BBCF/Bullet/Frame Data

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System Data[edit]

Health: 11,500

Combo Rate: 60%

Jump Startup: 5

Backdash Time 25 / Invul: 1-7

Forward Dash Time 20 / Invul: None

Movement Options: Lock-On, Double Jump, 1 Airdash, Dash type: Step


Normals[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 - 12 9 - Click!
5B 550 SJR 100 89 Long Mid 3 B 10 3 15 -1 16 - 17 11 - Click!
5C 800 SR 100 89 Long Mid 3 BP 16 6 12 -1 16 - 17, Slide 30 6 - Click!
2A 300 CSJR 100 80 Normal All 1 F 6 3 10 -1 11 - 12 9 - Click!
2B 520 SR 90 89 Long Low 3 F 9 5 18 -6 16 - 17 11 - Click!
2C 500, 600 SR 90 89 Long Low 3 F 14 3 (9) 3 16 -2 16 - 30 7, 10 - Click!
3C 860 SR 90 89 Long Low 3 F 21 3 21 -6 16 - 40 11 10-20 B Click!
6A 750 SR 90 92 Normal High 4 B 24 3 19 -4 18 - 34 12 - Click!
6B 650 SJR 90 79 Long Mid 3 B 12 3 21 -7 16 - 17 11 5-14 H Click!
6C 1200 SJR 90 82 Long All 4 H 22 6 14+8L -9 18 - 19 12 5-41 FT Click!
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 - 14 9 - Click!
j.B 540 SJR 80 85 Long - 2 H 10 3 15 - 13 - 17 10 - Click!
j.C 810 SJR 80 89 Long High/Air 3 H 12 3 21 - 16 - 22 11 - Click!


Drive Moves[edit]

  • Bullet starts each round with the Lock On Lv0.
  • All Drive normals can be charged.
  • All Drive normals increase the Lock-On level by 1 on hit.
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
5D
Lv 0/1+2
450, 900 (S)R 90 69, 100 Long All 3 H 30~?? 9 14 -5 20 - 50 9/+3 Active Frames PT Click!
600, 900 (S)R 90 69, 100 Long All 3 H 30~?? 9 14 -5 20 - 50 9/+3 Active Frames All Click!
  • When attack is blocked, Bullet goes into recovery.
  • Recovery for ground forward/backward dash is until landing + 7. Recovery for all other versions is 13F
4[D] - - - - - - - - ?? - 10 - - - - - - Click!
6D
Lv 0/1/2
800 (S)R 80 89 Normal High/Air 3 H 38 7 14 0 20 - 60 11 18-40 FT Click!
1000 (S)R 80 89 Normal High/Air 4 H 38 7 14 +4 24 - 60 12 18-40 FT Click!
1000 (S)R 80 89 Normal High/Air 5 H 38 7 14 +4 24 - 60 13 18-40 FT Click!
  • Invincibility listed is on fastest startup from neutral
  • Invincibilty lasts from when Bullet starts moving forward until end of active frames
  • Bonus Proration 110%
2D
Lv 0/1/2
800 (S)R 80 89 Long Low/Air 3 F 42 3 18 0 20 - 60 11 22-44 FT Click!
1000 (S)R 80 89 Long Low/Air 4 F 42 3 18 +4 24 - 60 12 22-44 FT Click!
1000 (S)R 80 89 Long Low/Air 5 F 42 3 18 +4 24 - 60 13 22-44 FT Click!
  • Invincibility listed is on fastest startup.
j.D
Lv 0/1+2
450, 900 (S)R 90 69, 100 Long All - H 20~?? 9 14 - 18 - 60 9/+3 - Click!
600, 900 (S)R 90 69, 100 Long All - H 20~?? 9 14 - 18 - 60 9/+3 - Click!
  • On block, Bullet goes into recovery animation which lasts until landing + 5
j.4[D] - - - - - - - - ?? - 10 - - - - - - Click!
Lock On Cancel
4 during Lock On
- - - - - - - - - - 10 - - - - - - Click!
  • Available only when opponent isn't locked on
Wadcut Engage
5D~D
Lv1: 800
Lv2: 2400
R 100 92 Long - 4 - - - - - - - 25, Wall 50 - - Click!

R* - Can only be canceled on block.

Universal Mechanics[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Forward Throw 1500 SR 100 50 Normal T(70) 4 T 7 3 23 - - - 30, Wall 50, Slide 15 0 - Click!
  • Minimum Damage 100%
Back Throw 1500 SR 100 50 Normal T(70) 4 T 7 3 23 - - - - 0 - Click!
  • Minimum Damage 100%
Air Throw 1500 SR - 50 Normal T(120) 4 T 7 3 23+3L - - - 60 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 22 3 30 -14 18 - 19 12 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Barrier - BP 20 1 25 0 24 - 60 12 - Click!
1000 R 80 100 Long Barrier - BP 30~61 1 25 0 24 - 60 12 - Click!


Specials[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Cutting Sear
623B
400, 1500 R 70 52 Very Short All 3, 4 B 14 2 38 -23 - - 100 12 1-15 All Click!
Explode Engage
Cutting Shear > D
Lv1: 1800, 50
Lv2: 3500, 50
R 100 Lv1: 82
Lv2: 84
Long - 4 - 4 12 3 - - - Lv1: 40, Wall 50 0 - Click!
  • Second hit has 100% Minimum Damage
Miquelet Capture
41236C
0, 1700 R 100 82 Long Unblockable 4 T(180) 20~37 3 21 - - - 44 0 5-?? P Click!
  • Invincibility lasts until end of active frames
  • Hits standing or aerial opponents only.
Piercing Engage
Miquelet > 236D
Lv1: 1500
Lv2: 3350
R 100 Lv1: 72
Lv2: 74
Long - 4 - 18 3 29 - - - Lv1: 35, Wall 45
Lv2: 40, Wall 45
0 - Click!
Miquelet Capture > Brake
Miquelet > B
- - - - - - - - - - 21 - - - - - - Click!
Crossfire Wheel
360B
300, 700 R 80 100 Normal T(100) 3, 4 T 10 3 34 - - - 44 0 - Click!
  • 100% Minimum Damage
Shot Shell Engage
Firewheel > 63214D
Lv1: 300, 1700
Lv2: 300, 2700
R 100 Lv1: 82
Lv2: 84
Long - Lv2: 3, 4
Lv3: 3, 5
- 13 3 25 - - - Lv1: 30, Wall 50
Lv2: 30, Wall 60
0 - Click!
Flint Shooter Lv 0
236A
700 R 80 89 Normal All 3 P1* 19 Until Offscreen - -5 16 - 22 0/+8 - Click!
Flint Shooter Lv 1
236A
700, 350 R 80 89 Normal All 3 P1* 19 Until Offscreen - -2 16 - 22 0/+7, +5/+6, +4 - Click!
Flint Shooter Lv 2
236A
700, 350*2 R 80 89 Normal All 3 P1* 19 Until Offscreen - 0 16 - 22 0/+7, +5*2/+6, +4*2 - Click!
Flint Shooter Charged Lv 0
236[A]
900 R 80 92 Normal All 4 P1* 25 ?? Total 58 +3 18 - 38 0/+18 - Click!
Flint Shooter Charged Lv 1
236[A]
700*2 R 80 92 Normal All 4 P1* 25 ?? Total 58 +3 18 - 38*2 0/+18, +8 - Click!
Flint Shooter Charged Lv 2
236[A]
800*2 R 80 92 Normal All 4 P1* 25 ?? Total 58 +3 18 - 38*2 0/+18, +8 - Click!
Snaphance Fist
623C
0, 2200 R 90 90 Long T(250) 4 T 13 4 Until L+10 - - - 62, Wall 60 0 4-16 H Click!
Air Snaphance Fist
j.623C
0, 2200 R 90 90 Long T(250) 4 H 12 2 27 - - - 62, Wall 60 6 - Click!
Flechette Engage
Snaphance > 623D
Lv1: 1900
Lv2: 4200
R 100 Lv1: 82
Lv2: 84
Long - 4 - 13 2 - - - - 60 0 - Click!
Afterburner
214D
- - - - - - - - - - - - - - - 0/+X 5-?? Guard P Click!
Dash Cancel - - - - - - - - - - 20 - - - - - - Click!


Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Rage Aggressor
2363214C
400*3, 800*2, 300*7, 1200 R 80 80 Normal All 4*3, 3*9, 5 - 1+11 3*3 10+19L -15 18*3 - 90 6 1 All Click!
  • Minimum Damage 20% (1220)
Rage Aggressor OD Followup
  • Minimum Damage 20% (550)
Serpentine Assault
720A
320*2, 1420 R 100 60 Long T(150) 4*2, 5 T 5+0 5 42 - - - Wall 40 0 1-9 All Click!
  • 100% Minimum Damage (2060)
Frangible Engage
Sepentine > 720D
250 - - - Long - 4 - 1+0 1 - - - - 100 0 - Click!
  • 100% Minimum Damage (250)
  • Requires Heat Lv1
Blackout
Frangible > 1080D
100*4, 1910
[100*10, 1910]
- - - Long - 5 - 1+48 - - - - - - 0 - Click!


  • Values in [] are during OD
  • 100% Minimum Damage (2310 [2910])
  • Requires Heat Lv2

Exceed Accel[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Execution Maneuver
ABCD during OD
600, 0, 300, 120*6, 1500
{600, 0, 300, 180*14, 2600}
- 100 100 - ALL - B 20 [10] 3 34 -10 26 - - 20 1-22 All
[1-12 All]
Click!


  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% Minimum Damage (312 {602+49})

Astral Heat[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Hard Kill Bringer
632146D
11000 - - - - ALL 5 B 4+21 3 31 -12 20 - - 0 1-22 Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special, Dash (Heat1/2)
5C - - 2C, 6C, 3C 5D, 2D, 6D Special
5D - - 2C, 6C, 3C 5D, 2D, 6D Special[-]
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - - - 5D, 2D, 6D Special
2D - - - - Special
6A - 6B 2C, 6C, 3C 5D, 2D, 6D Special
6B - - - 5D, 2D, 6D Jump, Special, Dash (Heat1/2)
6C - - - - Jump Special
6D - - - - Special
3C - - - 5D, 2D, 6D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump[-], Special
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/Bullet/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