BBCF/Azrael/Frame Data

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< BBCF‎ | Azrael

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5BB
5C
  • Fatal Counter
  • Hitbox fully extended on frame 18
2A
2B
2C
  • 110% Bonus Proration
  • Counter-hit has +5 hitstop.
3C
6A
6B

After 12 frames of normal recovery:

  • Can Jump cancel on Hit or Block
  • Can cancel into 6C, 6D, or 3D on Whiff, Hit, or Block
6C
  • Fatal Counter
  • 110% Bonus Proration
j.A
j.B
  • Does 1 hit. Can crossup on last set of active frames
j.C
j.2C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Values in [] are during High Weak Point
  • On High Weak Point Counter-hit, adds +5 hitstop.
2D
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
6D
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
3D
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
j.D
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
j.2D
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Tiger Magnum
236C
  • Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff
Cobra Spike
Tiger > 6C
  • Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff
Leopard Launcher
Cobra > 6C
Panzer Strike
623B
Growler Field
214B
  • Hold button to prolong stance
  • After releasing button, Azrael goes into 11F recovery animation
  • Blocking a projectile adds one to phalanx cannon stock (Maximum of 3)
  • Counterhit state for entire move
Phalanx Cannon
236B
  • Only available if has 214B absorbed a projectile
Gustav Buster
236A
Sentinel Dump
214C
Sentinel Dump
Knockdown > 22C
Hornet Bunker
214D
  • Full charge is Fatal Counter on normal hit.
  • Loses Guard Point 9F before becoming active
  • Hitbox fully extends 2F after going active
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
Hornet Chaser
214D > 8
Valiant Crash
236D
  • Full charge is Fatal Counter on normal hit.
  • Loses Guard Point 6F before becoming active
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
Valiant Charger
236D > 6
Taunt
Taunt

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Black Hawk Stinger
236236D
  • Values in [] are during OD
  • Unblockable with standing block if high weakpoint is active
  • Unblockable with crouching block if low weakpoint is active
  • Minimum Damage 35% [40%]: 1050 [1480]
Scud Punishment
214214D
  • Values in [] are during OD
  • Applies both weakpoints on hit
  • Minimum Damage 20%: 420 [540]
  • For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F.

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Full Spartan
ABCD during Overdrive
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 320 {610+61}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Patriot Apocalypse
632146C
  • 100% Minimum damage

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A[*], 2A[*], 6A[*] 5B[*], 2B[*] 2C[*], 6C[*] 5D[*], 2D[*] Throw, Jump, Special
5B 6A[*] 5BB[*] 2C[*], 6C[*], 3C[*] 5D[*], 2D[*] Jump, Special
5BB - - - 5D[*], 2D[*], 6D[*], 3D[*] Special
5C - - 6C 6D[*], 3D[*] Special
5D - - - - -
2A 5A[*], 6A[*] 2B[*] 6C[*] 5D[*], 2D[*], 6D[*], 3D[*] Throw, Special
2B - - 2C[*] 5D[*], 2D[*], 6D[*], 3D[*] Special
2C - - 3C[*] 6D[*], 3D[*]
2D - - - - -
6A - - - - -
6B - - 6C[*] 6D[*], 3D[*] Jump, Special
6C - - - - -
3C - - - - Sentinel Dump[*]
6D - - - - -
3D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump
j.B j.A - j.C j.D, j.2D Jump
j.C - - - j.D, j.2D Jump
j.D - - - - -
j.2D - - - - -
j.2C - - - - -
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
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Azrael/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.