BBCF/Arakune/Frame Data

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System Data[edit]

Health: 10,500
Combo Rate: 60%
Prejump: 4
Backdash Time 32 / Invul: 1-24
Forward Dash Time 40 / Invul: 7-26
Movement Options

Double Jump, 2 Air Dash, Dash type: Teleport Step


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. HitboxHitbox link for this move
5A 300 CSOJRDa 100 80 Normal All 1 B 6 3 10 -1 11 12 12 9 - Click!
5B 300*3 SO(J)RDa 100 89 Long Mid 3 B 11 1*8 12 -1 16 17 17 - - Click!
  • Can only hit 3 times
5C 1000 SOJRDa 80 92 Long Mid 4 B 23 3 18 -2 18 Launch 27 12 4-25 H Click!
2A 300 CSOR 90 80 Normal Low 1 F 10 2 11 -1 11 12 12 9 - Click!
2B 700 CSOR 90 85 Long Low 2 F 8 4 11 -1 13 14 14 10 - Click!
2C 300*5 R 90 82 Long Low 4 F 12 45 14 -27 18 19*4, Launch 42 + Knockdown 24 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 39 -23 18 Launch 40 12 13-16 All Click!
6A 600 SOJRDa 90 89 Normal High 3 B 25 2 15 0 16 17 17 11 - Click!
6B 800 SO(J)RDa 70 89 Long Mid 3 B 10 2 25 -10 16 Launch 34 + Slide 10 11 4-11 Guard B Click!
4B 700 SOJRDa 90 89 Long Low 3 F 19 3 21 -7 16 Stagger 29 29 11 - Click!
6C 800 R 100 84 Long High 5 H 27 2 14+19L -16 20 Launch 35 + GBounce 13 4-42 F Click!
6CC 1200 R 100 84 Long Mid 5 B 21 4 25 -9 20 Launch 44 13 - Click!
6CCC 900 R 80 92 Long Mid 4 H 21 4 36 -19 20 Launch 44 + Knockdown 17 13 - Click!
j.A 300 CSOJR 80 80 Normal High/Air 1 H 7 1 16 - 11 12 12 9 - Click!
j.B 300*5 SOR 80 89 Normal High/Air 3 H 10 3*5 21 - 16 17 17 3 - Click!
j.C 1000 SOR 80 89 Long High/Air 3 HL 12 2 20 - 16 17 60 + Knockdown 30 11 - Click!
  • Fatal Counter
j.2A 900 (S)R 80 92 Long High/Air 4 H 21 Until L 19 - 18 Launch 40 12 - Click!
j.2B 900 (S)R 80 92 Long High/Air 4 H 22 Until L 20 - 18 Launch 40 12 - Click!
j.2C 900 (S)R 80 92 Long High/Air 4 H 21 Until L 19 - 18 Launch 40 12 - Click!
j.6A/B/C 700 (S)OJR 80 92 Long - 3 H 11 4 12+7L - 16 17 30 11 - 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 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. HitboxHitbox link for this move
5D 640 SOJRDa 100 79 Long Mid 3 BP 17 18 33 -34 - Spin Down 32 45 + Wall 30 11 - 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 19 12 Total 46 +9 16 17 27 0/+3 - Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
6D 900 SOJR 90 89 Long Mid 3 B 14 16 24 -23 - Launch 33 11 - Click!
  • Fatal Counter
6D Bug 640 - 90 79 Long Mid 3 P1* 38 - - - 16 17 23 0/+3 - Click!
  • 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 Until L+7 - 16 Launch 38 0 - Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
A Bug 500 - 70 89 Long All 3 P1* 1 - - - 16 17 24 0/+16 - Click!
B Bug 450*3 - 70 89 Long All 3 P1* 13 - - - 16 17 36 0/+6 - Click!
C Bug 940 - 70 89 Long Guard Break 35/Barrier 3 P1* 55 - - - 16 Stagger 17 17 0/+25 - Click!
D Bug 250*N, 940 - 80 79 Long All*N, Mid 3 P1* 1 Until L (18) Until Offscreen - - 16*N, 16 Launch 40 + Knockdown 24*N, 50 - - 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 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. HitboxHitbox link for this move
Forward Throw 1500 SOR 100 50 Normal Throw(70) 0, 2 T 7 3 23 - - Launch 60 0 - Click!
  • Minimum Damage 100%
Back Throw 1500 SOR 100 50 Normal Throw(70) 0, 2 T 7 3 23 - - Launch 60 0 - Click!
  • Minimum Damage 100%
Air Throw 1500 SOR 100 50 Normal Throw(120) 0, 4 T 7 3 23+3L - - - 100 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 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 + GBounce + Knockdown 24 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Knockdown 24 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. HitboxHitbox link for this move
Equals Zero
236B
- - - - - - - - - - 30 - - - - - - Click!
Y-Two Dash
j.236C
200*8 - 90 89 Normal - - H 11 3*8 Until L+11 - 16 Launch 17 3 - Click!
Zero Vector
236D
- - - - - - - - 25 - 39 Total - - - - - - 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
- - - - - - - - 25 - 33 Total+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 - 80 89 Short - 3 P1* 19 Until L 48 Total - 16 Launch 30 0/+11 - 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 - 80 89 Short - 3 P1* 4 Until L 57 Total - 16 Launch 30 0/+11 - Click!
  • 1000 Curse on hit, 500 on block. During OD, 2000 Curse on hit, 1000 on block
a±b
during Curse 236D
- - - - - - - - 25 - 45 Total - - - - - - Click!
  • Cloud lasts until Curse ends
Air a±b
during Curse j.236D
- - - - - - - - 25 - 38 Total+3L - - - - - - Click!
  • Cloud lasts until Curse ends
A If p then q
214A
- - - - - - - - - - 53 Total - - - - - 1-5 T
24-43 T
Click!
B If p then q
214B
- - - - - - - - - - 83 Total - - - - - 22-70 All Click!
C If p then q
214C
- - - - - - - - - - 57 Total - - - - - 19-36 All Click!
Air A If p then q
j.214A
- - - - - - - - - - 51 Total - - - - - 24-38 All Click!
Air B If p then q
j.214B
- - - - - - - - - - 57 Total - - - - - 16-44 All Click!
Air C If p then q
j.214C
- - - - - - - - - - 57 Total - - - - - 19-36 All Click!
Negating "p"
Near opponent during If p then q
800, 0 - 80 89 Normal All 3 P* 13 6 - - 16 Launch 200 0/+11, 0 - Click!
Wall Teleport
j.44 When backed to a wall
- - - - - - - - - - 47 Total - - - - - 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 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. HitboxHitbox link for this move
F Inverse (Body)
236236C
640 - 80 92 Very Short - 4 B 5+2 108 [162] 33 -122 [-176] 18 Launch 60 3 1-15 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 128
F Inverse (Laser) 90*35
[90*53]
- 80 99 Very Short - 4 P2* 5+5 3*35
[3*53]
- - 18 Launch 120 0/+1 - Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 630 [954]
F of G
j.214214D
160*24
[160*48]
- 100 60 Normal - 2 P2* 10+35 - - - 13 Launch 60 0/+0/+2 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 - 5 P2* 7+30 Until Offscreen Total 31 - 20 21 100 0/+3 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+30 Until Offscreen Until L+7 - 20 21 100 0/+3 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 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. 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 20, 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 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. HitboxHitbox link for this move
N-Infinity 0, 14000 - 100 92 Long All 4 H 9+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[1] 5A (whiff only), 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[1] - 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 - - - - 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.A[+], j.6A, j2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B j.A - j.C - Special
j.C j.2A j.2B j.2C j.D Special
j.D 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]


Ambox notice.png To edit frame data, edit values in BBCF/Arakune/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc