BBTag/Yumi: Difference between revisions

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(Color Coding)
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* Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
* Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
* Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
* Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
* Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
* Her 236x and {{clr|5|6P}} projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
* Very high damage output (presses 5B twice and kills your character)
* Very high damage output (presses {{clr|3|5B}} twice and kills your character)
* Good zoning tools  
* Good zoning tools  
* Can set up unburstable combos with Rave.
* Can set up unburstable combos with Rave.
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==Normal Moves==
==Normal Moves==
===<big>5A</big>===
===<big>{{clr|1|5A}}</big>===
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==== ====
==== ====
* Moves her forward slightly
* Moves her forward slightly
An upward swipe with her fan, pretty much what you'll start combos with other than 2A since both are pretty safe to start out with.
An upward swipe with her fan, pretty much what you'll start combos with other than {{clr|1|2A}} since both are pretty safe to start out with.


</div>
</div>
</div>
</div>


===<big>5B</big>===
===<big>{{clr|3|5B}}</big>===
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|}
|}
==== ====
==== ====
The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is.
The second hit of {{clr|3|5B}} has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is.
</div>
</div>
</div>
</div>


===<big>5C</big>===
===<big>{{clr|4|5C}}</big>===
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</div>
</div>


===<big>2A</big>===
===<big>{{clr|1|2A}}</big>===
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* Jump cancellable on hit and block
* Jump cancellable on hit and block
* Tied with 5A for a 3-time gatling
* Tied with {{clr|1|5A}} for a 3-time gatling
* Gatling window into another 2A lasts until the move is over
* Gatling window into another {{clr|1|2A}} lasts until the move is over


This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.
This combined with the frame 6 {{clr|1|5A}} gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash {{clr|1|5A}} and beat out frame 7 or slower mashing options. Also because of {{clr|1|5A}}'s hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about {{clr|1|2A}} stagger is that it has hardly any native pushback. You can theoretically land {{clr|1|2A}} 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.


</div>
</div>
</div>
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===<big>2B</big>===
===<big>{{clr|3|2B}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yumi_2B.png | I mean, you could just 236C.
BBTag_Yumi_2B.png | I mean, you could just {{clr|4|236C}}.
</gallery>
</gallery>
|-|
|-|
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</div>
</div>


===<big>2C</big>===
===<big>{{clr|4|2C}}</big>===
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* 2 hit fan attack
* 2 hit fan attack


Has good proration for combos and adds a chunk of damage. 5BB commonly is used to combo into 2C > 214B.
Has good proration for combos and adds a chunk of damage. {{clr|3|5BB}} commonly is used to combo into {{clr|4|2C}} > {{clr|3|214B}}.
</div>
</div>
</div>
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===<big>j.A</big>===
===<big>{{clr|1|j.A}}</big>===
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===<big>j.B</big>===
===<big>{{clr|3|j.B}}</big>===
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<div class="attack-gallery">
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{{FrameDataHeader-BBTag|version=yes}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{AttackVersion|name=j.B}}
{{AttackVersion|name=j.B
{{#cargo_query:tables=MoveData_BBTag
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
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}}
}}
|-
|-
{{AttackVersion|name=j.BB}}
{{AttackVersion|name=j.BB
{{#cargo_query:tables=MoveData_BBTag
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
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</div>
</div>


===<big>j.C</big>===
===<big>{{clr|4|j.C}}</big>===
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==Universal Moves==
==Universal Moves==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
<span class="input-badge">'''{{clr|3|5B}}+{{clr|4|C}}'''</span>
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===<big>Shinobi in Bloom</big>===
===<big>Shinobi in Bloom</big>===
<span class="input-badge">'''5A+D (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|D}} (Air OK)'''</span>
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==Skills==
==Skills==
===<big>Whirling Fans</big>===
===<big>Whirling Fans</big>===
<span class="input-badge">'''236A/B '''</span>
<span class="input-badge">'''{{clr|1|236A}}/{{clr|3|B}} '''</span>
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===<big>Grand Stage: Snowbird</big>===
===<big>Grand Stage: Snowbird</big>===
<span class="input-badge">'''j.236A/B'''</span>
<span class="input-badge">'''{{clr|1|j.236A}}/{{clr|3|B}}'''</span>
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* Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally
* Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally


Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.
Both versions allow air actions to be used after recovering. TK j.236X into airdash {{clr|1|j.A}}/{{clr|3|j.B}} is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.
</div>
</div>
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===<big>Dancing as One: Yang</big>===
===<big>Dancing as One: Yang</big>===
<span class="input-badge">'''214A'''</span>
<span class="input-badge">'''{{clr|1|214A}}'''</span>
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BBTag_Yumi_214AAAA1_Hitbox.png
BBTag_Yumi_214AAAA1_Hitbox.png
BBTag_Yumi_214AAAA2_Hitbox.png |Fourth Step
BBTag_Yumi_214AAAA2_Hitbox.png |Fourth Step
BBTag_Yumi_214A-B_Hitbox.png |Piercing Tide
BBTag_Yumi_{{clr|1|214A}}-B_Hitbox.png |Piercing Tide
BBTag_Yumi_214AC_Hitbox.png |Howling Ogre
BBTag_Yumi_214AC_Hitbox.png |Howling Ogre
BBTag_Yumi_214A-2C_Hitbox.png |Demonic Destruction
BBTag_Yumi_{{clr|1|214A}}-2C_Hitbox.png |Demonic Destruction
</gallery>
</gallery>
</tabber>
</tabber>
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===<big>Dancing as One: Yin</big>===
===<big>Dancing as One: Yin</big>===
<span class="input-badge">'''214B'''</span>
<span class="input-badge">'''{{clr|3|214B}}'''</span>
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==Extra Skills==
==Extra Skills==
===<big>Dancing in Snow: Dance of Blades</big>===
===<big>Dancing in Snow: Dance of Blades</big>===
<span class="input-badge">'''236C'''</span>
<span class="input-badge">'''{{clr|4|236C}}'''</span>
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===<big>Termination</big>===
===<big>Termination</big>===
<span class="input-badge">'''214C'''</span>
<span class="input-badge">'''{{clr|4|214C}}'''</span>
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===<big>Grand Stage: Storm of Snowbirds</big>===
===<big>Grand Stage: Storm of Snowbirds</big>===
<span class="input-badge">'''j.236C'''</span>
<span class="input-badge">'''{{clr|4|j.236C}}'''</span>
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==Partner Skills==
==Partner Skills==
===<big>5P</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''Dancing as One: Yang - Fourth Step'''</span>
<span class="input-badge">'''Dancing as One: Yang - Fourth Step'''</span>
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<div class="attack-container">
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</div>
</div>


===<big>6P</big>===
===<big>{{clr|5|6P}}</big>===
<span class="input-badge">'''Whirling Fans'''</span>
<span class="input-badge">'''Whirling Fans'''</span>
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</div>
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===<big>4P</big>===
===<big>{{clr|5|4P}}</big>===
<span class="input-badge">'''Dancing in Snow: Purity'''</span>
<span class="input-badge">'''Dancing in Snow: Purity'''</span>
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==Distortion Skills==
==Distortion Skills==
===<big>Secret Ninja Art: Black Ice</big>===
===<big>Secret Ninja Art: Black Ice</big>===
<span class="input-badge">'''236B+C'''</span>
<span class="input-badge">'''{{clr|3|236B}}+{{clr|4|C}}'''</span>
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===<big>Secret Ninja Art: Ice Pillar Fan</big>===
===<big>Secret Ninja Art: Ice Pillar Fan</big>===
<span class="input-badge">'''214B+C'''</span>
<span class="input-badge">'''{{clr|3|214B}}+{{clr|4|C}}'''</span>
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==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Secret Ninja Art: Ice Pillar Fan</big>===
===<big>Secret Ninja Art: Ice Pillar Fan</big>===
<span class="input-badge">'''P during Main Character's Distortion Skill '''</span>
<span class="input-badge">'''{{clr|5|P}} during Main Character's Distortion Skill '''</span>
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==Astral Heat==
==Astral Heat==
===<big>Ultimate Secret Ninja Art: Ice Queen</big>===
===<big>Ultimate Secret Ninja Art: Ice Queen</big>===
<span class="input-badge">'''222B+C'''</span>
<span class="input-badge">'''{{clr|3|222B}}+{{clr|4|C}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">

Revision as of 05:21, 18 March 2022

Overview
Overview

Yumi Yumi is a hybrid zoner/mixup character with ice projectiles that have restand properties and rekkas with multiple follow-ups. She is straightforward to play, ability to be aggressive, and with somewhat more ranged options than a typical character.

Pros
Cons
  • Very strong assist and support kit
  • Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
  • Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
  • Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
  • Very high damage output (presses 5B twice and kills your character)
  • Good zoning tools
  • Can set up unburstable combos with Rave.
  • Struggles against strong mid-range poking characters
  • Zoning is outshined against more dedicated zoning characters such as Vatista and Hilda.
  • Stubby anti-air game


Yumi
BBTag Yumi Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

5A

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 900×2 All 13 7,20 6 -6 B
5BB 1700 All 10 3 19 -3 B
5BBB 2000 All 13 4 33 -18 B

The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is.

5C

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 3 9 0 F

  • Jump cancellable on hit and block
  • Tied with 5A for a 3-time gatling
  • Gatling window into another 2A lasts until the move is over

This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

Shinobi in Bloom

5A+D (Air OK)


Skills

Whirling Fans

236A/B

Grand Stage: Snowbird

j.236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.236A 1500 All 23 Until Hit 43+2L P1
j.236B 1500 All 23 Until Hit 43+2L P1

  • Single hit durability air fireball, similar to the grounded A version
  • Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally

Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.

Dancing as One: Yang

214A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Step
A
1000 All 14 3 18 -4 B
Second Step
AA
1000 All 13 3 21 -7 B
Third Step
AAA
600×2 All 13 3(10)3 22 -8 B
Fourth Step
AAAA
300×5, 325×5 All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 B
Piercing Tide
> B
2000 All 26 4 15 +12 B
Howling Ogre
> C

No results

Demonic Destruction
> 2C
1000, 1500 Low 25 12 [(8)4] Total 72 -8 F
Breathtaker
> 66
18

  • Howling Ogre travels from the sky to the ground, hits 7 frames after the opponent comes out of blockstun from a rekka, can be used as a reset opportunity if used during a combo on a grounded opponent.
  • Demonic Destruction leads into Aerial Rave automatically on hit.
    • A small ice surface travels along the ground, creating an ice spike when it either connects with the opponent or after a set distance, will still reach even if the rekka is pushblocked.
  • Breathtaker cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.

Dancing as One: Yin

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Step
B
750×3 All 15 [17] 3,3(4)4 26 -17 B
Second Step
BB
1700 All 17 4 21 -12 B
Third Step
BBB
1700 All 17 4 22 -13 B
Fourth Step
BBBB
800×2 All 17 4(8)4 28 -19 B
Dancing in Snow: Purity
> A
2000 All 25 3 30 -12 B
Breathtaker
> 66
18

Pressing B after the Fourth Step will loop back to the First Step, but all First Steps that are looped this way have 17 frames of startup.

  • Dancing in Snow: Purity is a frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.
  • Breathtaker cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.

Aerial Rave

Automatic followup to certain attacks

Extra Skills

Dancing in Snow: Dance of Blades

236C

Termination

214C

Grand Stage: Storm of Snowbirds

j.236C

Killing Stone

Aerial Rave -> C


Partner Skills

5P

Dancing as One: Yang - Fourth Step

6P

Whirling Fans

4P

Dancing in Snow: Purity


Distortion Skills

Secret Ninja Art: Black Ice

236B+C

Secret Ninja Art: Ice Pillar Fan

214B+C


Distortion Skill Duo

Secret Ninja Art: Ice Pillar Fan

P during Main Character's Distortion Skill


Astral Heat

Ultimate Secret Ninja Art: Ice Queen

222B+C



External References

Navigation

Yumi
To edit frame data, edit values in BBTag/Yumi/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes