BBTag/Chie Satonaka/Frame Data

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Chie Satonaka


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
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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
Chie Satonaka 17,000 4F 22F

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 5 3 11 -2 B 100 70 1 11 12 12 16 23 9 +0 +0
4AA 400×6 All 9 2,{(4)2}×5 21 -9 B 100 75 2 13 14 14 18 26 1 +0 +1
4AAA 1000×2 All 6 3,3 15 -1 B 100 80 3 16 17 17 22 31 11 +0 +2
5A 1500 All 6 4 18 -5 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 950×2 All 7 3(3)6 11 -3 B 100 75 2 13 20 20 24 32 12, 3 +0 +1
5AAA 750×3 All 10 2(12)3(1)3 19 -3 B 100 85 4 18 19 19 24 34 9 +0 +5
5AAAA 2040 All 13 12 Total: 48 -5 P1 100 85 4 18 Launch 35 Launch 50 12 +0 +5
2A 1000 Low 6 2 12 -2 F 90 70 1 11 12 12 16 23 9 +0 +0
5B 1700 All 10 3 30 -14 [-2] B 90 85 4 18 19 20 27 35 12 +0 +5
5BB 1100×2 All 19 3(7)2 Total: 48 -1 [-2] B 90 85 4 18 19, Launch 30 24, Launch 45 1/+8, 8 +8, +0 +13, +5
2B 1500 All 10 2 30 -15 B 8~11 H 90 80 3 16 17 17 22 31 11 +0 +2
5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 9 3 20 -4 F 90 85 4 18 Launch 24 Launch 39 12 +0 +5
j.A 1500 High 8 3 13 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 7 5 14 H 80 80 3 16 17 19 22 33 11 +0 +2
j.B 1500 High 13 6 9 H 80 80 3 16 17 19 22 34 11 +0 +2
j.C 300×6, 1500 All 26 2×6,(13)3 Total: 28 H 80 70, 70 3 16 17 25 22 39 0×6, 0/+12 +0×6, +12 +2×6, +14


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0×2, 2000 Throw 7~30 3 23 T 100 50 0, 1, 4 Launch 31 + Down 58, 35 + Down 58 0×2, 6 +0
AD Hyper Counter 30 1~25 Guard All
AD Attack Hyper Counter (Attack) 950×5 Low, Air Unblockable×4 5 2(7)1(6)2(6)2(6)2 ??+8L B 1~38 All 80 60 2, 4×4 13, 18×4 Launch 14, 19×3, 50 Launch 26, 34×3, 65 4, 8×4 +0 +1, +5×4
j.AD Air Hyper Counter 1100×4 All 6 2(6)2(6)2(6)2 30 H 1~7 All 80 60 4 18 Launch 25 Launch 40 8 +0 +5
Dash Cancel Dash Cancel 20


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Rampage 800×3 All 11 5(3)3(6)6 17 -6 H 80 80 3 16 17 17 22 31 4 +0 +2
j.236A Air Rampage 550×N All 6 2{(6)3}×N 17 H 80 80 3 16 17 30 22 44 4 +0 +2
236A X Skullcracker 1200×2 High, All 6 2(9)3 20 -4 B, F 80 85 4 18 19, Launch 19 + Down 33, 36 24, Launch 34 + Down 33, 51 12 -4, +0 +1, +5
236B Dragon Kick 3000 All 18 12 27+15L -33 H 80 90 5 20 Launch 60 Launch 76 9 +0 +8
j.236B Air Dragon Kick 3000 All 14 12 Until L+15L H 80 90 5 20 Launch 60 Launch 76 9 +0 +8
214A A Herculean Strike 1800 All 11 6 23 -8 B 90 80 3 19 Launch 31 Launch 45 11 +0 +2
214B B Herculean Strike 2200 All 25 10 18 -4 B 1~20 T 80 90 5 23 Launch 45 + WBounce 30 Launch 61 + WBounce 30 + WStick 20 13 +0 +8


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Dragon Kick 4500 All 30 12 12 -3 H 80 90 5 20 Launch 80 Launch 96 13 +0 +8
j.236C Air EX Dragon Kick 4500 All 13 12 12 H 80 90 5 20 Launch 80 Launch 96 13 +0 +8
214C EX Herculean Strike 2500 All 25 10,1 18 +7 B 1~20 T 70 90 5 25 Launch 45 + WBounce 40 Launch 61 + WBounce 40 + WStick 35 13 +0 +0


Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Herculean Strike > Black Spot 1500, 1700 All (18)+13 7 [(20)12] 25 [13] -12 B, P1 70 80, 90 3, 4 19, 18 Launch 31, 35 Launch 45, 50 11, 12 +0 +2, +5
6P Dragon Kick 2500 All (18)+23 12 26+14L -31 H 70 90 5 20 Launch 60 + WBounce 50 Launch 76 + WBounce 50 13 +0 +8
4P P4A 2D 1000×2, 1700 All (18)+12 2(3)2(10)3 Total: 68 -11 B×3 70×2, 100 85 4 18×3 19×2, Launch 19×2, 60 24×2, Launch 34×2, 75 0/+1×2, 0/+8 +1×2, +8 +6×2, +13


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC God's Hand 6000 [5100, 5000] All 4+(50 Flash)+10 6 [6(27)6] Total: 88 [Total: 130] -41 [-50] P2 1~22 All 80 60 5 20 Launch 21 + Down 53 Launch 37 + Down 53 0/+13 +13 +13
214BC Power Charge 1+(43 Flash)+10
{1+(43 Flash)+56}
1~1 All
[1~1 All
2~End P]
j.236BC Agneyastra 740×10 [960×10] All 11+(41 Flash)+0 X(3){X(5)}×8,X Total: 22 P2 1~10 All 80 95×10 5 20 30 42 36 58 0 +0 +8
Distortion Skill Duo God's Hand 2000 [1000, 1500] All 1+(93 Flash)+1 6 [6(27)6] Total: 65 [Total: 107] -30 [-39] P2 1~9 All 100 100 5 20 0/+13


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Galactic Punt All 11+(41 Flash)+30 15 Total: 110 -61 P2 1~48 All 5 20 0/+7


Revolver Action Table

Ground Revolver Action Table
A B C Cancels
4AP4Arena Chie 5A.pngGuard:
All
Startup:
5
Recovery:
11
Advantage:
-2
[2]
4A[+], 4AA, 5A, 2A 5B, 2B 5C, 2C Jump, Special, Super
4AAP4Arena Chie 5AA.pngGuard:
All
Startup:
9
Recovery:
21
Advantage:
-9
4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAAP4Arena Chie 5AAA.pngGuard:
All
Startup:
6
Recovery:
15
Advantage:
-1
4AAAA - 5C, 2C Jump (2nd hit), Special, Super
5AP4Arena Chie 5B.pngGuard:
All
Startup:
6
Recovery:
18
Advantage:
-5
[3]
5AA, 2A 5B, 2B 5C, 2C Jump, Special, Super
5AAP4AU Chie 5AA.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-3
5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAAP4AU Chie 5AAA.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-3
5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA and 4AAAAP4Arena Chie BlackSpot.pngGuard:
All
Startup:
13
Recovery:
Total: 48
Advantage:
-5
- - - -
2AP4Arena Chie 2A.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-2
[2]
4A, 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BP4Arena Chie 5C.pngGuard:
All
Startup:
10
Recovery:
30
Advantage:
-14 [-2]
[1]
5A 5BB, 2B 5C, 2C Dash, Jump, Special, Super
5BBP4AU Chie 2C.pngGuard:
All
Startup:
19
Recovery:
Total: 48
Advantage:
-1 [-2]
- - 5C, 2C Dash, Special
2BP4Arena Chie 2B.pngGuard:
All
Startup:
10
Recovery:
30
Advantage:
-15
[1]
5A 5B 5C, 2C Jump, Special, Super
5CP4Arena Chie AOA.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2CP4Arena Chie Sweep.pngGuard:
Low
Startup:
9
Recovery:
20
Advantage:
-4
- - - Jump, Special, Super
Air Revolver Action Table
A B C Cancels
j.AP4Arena Chie jB.pngGuard:
High
Startup:
8
Recovery:
13
Advantage:
-
j.AA j.B j.C Jump, Special, Super
j.AAP4Arena Chie jBB.pngGuard:
High
Startup:
7
Recovery:
14
Advantage:
-
[1]
- j.B j.C Jump, Special, Super
j.BP4Arena Chie jC.pngGuard:
High
Startup:
13
Recovery:
9
Advantage:
-
j.AA - j.C Jump, Special, Super
j.CP4Arena Chie jD.pngGuard:
All
Startup:
26
Recovery:
Total: 28
Advantage:
-
- - - Special, Super
  • X[+] = X is available only on whiff
  • X[#] = X can only be used # times per string

Sources

@Elite_Soba - Blame this guy if anything is inaccurate

Navigation

Chie Satonaka
Ambox notice.png To edit frame data, edit values in BBTag/Chie Satonaka/Data.