BBTag/Yuzuriha/Frame Data

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Yuzuriha


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
Yuzuriha 17,000 4F 22F (1~7F Inv All) Over Here!

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
5A 1500 All 10 3 22 -8 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 12 4 24 -11 B 100 80 3 16 17 22 22 36 11 +0 +2
5AAA 350×4 All 10 3,3,4,5 17 -5 B 100 80 3 16 25 25 30 39 3×3, 11 +0 +2
5AAAA 1700×2 All 10 3 [(21)4] 27 -11 B 100 85×2 4 18 Launch 40 Launch 55 12 +0 +5
2A 1000 Low 8 3 16 -5 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1600 All 13 <7> 2 31 -16 [-13] B 6~14 H <None> 90 80 3 16 17 17 22 31 8 +5 +7
2B 1600 Low 13 <7> 2 31 -16 F 90 80 3 16 17 17 22 31 8 +5 +7
5C 800+ High 26 3 2+16L -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1000×2 Low 12 8,2 28 -11 F 90 75 4 18 Launch 30 Launch 45 2, 12 +0 +5
XBB 1600 All 7 2 31 -16 B 100 80 3 16 17 17 22 31 8 +5 +7
XBBB 1600×2 All 11 3,3 33 -15 B 100 80 5 20 Launch 60 + WBounce Launch 76 + WBounce 2 +3 +8
j.A 1550 High 11 2 22 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1550 High 8 2 20 H 80 80 3 16 17 22 22 36 11 +0 +2
j.B 1600 High 14 <7> 3 22 H 80 80 3 16 17 22 22 36 8 +0 +2
j.BB 1600 High 7 3 22 H 80 80 3 16 17 22 22 36 8 +0 +2
j.BBB 2300 High 12 10 Until L+15L [Until L+7L] H 80 80 5 20 Launch 60 + WBounce + Slide 10 Launch 76 + WBounce + Slide 10 2 +3 +8
j.C 1500 High 11 Until L 0 H 80 80 3 16 23 60 28 74 11 -3 +2


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, 2000 Throw 7~30 3 23 T 100 50 0, 4 Crumple 53 0, 12
AD Multi-layer One Ring 1000, 600×3, 2000 Air Unblockable, All×3 16 5(4)5×3 6+46L -34 B, P1×4 1~27 All 80 60 4, 3×3, 5 18, 16×3 Launch 60 Launch 75, 74×3 12, 2×3 +0 +5, +2×3
j.AD Air Multi-layer One Ring 1000, 900×3 All 17 5(4)5×3 Until L+35L B, P×3 1~28 All 80 60 4, 3×3 18, 16×3 Launch 60 Launch 75, 74×3 12, 1×3 +0 +5, +2×3


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 Second Type: Bloom 1300 All 21 <9> 2 39 -13 B 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
236B B Second Type: Bloom 1300 All 22 <9> 2 39 -13 B 12~23 H
<4~10 H>
60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
j.236A Air A Second Type: Bloom 1300 All 22 <9> 2 Until L H 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
j.236B Air B Second Type: Bloom 1300 All 22 <9> 2 Until L H 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom 4A A Second Type Flowing Form: Flowing Bloom 1300 All 41 2 39 -13 B 5~25 All 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+4 +8 +16
Bloom 4B B Second Type Flowing Form: Flowing Bloom 1300 All 41 2 39 -13 B 5~25 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom 4C C Second Type Flowing Form: Flowing Bloom 1300 All 37 2 Until L H 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom j.4A Air A Second Type Flowing Form: Flowing Bloom 1300 All 37 2 Until L B 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom j.4B Air B Second Type Flowing Form: Flowing Bloom 1300 All 37 2 Until L B 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
Bloom j.4C Air C Second Type Flowing Form: Flowing Bloom 1300 All 41 2 Until L B 5~21 All 60 90 4 23 Launch 38 Launch 53 1/+4 +8 +16
214A A Over Here! 71 <52> [65 <56>] 24~44 All
<5~25 All>
214B B Over Here! 67 <48> [61 <42>] 24~40 All
<5~21 All>
214C C Over Here! 60 <41> [60 <41>] 24~40 All
<5~21 All>
j.214A Air A Over Here! 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214B Air B Over Here! 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214C Air C Over Here! 68 <48> [62 <42>] 25~41 All
<5~21 All>
Stance 66 Shift Move Forward 23 9~18 All
Stance j.66 Air Shift Move Forward 21 6~14 All
Stance 44 Shift Move Back 38 1~21 All
Stance j.44 Air Shift Move Back 21 6~14 All
Bloom Ender Bloom Ender 2000 All 25 3 Total: 68 -5 P1 1~24 All 100 75 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+18 +18 +26
Air Bloom Ender Bloom Ender 2000 All 17 3 Total: Until L+12L P1 1~16 All 100 75 5 20 Launch 60 + WBounce Launch 76 + WBounce 0/+18 +18 +26
Stance Bloom Ender Followup Multi-layer One Ring 1700, 850×3, 3000 All 17 10(4)5×3(Until L+13)3 24 H, P1×4 80, 100 90, 80 4, 3×3, 5 18 Launch 60 Launch 75 10, 0/+1×3, 0/+18 +0, +1×3, +18 +5, +3×3, +26


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 Second Type: Bloom 2200 All 21 <9> 2 39 -9 B 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+8 +8 +16
j.236C Air EX Second Type: Bloom 2200 All 22 <9> 2 Until L H 60 90 4 23 Launch 38 + WBounce Launch 53 + WBounce 1/+8 +8 +16


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 UNI 66C 1500×2 All 15 8(1)3 24+15L -25 H 70 80×2 3 16 Launch 30, 60 + GBounce 4, 8 +0
6P Second Type: Bloom 2200 All (18)+28 2 35 -11 B 70 85 5 20 Launch 60 + WBounce Launch 76 + WBounce 10/+5 +5 +7
4P 5B 1700 All (18)+11 2 34 -17 B 70 85 4 18 Launch 60 Launch 75 12 +0 +5


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 Second Type: Raging Bloom 590×12, 2000
[370×19, 900×4]
All 1+(35 Flash)+17
<1+(35 Flash)+5>
1,1,{1(4)1}×4,1(4)2
[1,1,{1(4)1}×8,1(28)3]
54 [60] -35 [-38] B×12, P2 1~20 All 80 98×13 [98×23] 5 20 Launch 60 + WBounce Launch 76 + WBounce 1×11, 3/+0/+15
[1×19, 5/+4×4]
+0×11, +15
[+0×19, +4×4]
+8×11, +15
[+8×19, +4×4]
j.236BC Air Second Type: Raging Bloom 590×12, 2000
[385×19, 900×4]
All 1+(36 Flash)+17
<7+(36 Flash)+5>
1,1,{1(4)1}×4,1(4)2
[1,1,{1(4)1}×8,1(28)3]
Until L+12L H×12, P2 1~20 All 80 98×13 [98×23] 5 20 Launch 60 + WBounce Launch 76 + WBounce 1×11, 3/+0/+15
[1×19, 5/+4×4]
+0×11, +15
[+0×19, +4×4]
+8×11, +15
[+8×19, +4×4]
214BC Secret Skill: Luster Birth 2000×2, 0, 6500
[2000×2, 400×4, 2200×2, 3000]
All 1+(35 Flash)+15
<1+(35 Flash)+19>
3(20)2(28)10
[3(20)2(24)10]
68 -47 B 1~40 All 80 60 5 20 60×2, 120, Launch
[60×2, Crumple 39×4, Launch×3]
Stand×3, 120 + Down 23
[Stand×6, 120, 120 + Down 43, 60 + Down 23]
9/+10×2, 2/+10 9/+10×2, 2/+10, 27/-25
[9/+10×2, 2/+10×4, 2, 27/-25, 13]
Distortion Skill Duo Secret Skill: Luster Birth 500×2, 0, 1500
[500×2, 50×4, 0, 1500, 300]
All 1+(75 Flash)+1 3(20)2(28)10
[3(20)2(24)10]
68 -47 B 1~27 All 100 100 5 20 60×2, 120, Launch
[60×2, Crumple 39×4, Launch×3]
Stand×3, 120 + Down 23
[Stand×6, 120, 120 + Down 43, 60 + Down 23]
9/+10×2, 2/+10 9/+10×2, 2/+10, 27/-25
[9/+10×2, 2/+10×4, 2, 27/-25, 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 Zeroth Type: Life Crimson All 1+(75 Flash)+16 6 70 -55 B 1~22 All 5 20 3


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Yuzuriha 5A.pngGuard:
All
Startup:
10
Recovery:
22
Advantage:
-8
5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Yuzuriha 5AA.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-11
5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Yuzuriha 5AAA.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-5
5AAAA[-] - 5C Special, Super
5AAAABBTag Yuzuriha 5AAAA.pngGuard:
All
Startup:
10
Recovery:
27
Advantage:
-11
- - - -
2ABBTag Yuzuriha 2A.pngGuard:
Low
Startup:
8
Recovery:
16
Advantage:
-5
5A - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Yuzuriha 5B.pngGuard:
All
Startup:
13 <7>
Recovery:
31
Advantage:
-16 [-13]
- 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Yuzuriha 5BB.pngGuard:
All
Startup:
7
Recovery:
31
Advantage:
-16
[1]
- 5BBB, 2BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBBTag Yuzuriha 5BBB.pngGuard:
All
Startup:
11
Recovery:
33
Advantage:
-15
- - - -
2BBBTag Yuzuriha 2B.pngGuard:
Low
Startup:
13 <7>
Recovery:
31
Advantage:
-16
- - - Reverse Beat, Jump[-], Special, Super
2BBBBTag Yuzuriha 5BB.pngGuard:
All
Startup:
7
Recovery:
31
Advantage:
-16
[1]
- 5BB, 2BBB - Reverse Beat, Jump[-], Special, Super
2BBBBBTag Yuzuriha 5BBB.pngGuard:
All
Startup:
11
Recovery:
33
Advantage:
-15
- - - -
5CBBTag Yuzuriha 5C.pngGuard:
High
Startup:
26
Recovery:
2+16L
Advantage:
-4
- - - -
2CBBTag Yuzuriha 2C.pngGuard:
Low
Startup:
12
Recovery:
28
Advantage:
-11
- - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Yuzuriha jA.pngGuard:
High
Startup:
11
Recovery:
22
Advantage:
-
j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Yuzuriha jAA.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.BBBTag Yuzuriha jB.pngGuard:
High
Startup:
14 <7>
Recovery:
22
Advantage:
-
- j.BB - Reverse Beat, Jump, Special, Super
j.BBBBTag Yuzuriha jBB.pngGuard:
High
Startup:
7
Recovery:
22
Advantage:
-
- j.BBB - Reverse Beat, Jump, Special, Super
j.BBBBBTag Yuzuriha jBBB.pngGuard:
High
Startup:
12
Recovery:
Until L+15L [Until L+7L]
Advantage:
-
- - - -
j.CBBTag Yuzuriha jC.pngGuard:
High
Startup:
11
Recovery:
0
Advantage:
-
- - - Reverse Beat, Jump, 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
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources

Navigation

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