BBCF/Bang Shishigami/Frame Data

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System Data[edit]

Health

11,500

Combo Rate

60%

Prejump

4F

Backdash

36F (1-9F 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 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SJR 100 89 Long High/Low 3 B 9 4 19 -6 16 17 17 22 31 11 +0 +2 - Click!
5C 900 SJR 80 92 Normal High 4 B 18 8 19 -8 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5 - Click!
  • Fatal Counter
  • Bonus Proration 110%
  • First 6 active frames only hit above Bang
2A 300 CSR 90 80 Normal Low/Air 1 F 7 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
2B 800 S(J)R 100 89 Long All 3 B 12 5 22 -10 16 17 20 22 34 11 +0 +2 - Click!
2C 850 S(J)R 100 82 Long Low 4 F 13 3 22 -6 18 Launch 40 Launch 55 + Down 23 12 +0 +5 - Click!
6A 550 SR 90 89 Long Low 3 F 17 3 13 1 16 17 17 22 31 11 +0 +2 - Click!
6B 750 R 70 92 Normal High/Air 4 H 22 3 9+8L -1 18 Launch 19 + Slide 4 + Down 23 Launch 34 + Slide 4 + Down 23 12 +0 +5 - Click!
  • Fatal Counter
6C 900 SJR 100 82 Long High/Low 4 H 14 3 15+27L -26 18 Launch 25 Launch 43 12 +0 +5 - Click!
3C 1000 R 80 94 Long Low 5 F 15 9 21 -9 20 Launch 40 Launch 59 + Down 23 13 +0 +8 - Click!
  • Fatal Counter
  • 110% Bonus Proration
j.A 300 SJR 80 80 Normal High/Air 1 H 7 2 9 - 11 12 14 16 25 9 +0 +0 - Click!
j.AA, j.AAA 300 SJR 80 80 Normal High/Air 1 H 5 2 9 - 11 12 14 16 25 9 +0 +0 - Click!
j.B 600 SJR 80 85 Long High/Air 2 H 10 5 20 - 13 14 16 18 28 10 +0 +1 - Click!
j.C 900 SJR 80 89 Long High/Air 3 H 10 4 18 - 16 17 22 22 36 11 +0 +2 - Click!
j.2C 900 SR 80 89 Long High/Air 3 H 12 4 21 - 16 17 40 22 54 11 +0 +2 - Click!
j.4B 750 SJR 80 94 Long High/Air 3 H 11 4 16 - 16 17 20 22 34 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 Normal: 700
Seal: 840
S(J)R 80 92 Very Short Mid 4 B 20 3 28 -12 18 Launch 40 + WBounce Launch 55 + WBounce 18 +0 +5 4-13 Guard HBFP Click!
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
2D Normal:850
Seal:1020
SJR 80 92 Very Short Mid 4 B 23 3 25 -9 18 Launch 30 Launch 45 18 +0 +5 7-22 Guard HBFP Click!
  • Guards High and Mid attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
6D Normal:850
Seal:1020
S(J)R 80 92 Very Short Low 4 F 24 2 25 -8 18 Launch 40 Launch 55 + Down 23 18 +0 +5 1-8 Guard HBFP Click!
  • Guards Mid and Low attacks
  • During OD and with 6D Seal active, Guards High, Mid, and Low attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
j.D Normal: 750
Seal:900
S(J)R 80 92 Very Short High/Air 4 H 22 3 24 -8 18 Launch 42 + GBounce Launch 42 + GBounce 18 +0 +5 4-12 Guard HBFP Click!
  • Guards High and Mid attacks
  • On Guard Point, hitstop for Bang and Opponent 14F
Secret Art: Bang's Shadowstep Jutsu
A/B/C during Guardpoint
- - - - - - - - - - - - - - - - - - - - - Click!
Secret Technique: Bang's Pulverizing Blast Jutsu
D during Guardpoint
1000 - 70 94 Normal All 5 P1 4 15 Total: Until L - 20 Launch 80 Launch 99 2/+13 +13 +21 1-30 All Click!
  • Fatal Counter
  • Cannot do any actions until landing and is in CH state after inv during the fall.

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
Ground Throw 0*2, 1500 SR 100 50 (Once) Normal Throw 0*2, 4 T 7 3 23 - - Crumple 20, Launch 12, 55 + WBounce + Slide 30 - - - 0*2, 6 +0 - Click!
  • 100% Minimum Damage
  • Can cancel into air dash on hit
Air Throw 0*2, 1500 SR 100 50 Normal Throw 0*2, 4 T 7 3 23+3L - - - 25, 49 + Slide 30 - - - 0*2, 12 +0 - Click!
  • 100% Minimum Damage
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 34 -18 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 - B 20 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 Crumple 100 74 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
Bang's Unstoppable Double Palm Thrust
623B
1300 R 70 82 Long High/Low 4 B 16 2 21 -4 18 Launch 36 + Slide 13 Launch 51 + WBounce + Slide 13 18 +0 +5 - Click!
Bang's Heavenly Double Palm Thrust
j.623B
1300 R 80 92 Long All 4 H 13 3 Until L+7 - 18 Launch 36 + WBounce + WStick 14 Launch 51 + WBounce + WStick 14 18 +0 +5 - Click!
Bang's Void Tempest Kick
623C
0, 600, 653, 1082 - 100 85, 85, 50 Normal Throw 0,3,4,5 T 13 3 37 - - Launch 99 - - - 0, 11, 12, 22 +0 - Click!
Bang's Void Tempest Kick EX
j.623C
0, 550, 635, 940 R 100 85, 85, 50 Normal Throw 0, 4*2, 5 T 7 3 20+14L - - - 99*2, 50 - - - 0, 11, 14, 22 +0 - Click!
A Bang-style Shuriken
j.236A
300 R 80 74 Normal All 1 P1 9 Until Hit Total: 23+9L - 11 12 14 16 25 0/+5 +5 +5 - Click!
  • Can cancel into Flaming Air Attack (float) on 17
A Bang-style Shuriken *3
j.236AD
300 per nail - 80 74 Normal All 1 P1 20 Until Hit Until L+9 - 11 12 14 - - - 0/+5 - - Click!
B Bang-style Shuriken
j.236B
300*2 R 80 89 Normal All 1, 3 P1 9 Until Hit(26)3 Total 23+9L - 11 12 14 16 25 0/+5 +5 +5 - Click!
  • Can cancel into Flaming Air Attack (float) on 17
B Bang-style Shuriken *3
j.236BD
300*2 per nail R 80 94 Normal All 1, 3 P1 20 Until Hit(26)3 Until L+9L - 11 12 14 16 25 0/+5 +5 +5 - Click!
C Bang-style Shuriken
j.236C
300 - 80 84 Normal All 1 P1 18 Until Hit Until L+9L - 11 12 12 16 23 0/+20 +40 +40 - Click!
  • Can cancel into Flaming Air Attack (float) on 30
  • Sticks opponent in place for 60
C Bang-style Shuriken *3
j.236CD
300 per nail - 80 84 Normal All 1 P1 20 Until Hit Until L+9L - 11 12 12 16 23 0/+20 +40 +40 - Click!
  • Sticks opponent in place for 60
D Bang-style Shuriken
j.236D
300 per nail - 80 94 Normal All 1 P1 9 Until Offscreen Total 23 - 11 12 12 16 23 0/+5 +5 +5 - Click!
Flaming Air Attack
j.22A
- - - - - - - - - - Total: Until L+5 - - - - - - - - - - Click!
  • Can only be used once per jump
  • Costs 1 air action
  • Can cancel into actions on 9
Set Nail
214A/B/C/D
- - - - - - - - - - Total: 30 - - - - - - - - - - Click!
Air Set Nail
j.214A/B/C/D
- - - - - - - - - - Total: 33 - - - - - - - - - - Click!
Bang's Steel Rain
632146B
100 per nail - 100 60 Normal All 1 P1 96 Until Ground Total: 49 - 11 12 12 16 23 0/+1 +1 +1 - Click!
  • Shoots 60 nails total?
  • Nails appear in 2F intervals
Nail Dash
Direction while on Set Nail
- - - - - - - - - - Ground: 16
Air: 19
- - - - - - - - - - Click!
FRKZ Dash
Direction during OD
- - - - - - - - - - Ground: 16
Air: 19
- - - - - - - - - 6D Seal: 3-8 P Click!
  • FRKZ Dash has additional properties depending on what Seals Bang has active.
  • 5D Seal allows Bang to pass through opponents
  • 6D Seal gives the dash some Projectile Inv

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
Shishigami-style Secret Technique: "Fatal Eruption"
2363214C
550*5, 0, 4000
[550*7, 0, 4000]
R 80 92*6,65
[92*8, 65]
Normal - 3*6, 4 B 1+(58 Flash)+17 24 20 -27 16 Launch 100 + WBounce Launch - 45 +0 +2 1-25 All Click!
  • Values in [] are during OD
  • Minimum damage 15%: 1010 [1374]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Ground)
236236D with 4 Seals
0, 1000*3, 1801
[0, 1000*3, 1801, 400, 800]
- 100 92 Normal Throw 4 T 19+(60 Flash)+5 4 28 - - Launch 120
[120 + Down 88*4]
- - - 0, 16*3, 0/+30
[0, 16*3, 0/+30, 20*2]
+0 - Click!
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Ultra Technique:"Hyper Shadowstep Strike" (vs. Air)
236236D with 4 Seals
0, 1000*3, 1801
[0, 1000*3, 1801, 400, 800]
- 100 92 Normal Throw 4 T 19+(60 Flash)+5 2 Until L+14 - - Launch 120
[120 + Down 88*4]
- - - 0, 16*3, 0/+30
[0, 16*3, 0/+30, 20*2]
+0 - Click!
  • Values in [] are during OD
  • Minimum damage 15% [15%*4, 100%*2]: 720 [1920]
Shishigami-style Technique: "Bang's Infinite Chaos-Fist of the Void"
236236A
0, 3700
[0, 4167]
- 100 40 Long - 5 B 1+(42 Flash)+8 5 30 -14 20 Launch 300 + Down 78 Launch 316 + Down 78 13 13, 15 +0 1-11 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 740 [833]

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
Bang's Dancing Petal Storm
ABCD during OD
600, 50*19, 1500
{600, 50*41, 3300}
- 100 100 Long All 3 B 20 [10] 3 34 -10 26 Launch 300 + Down 23
{300 + Down 43}
- - 20 20, 0*19 {*41}, 0/+6 +0 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%: 305 {595+39}

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
Shishigami-style Forbidden Technique: "The Ultimate Bang"
j.6321463214D
0, 19800 - 100 89 Long Unblockable 3 T 9+(30 Flash)+24 3 26 - - - - - - 11 - - 1-36 Guard All Click!
  • On Guard Point, can cancel into shadowstep
  • On Guard Point, hitstop for Bang and Opponent unchanged

Revolver Action Table[edit]

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


Ambox notice.png To edit frame data, edit values in BBCF/Bang Shishigami/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