BBCF/Jin Kisaragi/Frame Data

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System Data

name health prejump backdash forwarddash Unique Movement Options
Jin Kisaragi 11,000 4F 22F (1~5F Inv All, 3~16 airborne)


Normal Moves

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 3 11 -2 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 400×2 Mid 8 4(2)1 16 -3 100 85 Long S(J)R 2 13 14 14 18 26 10 +0 +1
5C 800 Mid 10 4 19 -6 100 89 Long SJR 3 16 17 20 22 31 11 +0 +2
2A 300 All 7 4 9 -1 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2B 600 Low 9 2 15 -3 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 930 Mid 17 3 31 -17 9~19 H 90 89 Long SJR 3 16 17 24 22 31 11 +0 +2
6A 640 High 19 3 20 -4 80 92 Normal SR 4 18 24 19 + Down 24 29 34 + Down 24 12 +0 +5
6B 840 All 19 4 4+14L -3 4~22 F 90 92 Long SR 4 18 26 26 31 41 12 +0 +5
6C 1060 Mid 19 3 31 -13 100 84 Long SR 5 20 Launch 36 Launch 52 13 +0 +8
3C 900 Low 13 4 28 -15 90 89 Long SR 3 16 Launch 26 Launch 40 + Down 24 11 +0 +2
j.A 300 High/Air 7 3 9 80 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 9 7 30 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.C 850 High/Air 10 3 20+4L 80 89 Long S(J)R 3 16 17 19 22 33 11 +0 +2
j.2C 850 High/Air 13 5 24 80 89 Long SJR 3 16 17 19 22 33 11 +0 +2

Drive Moves

Notes
  • During OD, normal Drives (5D, 2D, 6D, j.D) gain more frame advantage and freeze for longer. All except 2D gain a better P2 as well.
  • All Special Drives (236D, j.236D, 214D, j.214D, 623D, 22C~D) have a 180F Heat Gauge Cooldown. The cooldown period is removed during OD.
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 960 All 17 8 20 -11 [-5] 100 79 [89] Long SRDa 3 16 17 17 22 31 11 [11/+6] +0 +2 [+5]
2D 960 All 22 3 Total: 57 +1 [+7] 90 82 [92] Long S(J)R 4 18 19 19 24 34 0/+18 [0/+24] +18 +20 [+23]
6D 1000 All 31 6 Total: 65 +6 [+12] 100 84 [94] Long R 5 20 Launch 26 Launch 42 0/+20 [0/+26] +20 +28 [+25]
j.D 970 All 16 3 29+5L 80 82 [92] Long SR 4 18 19 19 24 34 12 [12/+6] +0 +2 [+5]
236D Hishousetsu 600×3 All 18 169 Total: 52 +27 90 89×3 Normal R 3 16 17 17 22 31 0/+11 +11 +13
j.236D Air Hishousetsu 600×3 All 24 169 Total: 40+8L 90 89×3 Normal R 3 16 17 17 22 31 0/+11 +11 +13
214D Musou Tousshugeki 640 Low 17 10 19+7L -10 90 89 Normal R 3 16 Launch 40 Launch 54 11 +0 +2
214D~C Musou Tousshugeki Followup 1200 All 14 3 9+18L -13 90 89 Long R 3 16 Launch 50 + Slide [50 + Slide + WBounce 40 + WStick 40] Launch 64 + Slide [64 + Slide + WBounce 40 + WStick 40] 11 +0 +2
623D Hirensou 900, 1200 Mid, All {Air} 13 3(25~79)1 42 -24 1~21 All 70 92×2 Very Short, Long R 4 18 Launch 44, 44 + Slide + Down 10 + WBounce 44 + WStick 30 + Down 23 Launch 62, 62 + Slide + Down 10 + WBounce 44 + WStick 33 + Down 23 1, 20 +0 +5
22C~D Sekkajin Followup 400, 800
[200×6, 800]
All 25 10 [2×5,8] 52 -45 100 100, 74 Long R 3 16 Crumple [×6], Launch 40 [×6], 60 0 +0 +2
j.214D Hizangeki 600, 1200 All, High/Air 9 1(9)3 22+5L 90 100, 82 Normal R 4 18 19, Crumple + Down 10 19, 90 + GBounce + Down 23 24, Crumple + Down 10 34, 105 + GBounce + Down 23 6, 12 +0 +5

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 0×2, 1500 Throw 7 3 23 100 50 Normal SR 0×2, 4 Crumple×2, Launch 19 0 +0
j.B+C Air Throw 0, 1500 Throw 7 3 23+3L 100 50 Normal SR 0, 4 19 0, 8 +0
6A+B Counter Assault 0 All 13 5 37 -23 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 3 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 64 + GBounce + Down 23 12 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 3 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 64 + GBounce + Down 23 12 +0 +2
66 Cancel Dash Cancel 22

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
236A Hishouken 800→600 All 13 Until Offscreen Total: 44 -7 90 89 Normal R 3 16 17 17 Launch→22 31 0/+8 +8 +2
j.236A Air Hishouken 800→600 All 20 Until Offscreen Total: 49+8L 90 89 Normal R 3 16 17 17 22 31 0/+8 +8 +2
214B Musou Senshouzan 640 Low 17 8 19+7L -10 90 89 Normal R 3 16 Launch 26 Launch 40 11 +0 +2
214B~C Musou Senshouzan Followup 1000 All 14 4 6+20L -13 90 89 Long R 3 16 Launch 30 + Down 23 Launch 44 + Down 23 8 +0 +2
623B Fubuki 950 Mid 8 3 33 -17 5~10 H 80 82 Normal R 4 18 Launch 45 Launch 60 12 +5 +5
623C Rehhyou 1300 Mid 13 3 49 -33 1~15 All 60 92 Very Short R 4 18 Launch 56 Launch 71 10 +8 +8
22C Sekkajin 385×4 All 8 2(3)2(3)2(3)2 28 -13 100 89 Long R 3 16 Stand 17×3, Crumple 17 Stand 25×3, Crumple 34 0 +0 +2
j.214C Hizansen 1000 All 13 3 Until L+7 90 82 Normal R 4 18 Crumple + Down 10 36 + Down 23 Crumple + Down 10 51 + Down 23 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 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
632146C Touga Hyojin 1600, 400×N All 1+(30 Flash)+8 Until Offscreen Total: 44 -16 1~2 All 80 72 Normal R 4 18 Crumple 30 28 + Slide Launch 43 + Slide 0 +0 +5
632146C OD Followup Touga Hyojin OD Followup 400×3, 1200 All 100 100×4 Normal R 4 Crumple + Down 15 Stand Crumple + Down 15 Stand 0/+6×3, 0/+12 +5
632146D Hiyoku Getsumei 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(45 Flash)+5 Until Offscreen Total: 63
[Total: 54]
-35 [-26] 1~11 All 80 82 Normal R 4 18 Launch 80 + WBounce 95 + WBounce 0 +30×15 [×21], +2 +30×15 [×21], +5
j.632146D Air Hiyoku Getsumei 1000, 200×14, 1100
[1000, 200×20, 1100]
All 5+(32 Flash)+5 Until Ground Total: Until L+15
[Total: Until L+10]
1~13 All 80 82 Normal R 4 18 Launch 80 Launch 95 0 +30×15 [×21], +2 +30×15 [×21], +5
236236D Yukikaze (Catch) 1+(36 Flash)+33 1~14 Guard HBFP+Burst
236236D Attack Yukikaze (Attack) 500, 3500
[500×5, 3500]
Unblockable 57 15
[3,3,3,3,3]
77 1~End All 100 100, 60 [100, 92×5] Normal R 4 19 [×5], Crumple + Down 10 80 24 [×5], Crumple + Down 10 95 [×5], Stand 12, 0/+12 [1×5, 0/+12]

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
ABCD Gekka Hyourou 600, 300×4, 1250
{600, 400×10, 1250}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 Long 4 26 Launch 200 + Down 23 20 20, 0, 8×3, 30
[20, 0, 8×3, 0×6, 30]
+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
[2]8D Rengoku Hyouya 0, 27315 Low/Air 6+(60 Flash)+25 10 95 -86 1~30 All 100 92 Long 4 16 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Jin Kisaragi 5A.pngGuardAllStartup6Recovery11Advantage-2[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5BBBCF Jin Kisaragi 5B.pngGuardMidStartup8Recovery16Advantage-3[1] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special
5CBBCF Jin Kisaragi 5C.pngGuardMidStartup10Recovery19Advantage-6 - 6B 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5DBBCF Jin Kisaragi 5D.pngGuardAllStartup17Recovery20Advantage-11 [-5] - - - - Special, Dash
2ABBCF Jin Kisaragi 2A.pngGuardAllStartup7Recovery9Advantage-1[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D Throw, Jump, Special
2BBBCF Jin Kisaragi 2B.pngGuardLowStartup9Recovery15Advantage-3[1] - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2CBBCF Jin Kisaragi 2C.pngGuardMidStartup17Recovery31Advantage-17 - 6B 6C, 3C 5D, 2D, 6D Jump, Special
2DBBCF Jin Kisaragi 2D.pngGuardAllStartup22RecoveryTotal: 57Advantage+1 [+7] - - - - Jump[-], Special
6ABBCF Jin Kisaragi 6A.pngGuardHighStartup19Recovery20Advantage-4 - - - - -
6BBBCF Jin Kisaragi 6B.pngGuardAllStartup19Recovery4+14LAdvantage-3 - - - - Special
6CBBCF Jin Kisaragi 6C.pngGuardMidStartup19Recovery31Advantage-13 - - - 2D, 6D Special
6DBBCF Jin Kisaragi 6D.pngGuardAllStartup31RecoveryTotal: 65Advantage+6 [+12] - - - - -
3CBBCF Jin Kisaragi 3C.pngGuardLowStartup13Recovery28Advantage-15 - - - - Special
Air Revolver Action Table
A B C D Cancels
j.ABBCF Jin Kisaragi jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C, j.2C j.D Throw, Special
j.BBBCF Jin Kisaragi jB.pngGuardHigh/AirStartup9Recovery30Advantage- j.A - j.C, j.2C - Jump, Special
j.CBBCF Jin Kisaragi jC.pngGuardHigh/AirStartup10Recovery20+4LAdvantage-[1] - - j.2C j.D Jump[-], Special
j.2CBBCF Jin Kisaragi j2C.pngGuardHigh/AirStartup13Recovery24Advantage-[1] - - j.C j.D Jump, Special
j.DBBCF Jin Kisaragi jD.pngGuardAllStartup16Recovery29+5LAdvantage- - - - - 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

External References

Navigation

To edit frame data, edit values in BBCF/Jin Kisaragi/Data.