] All 13 4×3 [x12] 16 80 94×3 [×12] Normal SR 3 16 17 17 22 31 1 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Ground: 27
Air: 30
6D 400×3 All 37 80 85×3 Normal 2 13 14 14 18 30 0/+3 +3 +4
1D/2D/3D 400 per shot All 10 80 85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0
4D 400 per shot All 10 20 80 85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw 7 3 23 100 50 Normal SR 0, 4 Launch 80 + Down 23 0, 12 +0
4B+C Back Throw 0×2, 1500 Throw 7 3 23 100 50 Normal SR 0×2, 5 Launch 60 + WBounce 60 0×2, 10 +0
j.B+C 0×2, 1500 Throw 7 3 23+3L 100 50 Normal SJR 0×2, 4 100 + GBounce 100 0×2, 12 +0
6A+B Counter Assault 0 All 13 3 32 -16 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 80 60 Normal R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2

Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
41236C Flaming Dome See notes All 15 100 94×N Normal R 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0/-1×N, 0 -1
214A Thunderbolt Lance A 1200 All 25 4 16 -2 80 92 Long R 4 18 Launch 50 + WBounce Launch 68 + WBounce + Down 23 12 +0 +5
214B Thunderbolt Lance B 1000 Low/All 28 12 16 -9 80 92 Normal R 4 18 Launch + Down 23 40 Launch + Down 23 55 12 +0 +5
236A Ghost Peak Strike 800 All 14 10 Total: 45 -1 100 82 Long R 4 18 19 19 24 34 12 +0 +5
j.63214B Arms of Sympathy 900 All 14 Until L 5 80 89 Long JR 3 16 Launch 60 + GBounce Launch 74 + GBounce + Down 23 11 +0 +2
63214C Distant Affection 0, 1000 Throw 13 3 40 100 50 Normal R 0, 4 18 Launch 100 0, 4 +0
623B Shield of Dreams 46
Shield 623B Bulwark 950 All 12 24 6 -9 1~15 All 80 79 Very Short R 3 16 Launch 60 Launch 74 4 +0 +2
41236D Droplet 1000 All 68 [64] 12 Total: 36 [0] 80 92 Normal R 4 18 Launch 46 Launch 61 0/+12 +12 +14
63214D Orchid 300×6 All 22 [10] 101 Total: 67 [0] 80 75 Normal 2 13 14 25 18 37 0/+1 +1 +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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236B Stake of Supremacy 800, 500×3, 0, 2500
[800, 500×5, 0, 2800]
All 4+(30 Flash)+3 4 32 -17 1~10 All 100 72 Normal R 4 18 Launch 80 + WBounce 20 20, 5×3 [×5], 0, 20 +5, +0×5 [×7]
214214C Hour of Nihility 0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 100 100 Very Short 0 0 +9999 +0
720A Moment of Benevolence 0 Unblockable 241 [181] 1 64 241~305 [181~245] HBFPT
241~241 [181~181] Burst
100 100 Very Short 0 0 +9999 +0
Timestop End Timestop End 100 0 0 63 0 Crumple + Down 10 999 + WBounce + Down 23 0/+1 +1 +1

Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Melancholy Death (Arc Drive) 600, 2400
{600, 5100}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 Long 4 26 Crumple + Down 10 Stand 20 20, 0 +0

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
1632143D Eternal Darkness 1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 1~39 All 100 94 Long 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Izanami 5A.pngGuardAllStartup6Recovery8Advantage0[1] 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5BBBCF Izanami 5B.pngGuardMidStartup8Recovery18Advantage-6[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Jump[-], Special
5CBBCF Izanami 5C.pngGuardMidStartup11Recovery24Advantage-10[1] 6A 6B 5CC[+], 2C, 6C, 3C 5D Jump[-], Special
5CCBBCF Izanami 5CC.pngGuardAllStartup13Recovery14Advantage-8 - - - - Special
2ABBCF Izanami 2A.pngGuardAllStartup6Recovery9Advantage0[1] 5A, 6A 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
2BBBCF Izanami 2B.pngGuardLowStartup9Recovery24Advantage-16[1] 6A 5B 5C, 2C, 3C 5D Special
2CBBCF Izanami 2C.pngGuardMidStartup19Recovery27Advantage-11[1] 6A - 5C, 2CC[+], 6C, 3C 5D Special
2CCBBCF Izanami 2CC.pngGuardAllStartup21Recovery11Advantage0 - - - - Special
6ABBCF Izanami 6A.pngGuardMidStartup10Recovery22+5LAdvantage-14 - - - - Levitate, Special
6BBBCF Izanami 6B.pngGuardHighStartup25Recovery21Advantage-6 - - - 5D[-] Special
6CBBCF Izanami 6C 1.pngGuardLow, HighStartup21Recovery34Advantage-18 - - 6CC[-] 5D Special
6CCBBCF Izanami 6CC.pngGuardAllStartup17Recovery21Advantage-8 - - - 5D[-] Special
Air Revolver Action Table
A B C D Cancels
j.ABBCF Izanami jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C, j.2C j.D Throw, Levitate, Special
j.BBBCF Izanami jB.pngGuardHigh/AirStartup9Recovery12Advantage- j.A - j.C, j.2C j.D Levitate, Special
j.CBBCF Izanami jC.pngGuardHigh/Air, AllStartup13Recovery11Advantage- - - j.2C j.D Levitate, Special
j.2CBBCF Izanami j2C.pngGuardAllStartup13Recovery16Advantage- - - - - Levitate, 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
Special = Specials and Supers
Super = Supers only
  • All cancels from j.C are on the first hit only

External References


Navigation

To edit frame data, edit values in BBCF/Izanami/Data.