BBCF/Arakune/Frame Data

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System Data[edit]

Health

10,500

Combo Rate

60%

Prejump

4F

Backdash

32F (1-24F Inv)

Forward Dash

40F (7-26F Inv)

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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSOJRDa 100 80 Normal All 1 B 6 3 10 -1 11 12 14 16 25 9 +0 +0 - Click!
5B 300*8 SO(J)RDa 100 89 (Once) Long Mid 3 B 11 1*8 12 4 16 17 17 22 31 2 +0 +2 - Click!
  • Can only hit 3 times
5C 1000 SOJRDa 80 92 Long Mid 4 B 23 3 18 -2 18 Launch 27 Launch 42 12 +0 +5 4-25 H Click!
2A 300 CSOR 90 80 Normal Low 1 F 10 2 11 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 700 CSOR 90 85 Long Low 2 F 8 2 13 -1 13 14 14 18 26 10 +0 +1 - Click!
2C 300*5 R 90 82 (Once) Long Low 4 F 12 45 14 -27 18 19*4, Launch 42 + Down 23*4, 42 24 57 + Down 23*4, 57 5 +0 +5 - Click!
  • Does 5 hits max in 3F intervals. Only first hit is a low
3C 900 SOR 100 82 Long Low 4 F 26 3 37 -21 18 Launch 40 + Down 17 Launch 55 + Down 17 12 +0 +5 13-16 All Click!
6A 600 SOJRDa 90 89 Normal High 3 B 25 2 15 0 16 17 30 + Down 17 22 44 + Down 17 11 +0 +2 - Click!
6B 800 SO(J)RDa 70 89 Long Mid 3 B 10 2 25 -10 16 Launch 34 + Slide 10 Launch 48 + Slide 20 11 +0 +2 4-11 B Guard Click!
  • On Guard Point, hitstop for Arakune reduced by 1F. Opponent hitstop unchanged
4B 700 SOJRDa 90 89 Long Low 3 F 19 3 21 -7 16 Crumple 29 29 Crumple 58 43 11 +0 +2 - Click!
6C 800 R 100 84 Long High 5 H 27 2 14+19L -16 20 Launch 35 + GBounce Launch 51 + GBounce 13 +0 +8 4-42 F Click!
6CC 1200 R 100 84 Long Mid 5 B 21 4 25 -8 20 Launch 44 Launch 60 13 +0 +8 - Click!
6CCC 1600 R 100 84 Long - 5 H 21 4 36 -19 20 21 30 + Down 17 27 46 + Down 17 13 +0 +8 - Click!
j.A 300 CSOJR 80 80 Normal High/Air 1 H 7 1 16 - 11 12 14 16 25 9 +0 +0 - Click!
j.B 300*5 SOR 80 89 (Once) Normal High/Air 3 H 10 3*4 21 - 16 17 17 22 31 3 +0 +2 - Click!
j.C 1000 SOR 80 89 Long High/Air 3 H 12 2 20 -5 16 17 60 + Down 29 Launch 77 + GBounce + Down 29 11 +0 +2 - Click!
  • Fatal Counter
j.2A 900 (S)R 80 92 Long High/Air 4 H 21 Until L 20 - 18 Launch 40 Launch 55 12 +0 +5 - Click!
j.2B 900 (S)R 80 92 Long High/Air 4 H 22 6 21 -8 18 Launch 40 Launch 55 12 +0 +5 - Click!
j.2C 900 (S)R 80 92 Long High/Air 4 H 21 6 20 -7 18 Launch 40 Launch 55 12 +0 +5 - Click!
j.6A/B/C 700 (S)OJR 80 89 Long All 3 H 11 4 12+7L - 16 17 22 22 36 11 +0 +2 - Click!

Drive 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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D 640 SOJRDa 100 79 Long Mid 3 BP 17 18 33 -34 16 Crumple 33 45 + WStick 23 Crumple 38 59 + WStick 23 11 +0 +2 - Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
2D 640 - 100 79 Long All 3 P1 36 12 Total 46 +9 16 17 27 22 41 0/+3 +0 +2 - Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
6D 900, 640 SOJR, R 90 89, 79 Long Mid 3 B, P1 14 16(9)X 15 -23 16 Launch, 17 33, 23 Launch, 22 50, 37 11, 0/+3 +0, +3 +2 - Click!
  • Fatal Counter
  • Bug Projectile: 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
j.D 640 SOJR 80 79 Long All 3 P1 28 3 Total: Until L+7 - 16 Launch 38 Launch 52 0/+3 +3 +2 - Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
A Bug 500 - 70 89 Normal All None P1 1 - - - 16 17 24 22 38 0/+16 +16 +2 - Click!
B Bug 450*3 - 70 89 Normal All 3 P1 13 - - - 16 17 24 36 50 0/+6 +6 +2 - Click!
C Bug 940 - 70 89 Normal Guard Break 35/Barrier None P1 55 14 - - 16 Crumple 27 17 Crumple 54 31 25 +0 +2 - Click!
D Bug 250*N, 940 - 80 79 (Once) Normal All*N, Mid 3 P1 1 3*N(18)Until Hit - - 16 Launch 40 + Down 23*N, 50 + Down 23 Launch 54 + Down 23*N, 64 + Down 23 0/+1*N, 0/+14*2 -1 +0 - Click!

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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 1500 SOR 100 50 (Once) Normal Throw(70) 0, 2 T 7 3 23 - - Launch 60 - - - 0 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SOR 100 50 (Once) Normal Throw(70) 0, 2 T 7 3 23 - - Launch 60 - - - 0 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SOR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 100 - - - 0 0 - Click!
  • Minimum Damage 100%
Dash Cancel - - - - - - - - - - 46 - - - - - - - - - 7-30 All Click!
Counter Assault 0 R 50 92 Very Short All 4 B 13 2 29 -12 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 3 B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier 3 B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - 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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Equals Zero
236B
- - - - - - - - - - Total: 30 - - - - - - - - - - Click!
Y-Two Dash
j.236C
200*8 R 90 89 (Once) Normal All 3 H 11 38 Until L+11 - 16 Launch 45 Launch 59 3 +0 +2 - Click!
Zero Vector
236D
- - - - - - - - 33 - Total: 39 - - - - - - - - - - Click!
  • Cloud lasts for 15 seconds
  • If a cloud is already out, guaranteed to be a different type from last time
Air Zero Vector
j.236D
- - - - - - - - 28 - Total: 33+3L - - - - - - - - - - Click!
  • Cloud lasts for 15 seconds
  • If a cloud is already out, guaranteed to be a different type from last time
Permutation, N, R
22A/B/C
940 R 80 89 Short All 3 P1 43 Until L Total: 48 - 16 Launch 30 Launch 44 0/+11 +11 +2 - Click!
  • 1000 Curse on hit, 500 on block. During OD, 2000 Curse on hit, 1000 on block
  • Hits standing Ragna on 51F
Air Permutation, N, R
j.22A/B/C
940 R 80 89 Short All 3 P1 28 Until L Total: 57 - 16 Launch 30 Launch 44 0/+11 +11 +2 - Click!
  • 1000 Curse on hit, 500 on block. During OD, 2000 Curse on hit, 1000 on block
a±b
during Curse 236D
- - - - - - - - 23 - Total: 39 - - - - - - - - - - Click!
  • Cloud lasts until Curse ends
Air a±b
during Curse j.236D
- - - - - - - - 23 - Total: 38+3L - - - - - - - - - - Click!
  • Cloud lasts until Curse ends
A If p then q
214A
- - - - - - - - - - Total: 53 - - - - - - - - - 1-5 T
24-43 T
38-43 All
Click!
B If p then q
214B
- - - - - - - - - - Total: 83 - - - - - - - - - 22-70 All Click!
C If p then q
214C
- - - - - - - - - - Total: 59 - - - - - - - - - 18-38 All Click!
Air A If p then q
j.214A
- - - - - - - - - - Total: 51 - - - - - - - - - 24-38 All Click!
Air B If p then q
j.214B
- - - - - - - - - - Total: 57 - - - - - - - - - 16-44 All Click!
Air C If p then q
j.214C
- - - - - - - - - - Total: Until L + 21 - - - - - - - - - 19-Until L+6 All Click!
Negating "p"
Near opponent during If p then q
800, 0 - 80 89 Normal All 3, 0 D 13 6 - - 16 Launch 200 Launch 214 0/+11 0/+11, 0 +2, +0 1-Until Reappear All Click!
Wall Teleport
j.44 When backed to a wall
- - - - - - - - - - Total: 47 - - - - - - - - - 25-32 All Click!
  • Costs an air option

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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
F Inverse (Body)
236236C
640 R 80 92 Very Short Mid 4 B 5+(28 Flash)+2 108 [162] 33 -122 [-176] 18 Launch 60 Launch 75 3 +0 +5 1-15 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 128
F Inverse (Laser) 90*35
[90*53]
R 80 99 Very Short All 4 P2 5+(28 Flash)+5 3*35
[3*53]
- - 18 Launch 120 Launch 135 0/+1 +1 +5 - Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 630 [954]
F of G
j.214214D
160*24
[160*48]
R 100 60 Normal All 2 P2 10+(33 Flash)+35 X({3}X)*23 [*47] Total: Until L + 32 - 13 Launch 60 Launch 72 0 +2 +0 1-16 All Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 384 [768]
F equals
236236D during Curse
500*8 [500*N] per Bug - 70 - Normal All 5 P2* 7+(75 Flash)+31 Until Offscreen Total 31 - 20 21 100 27 116 0/+3 +3 +8 1-7 All Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Bug lasts as long as Curse is active.
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%
Air F equals
j.236236D during Curse
500*8 [500*N] per Bug - 70 - Normal - 5 P2* 7+(75 Flash)+31 Until Offscreen Total 24+7L - 20 21 100 27 116 0/+3 +3 +8 1-7 All Click!
  • Values in [] are during OD
  • Bug lasts as long as Curse is active.
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%

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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
n Factorial
ABCD during OD
600, 0, 400, 1980
{600, 0, 400*4, 300*5, 2000}
- 100 100 Long All - F 20 [10] 3 34 -10 26 Launch 100 Launch 100 20, 0 20, 0*3 {*11} +0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during AF
  • Minimum Damage 10%: 298 {570+57}

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. Independant Projectiles will have their Durability level listed. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
N-Infinity 0, 14000 - 100 92 Long All 4 H 9+60Flash+81 12 24 -17 18 - - - - 20 - - 1-101 All Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 6B[+] - 5D Throw, Jump, Dash, Special
5B[2] 5A (3rd Hit Only, Except On Whiff), 6A 2B, 4B 5C, 2C, 6C, 3C 5D, 2D Jump[-], Dash, Special
5C - - 6C 5D, 6D Jump, Dash, Special
5D - - 3C 2D, 6D Jump, Dash, Special
2A[2] 5A, 2A[+], 6A 5B 2C, 3C 2D Special
2B[2] - 5B, 2B[+] 5C, 6C, 3C 2D Special
2C - - - 6D[-] (5th hit) 214C[-] (5th hit)
3C - - - - Special
6A[1] - 2B, 6B, 4B 5C 5D, 6D Jump, Dash, Special
6B - - - 6D[-] Jump[-], Special
4B 6A 6B 6C, 3C - Jump, Dash, Special
6C - - 6CC - -
6CC - - 6CCC - -
6D - - - - Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.6A, j2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B[2] j.A - j.C - Special
j.C j.2A j.2B j.2C j.D Special
j.D[2] j.6A, j.2A j.6B, j.2B j.6C, j.2C j.D Jump, Special
j.6A/B/C - - - - Jump, Special
j.2A[1] - j.2B[-] j.2C[-] - j.214C[-]
j.2B[1] j.2A[-] - j.2C[-] - -
j.2C[1] j.2A[-] j.2B[-] - - j.214C[-]
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
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc