BBTag/Yosuke Hanamura/Frame Data

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Yosuke Hanamura


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
Yosuke Hanamura 16,000 4F 23F (1~7F Inv All)

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 6 8 -2 B 100 70 1 11 12 12 16 23 9 +0 +0
4AA 1300 All 8 3 20 -6 B 100 80 3 16 17 17 22 31 11 +0 +2
4AAA 1700 All 10 3 22+0L -6 H 100 75 4 18 Launch 60 Launch 75 12 +0 +5
5A 630×3 All 7 2,2,2 16 -1 B 100 80 3 16 17 17 22 31 3 +0 +2
5AA 1300 All 9 4 14 -1 B 100 80 3 16 17 17 + GBounce 22 31 + GBounce 11 +0 +2
5AAA 750×3 All 10 2,2,2 27+3L -13 B 100 75 4 18 Launch 30 Launch 45 4 +0 +5
5AAAA 600×6 All 14 Total: Until L+6L P 100 75 2 13 Launch 45 Launch 57 0/+13 +13 +13
2A 1000 Low 6 3 15 -4 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1500 All 12 3 30 -14 B 90 85 4 18 19 19 24 34 12 +0 +5
5BB 1700 All 17 2 22 -5 B 90 85 4 18 19 30 24 45 12 +0 +5
5BBB 0, 2400 All 18 2 Total: 47 F 90 85 4 18 60, Launch Stand, 60 75, Launch Stand, 75 0 0 +5
2B 1500 All 9 4 26 -13 B 6~12 H 90 80 3 16 17 20 22 34 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 11 3 24 -8 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1000 High 10 4 10 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1000 High 7 3 11 H 80 80 3 16 17 17 22 31 11 +0 +2
j.B 720×3 All 15 3×11 Total: 40 H 80 80 3 16 17 17 22 31 1/+1 +1 +1
j.2A 600×6 All 14 Until Hit Total: Until L + 21L P1 80 75 2 13 Launch 45 Launch 57 0/+13 +13 +13
j.C 1700 Low 36 7 25 -13 F 7~31 All 80 85 4 18 Launch 30 Launch 45 4 +0 +5


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, 1000×2 Throw 7-30 3 23 T 100 50 0, 4×2 40 +0
AD Dodge (Catch) 45 1~25 Catch All
AD Attack Dodge (Attack) 2200 Air Unblockable 15 3 28 -12 B 1~22 All 80 60 4 18 Launch 50 Launch 65 12/+0 -8 -8


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 A Dash Spring 900×2 All 14~25 3 [(10)3] 18 [26+4L] -16 B 80 90 3 16 20, Launch 60 + Down 23, 60 25, Launch 74 + Down 23, 74 0/+8, 9/+8 +5 +5
236B B Dash Spring 1100×2 All 20~29 3 [(10)3] 18 [26+13L] -23 B 80 75 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8
j.236A Flying Flash Cut 1200×2 All 13 Until L(10)5 Until L -11 H 80 85×2 4 18 Launch 40 + GBounce, 60 Launch 55 + GBounce, 75 6 -1 -1
j.236B Moonsault Until L+9L 4~11 All
j.236B > X Crescent Slash 1700 High 5 8 Until L+9L H 80 85 4 18 Launch 32 Launch 47 8 +3 +3


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 Dash Spring 1300×2 All 19~27 3 [(10)3] 18 [18+13L] -15 B 80 85 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8
j.236C EX Moonsault 2000 High 20 8 Until L+15L H 4~10 All 80 85 4 18 Launch 32 + Down 28 Launch 47 + Down 28 8 +8 +8


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 Dash Spring 1500×2 All (18)+13~24 3 [3(10)3] 18 [26+12L] -14 B 70 85 3 16 20, Launch 60 + Down 23, 60 0/+8, 9/+8 +8
6P P4A 5D 700×4 All (18)+31 15 [(9)3,3,4] Total: 94 [Total: +70] B 70 85 4 18 18, Launch×3 50 0/+12, 0/+1×3 +12, +1×3
4P 5AAA 1700 All (18)+10 6 29+3L -19 B 70 85 4 18 Launch 60 12 +0


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 Garudyne 360×31 [430×31] All 9+(53 Flash)+7 5×31 Total: Until L+38L -31 P2 1~17 All 80 98×31 4 18 Launch 90 Launch 105 0 +0 +6
214BC Shippu - Nagareboshi 2000×2, 250×18
[2000×2, 200×36]
All 4+(39 Flash)+1 15 Until L+18L -21 H 1~19 All 80 100 5 20 Launch 120, 100, 400 + Down 20×18 [×36] 4 4, 8/+10, 0/+10×18 [×36]
Distortion Skill Duo Garudyne 100×20 [100×25] All 1+(92 Flash)+1 10×11,5×9 [10×6,5×19] Total: Until L+38L P2 1~3 All 100 100 4 18 Launch 90 Launch 105 0 +0 +5


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 Brave Blade All 4+(78 Flash)+16 10 Total: 119 -68 1~44 All 5 20 0/+12


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4AP4Arena Yosuke 5A.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAP4AU Yosuke 5AA.pngGuard:
All
Startup:
8
Recovery:
20
Advantage:
-6
4AAA, 5A 5B, 2B 5C, 2C Throw, Special, Super
4AAAP4AU Yosuke 5AAA.pngGuard:
All
Startup:
10
Recovery:
22+0L
Advantage:
-6
4AAAA - - Special, Super
5AP4Arena Yosuke 5B.pngGuard:
All
Startup:
7
Recovery:
16
Advantage:
-1
5AA 5B, 2B 5C, 2C Throw, Special, Super
5AAP4Arena Yosuke 5AA.pngGuard:
All
Startup:
9
Recovery:
14
Advantage:
-1
5AAA 5B, 2B 5C, 2C Throw, Special, Super
5AAAP4Arena Yosuke 5AAA.pngGuard:
All
Startup:
10
Recovery:
27+3L
Advantage:
-13
5AAAA - - Special, Super
5AAAA and 4AAAAP4Arena Yosuke FlyingKunai.pngGuard:
All
Startup:
14
Recovery:
Total: Until L+6L
Advantage:
-
- - - -
2AP4Arena Yosuke 2A.pngGuard:
Low
Startup:
6
Recovery:
15
Advantage:
-4
[3]
5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BP4Arena Yosuke 5C.pngGuard:
All
Startup:
12
Recovery:
30
Advantage:
-14
[1]
5A 5BB, 2B 5C, 2C Jump[-], Special, Super
5BBP4Arena Yosuke 2C.pngGuard:
All
Startup:
17
Recovery:
22
Advantage:
-5
5A 5BBB, 2B 5C, 2C Jump[-], Special, Super
5BBBP4Arena Yosuke Tentarafoo.pngGuard:
All
Startup:
18
Recovery:
Total: 47
Advantage:
-
- - - Special (2nd hit)[-]
2BP4Arena Yosuke 2B.pngGuard:
All
Startup:
9
Recovery:
26
Advantage:
-13
5A 5B, 2B 5C, 2C Jump, Special, Super
5CP4Arena Yosuke AOA.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2CP4Arena Yosuke Sweep.pngGuard:
Low
Startup:
11
Recovery:
24
Advantage:
-8
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.AP4Arena Yosuke jB.pngGuard:
High
Startup:
10
Recovery:
10
Advantage:
-
[2]
j.AA. j.2A j.B j.C Jump, Special, Super
j.AAP4Arena Yosuke jA.pngGuard:
High
Startup:
7
Recovery:
11
Advantage:
-
[2]
j.A. j.2A j.B j.C Jump, Special, Super
j.BP4Arena Yosuke jB.pngGuard:
All
Startup:
15
Recovery:
Total: 40
Advantage:
-
- - j.C Special, Super
j.2AP4Arena Yosuke FlyingKunai.pngGuard:
All
Startup:
14
Recovery:
Total: Until L + 21L
Advantage:
-
- - - Special, Super
j.CP4Arena Yosuke MirageSlash.pngGuard:
Low
Startup:
36
Recovery:
25
Advantage:
-13
- - - Special[+], Super[+]
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

Sources

Navigation

Yosuke Hanamura
Ambox notice.png To edit frame data, edit values in BBTag/Yosuke Hanamura/Data.