BBCF/Amane Nishiki/Frame Data

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System Data[edit]

Health: 10,500
Combo Rate: 60%
Prejump: 4
Backdash Time 28 / Invul: 1-7
Movement Options

Double Jump, 1 Air Dash, Dash type: Run, Command Hops


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5A 300*2 CSOJR 100 80 Normal All 1 B 6 3(4)3 9 ±0 11 12 12 9 - Click!
5B 280*3 SOR 100 89 Long Mid 3 B 11 2,2,2 25 -10 16 17 23 3,7 - Click!
5C 700*2 SOR 80 89 Long All 3 B 20 2(4)2 15 ±0 16 17, Stagger 27 28 11 - Click!
4C 700 SOR 100 89 Long All 3 B 17 2 21 -6 16 17 28 11 - Click!
2A 300 SOJR 100 80 Normal All 1 F 7 3 9 ±0 11 12 12 9 - Click!
2AA 300 SOJR 100 80 Normal ALL 1 F 7 3 9 ±0 11 12 12 9 - Click!
2AAA 300*2 SOJR 100 80 Normal All 1 F 5 3(2)3 9 0 11 12 12 9 - Click!
2B 540 SOR 90 85 Long Low 2 F 10 3 19 -7 13 14 14 10 - Click!
2C 650*2 SOR 80 89 (Once) Long Low/Air 3 F 21 2(4)2 23 -8 16 Spin Fall 32 28 11 - Click!
1C 650 SOR 90 89 Long Low/Air 3 F 17 2 29 -14 16 17 28 11 - Click!
6A 600 SOJR 90 89 Long Mid 3 B 12 4 21 -8 16 17 28 11 5-15 H Click!
6B 800 R 80 94 Long All 5 H 15 3 21 -2 20 21 40, Slide 15 13 1-17 T
5-17 F
Click!
  • Fatal Counter
  • 110% Bonus Proration
6C 800 SOR 80 89 Long Mid 3 B 23 2 (6) 4 24 -11 16 - 35, Slide 35 11 - Click!
  • Fatal Counter
3C 800 SOR 100 82 Long Low 4 F 14 4 21 -8 18 Launch 40 12 - Click!
j.A 300 CSOJR 80 80 Normal High/Air 1 H 6 3(4)3 11 - 11 12 16 9 - Click!
j.AA 300 CSOJR 80 80 Normal High/Air 1 H 5 4 9 - 11 12 12 9 - Click!
j.B 280*3 (S)(O)JR 80 89 Long All 3 H 14 2,2,3 20 - 16 17 20 3*2, 7 - Click!
j.2B 700 SOR 80 89 Long All 3 H 16 9 21 - 16 Launch 36 + GBounce 11 - Click!
j.C 700*2 SOR 80 89 Long All 3 H 18 2(4)2 28+5 after L - 16 Spin Fall 32 28 11 - Click!
j.6C 780*2 SOR 80 89 Long All 3 H 19 2(4)2 24+5 after L - 16 Spin Fall 32 28 11 - Click!
j.2C 700 SOR 80 89 Long All 3 H 18 2 30+5 after L - 16 Spin Fall 32 28 11 - Click!

Drive Moves[edit]

  • 1 gauge has total 6000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
  • During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5D
Lv1/2/3
120*3 SOR 80 99 Normal All 3 B 15 9~32 25 -9 16 17 24 2/+1 - Click!
120*4 SOR 80 99 Normal All 4 B 15 9~32 25 -7 18 17 26 1/+1 - Click!
120*7 SOR 80 99 Normal All 5 B 15 9~32 25 -5 20 17 28 0/+1 - Click!
  • Fatal Counter.
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (6*N)
2D
Lv1/2/3
140*3 SOR 80 99 Normal All 3 B 13 9~32 28 -12 16 Launch 30 2/+1 12-?? H Click!
140*4 SOR 80 99 Normal All 4 B 13 9~32 28 -10 18 Launch 34 1/+1 12-?? H Click!
140*7 SOR 80 99 Normal All 5 B 13 9~32 28 -8 20 Launch 38 0/+1 12-?? H Click!
  • Invincibility is through all active frames.
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (7*N)
6D
Lv1/2/3
250*N R 90 65 Normal - 3 P1* 29 - Total 92 - 16 Launch 17 + Down 24 0/+2 - Click!
250*N R 95 65 Normal - 3 P1* 29 - Total 92 - 16 Launch 17 + Down 24 0/+2 - Click!
250*N R 100 65 Normal - 3 P1* 29 - Total 92 - 16 Launch 17 + Down 24 0/+2 - Click!
  • Hold button for more hits.
  • Chip damage 10%/30%/50%
  • Lv 3 has Minimum Damage 5% (12*N)
j.D
Lv1/2/3
100*3 SOR 80 99 Normal All 3 H 13 9~32 24 - 16 17 17 2/+1 - Click!
100*4 SOR 80 99 Normal All 4 H 13 9~32 24 - 18 19 19 2/+1 - Click!
100*7 SOR 80 99 Normal All 5 H 13 9~32 24 - 20 21 21 2/+1 - Click!
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (5*N)
j.6D
Lv1/2/3
150*3 SOR 80 99 Normal All 3 H 17 9~32 21 - 16 Launch 36 + WBounce 3/+1 - Click!
150*4 SOR 80 99 Normal All 4 H 17 9~32 21 - 18 Launch 40 + WBounce 2/+1 - Click!
150*7 SOR 80 99 Normal All 5 H 17 9~32 21 - 20 Launch 44 + WBounce 0/+1 - Click!
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (7*N)

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Foward Throw 0, 1500 SOR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 50 0, 3 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SOR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 50 0, 3 - Click!
  • Minimum Damage 100%
Air Throw 750*2 SOR 100 50 (Once) Normal Throw(90) 0, 4 T 7 3 23 - - Launch 80 + GBounce 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 4 25 -9 18 Launch 19 12 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 12 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Ninpu Sengeki: Hariken
236D
- - - - - - - - - - - - - - - - 5-11~24 Guard P Click!
  • 5F onwards, can press D to cancel Hariken. Recovery 12F
  • 7F onwards can cancel Hariken into Attack
  • Guard point lasts until Recovery or until canceled into Drill
Hariken > Attack (foot)
Hariken > A/B/C
700 R - - Long All 4 F 20 2 31 - 18 Launch 30, Slide 10 12 1-11 Guard P Click!
  • 0% Chip Damage
Hariken > Attack (drill)
Hariken > A/B/C
Lv 1/2/3
1000 - 100 89 Long All 3 P1* 30 - - - 16 Launch 30 0/+13,+2*2 - Click!
1000 - 100 92 Long All 4 P1* 30 - - - 18 Launch 40 0/+13,+2*4 - Click!
1000 - 100 94 Long All 5 P1* 30 - - - 20 Launch 50 0/+13,+2*6 - Click!
  • Does 3 hits on block at Level 1, 5 hits on block at Level 2, and 7 hits on block at Level 3.
  • 15% Chip Damage
Hariken Cancel
236D > D
- - - - - - - - - - 13T - - - - - - Click!
Choujyuu Rengeki: Raibu
236C
200*5,750 R 100 75 Long All 2*5,4 B 12 3,3,3,3,3(4)3 21 -6 13*5, 18 14*5, Launch 30*5, 30 + WBounce 20 3*5, 15 - Click!
Tensou Rakugeki: Gosei
j.236C
200*N, 900 R 80 89 Long All 3 H*N,F 11 Untl L (12) 3 24 -10 16 17*N, Launch 25*N, 30 + Slide 5 1/-1*N, 11 - Click!
  • On Counter-hit, last hit has additional +2 hitstop.
Gangan Senbu: Ginga
214C
800 R 90 79 Normal Mid 3 P1 15 24 Total 50 - 16 Launch 39 0/+11 - Click!
Jyuuken Dageki: Gekiren
623C
0, 2700 R 100 70 Long Unblockable 0, 3 PT* 25 6 Total 60 - 16 - 17 0 - Click!
Choujin Kaihi: Zettou A
236A/214A
- - - - - - - - - - Total 34+3L - - - - - - Click!
  • Can cancel into certain moves 14F
Choujin Kaihi: Zettou B
236B/214B
- - - - - - - - - - Total 36+3L - - - - - - Click!
  • Can cancel into certain moves 16F
Air Choujin Kaihi: Zettou
j.236A/B or j.214A/B
- - - - - - - - - - Total 30+3L - - - - - - Click!
  • Can cancel into certain moves 7F

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Kyouryuu Tokkou: Seijyuu Rensoukyaku
236236D
Lv 1/2/3
800, 3500
[800, 400*2, 3500]
R 80 82 Normal All 4 B 5+5 1*8 41 -23 18 Launch 100 3 1-14 All Click!
800, 4000
[800, 300*3, 4000]
R 80 82 Normal All 4 B 5+5 1*8 41 -23 18 Launch 100 3 1-14 All Click!
800, 4500
[800, 200*6, 4500]
R 80 82 Normal All 4 B 5+5 1*8 41 -23 18 Launch 100 3 1-14 All Click!
  • Values in [] are during OD
  • On block, this attack has base damage 800*8
  • Minimum Damage 20% Lv1/Lv2/Lv3: 860/960/1060 [1020/1140/1300]
Kaizoku Senkou: Goukai Rasen Renpa
632146D
(180+40*Lv)*N R 100 94 Normal All 2 P2* 9+57 Until Offscreen Total 66 - 13 Launch 60 0 9-9 All Click!
  • Minimum Damage 20% Lv1/Lv2/Lv3: 44*N/52*N/60*N
  • Chip damage Lv1/Lv2/Lv3: 20%/20%/40%

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Hazan Gekisou: Jakua Dengekitai
ABCD during OD
600,0,800,500,1000
{600,0,800,500,3750}
- 100 100 - All 4 B 20 [10] 3 34 -10 26 Launch 100 + Down 29 20 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 290 {565+59}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Jyatoku Meika: Gouha Houyou
222D
0,10,20990 - - - - - - P2* 1+15 9 Total 66 -20 18 - - 12 1-24 All Click!
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special
5C[1] 6A - 2C, 6C, 3C, 1C 5D, 2D, 6D Special
4C[1] 6A 2C, 6C, 3C, 1C 5D, 2D, 6D Special
5D - - - - Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
2B[1] 6A 5B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special
2C[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special
1C[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
6B - - j.C, j.2C, j.6C, j.4C - -
6C[1] 6A - 5C, 2C 5D, 2D, 6D Special
6D - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C, j.2C, j.6C, j.4C j.D, j.6D Throw, Jump, Special
j.B j.A j.C, j.2C, j.6C, j.4C j.D, j.6D Jump, Special[-]
j.C[1] - j.2B j.2C, j.6C, j.4C j.D, j.6D Special
j.6C[1] - j.2B j.C, j.4C j.D, j.6D Special
j.4C[1] - j.2B j.C, j.6C j.D, j.6D Special
j.D - - - - Special
j.6D - - - - Special
j.2B - - - - 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

Navigation[edit]


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BlazBlue: Central Fictione
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc