BBCF/Bullet/Frame Data

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System Data[edit]

Health: 11,500
Combo Rate: 60%
Prejump: 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 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 12 12 9 - Click!
5B 550 SJR 100 89 Long Mid 3 B 10 3 15 -1 16 17 17 11 - Click!
5C 800 SR 100 89 Long Mid 3 BP 16 6 12 -1 16 20 23 + Slide 44 6 - Click!
2A 300 CSJR 100 80 Normal All 1 F 6 3 10 -1 11 12 12 9 - Click!
2B 520 SR 90 89 Long Low 3 F 9 5 18 -6 16 17 17 11 - Click!
2C 500, 600 SR 90 89 Long Low 3 F 14 3 (9) 3 16 -2 16 20, Launch 30 7, 10 - Click!
3C 860 SR 90 89 Long Low 3 F 21 3 21 -6 16 Launch 40 11 10-20 B Click!
6A 750 SR 90 92 Normal High 4 B 24 3 19 -4 18 19 34 + GBounce 12 - Click!
6B 650 SJR 90 79 Long Mid 3 B 12 3 21 -7 16 Launch 24 11 5-14 H Click!
6C 1200 SJR 90 82 Long All 4 H 22 6 14+8L -9 18 Launch 37 12 5-41 FT Click!
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 14 9 - Click!
j.B 540 SJR 80 85 Long - 2 H 10 3 15 - 13 14 17 10 - Click!
j.C 810 SJR 80 89 Long High/Air 3 H 12 3 21 - 16 17 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 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
5D
Lv 0/1+2
450, 900 (S)R 90 69, 100 Long All 3 H 30~?? 9 14 -5 20 Launch 50, 60 + GBounce 9/+3, 6 Active Frames PT Click!
600, 900 (S)R 90 69, 100 Long All 3 H 30~?? 9 14 -5 20 Launch 50, 60 + GBounce 9/+3, 6 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 Launch 60 + GBounce 11 18-40 FT Click!
1000 (S)R 80 89 Normal High/Air 4 H 38 7 14 +4 24 Launch 60 + GBounce 12 18-40 FT Click!
1000 (S)R 80 89 Normal High/Air 5 H 38 7 14 +4 24 Launch 60 + GBounce 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 Launch 60 11 22-44 FT Click!
1000 (S)R 80 89 Long Low/Air 4 F 42 3 18 +4 24 Launch 60 12 22-44 FT Click!
1000 (S)R 80 89 Long Low/Air 5 F 42 3 18 +4 24 Launch 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, 60 + GBounce 9/+3 - Click!
600, 900 (S)R 90 69, 100 Long All - H 20~?? 9 14 - 18 - 60, 60 + GBounce 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
  • Available only when opponent isn't locked on
Wadcut Engage
5D~D
Lv1: 800
Lv2: 2400
R 100 92 Long - Lv1: 4
Lv2: 5
- - - - - - - Lv1: 19 + WBounce 50
Lv2: 21 + WBounce 50
Lv1: 10
Lv2: 15
- Click!

R* - Can only be canceled on block.

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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Forward Throw 0, 1500 SR 100 50 (Once) Normal T(70) 0, 4 T 7 3 23 - - Launch 30 + WBounce 50 + Slide 34 0 - Click!
  • Minimum Damage 100%
Back Throw 1500 SR 100 50 Normal T(70) 4 T 7 3 23 - - Launch 19 + Down 34 0 - Click!
  • Minimum Damage 100%
Air Throw 1500 SR - 50 Normal T(120) 4 T 7 3 23+3L - - - 60 + WBounce 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 22 3 30 -14 18 Launch 19 12 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - BP 20 1 25 0 24 Stagger 60 60 + WBounce 60 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - BP 30~61 1 25 0 24 Stagger 60 60 + WBounce 60 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Cutting Sear
623B
400, 0, 1500 R 70 80, 52 Very Short All 3, 0, 4 B 14 2 38 -23 16 Launch 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 - - - 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 - - Launch 44 0 5-Active End 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 - - Launch Down 39 0, 6 - 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 - - - 30, Wall 40 0 - Click!
Flint Shooter Lv 0
236A
700 R 80 89 Normal All 3 P1* 19 Until Offscreen - -5 16 17 22 0/+8 - Click!
Flint Shooter Lv 1
236A
700, 350 R 80 89 Normal All 3 P1* 19 Until Offscreen - -2 16 17 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 17 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 Launch 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 Launch 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 Launch 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 + WBounce 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 + WBounce 60 0 - Click!
Flechette Engage
Snaphance > 623D
Lv1: 1900
Lv2: 4200
R 100 Lv1: 82
Lv2: 84
Long - 4 - 13 2 - - - - 60 Lv1: 10
Lv2: 15
- 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 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Rage Aggressor
2363214C
400*3, 800*2, 300*7, 1200 R 80 80 Normal All 4*3, 3*9, 5 B 1+11~23 3*3 10+19L -15 18*3 Launch 90 + Down 24 6 1-1 All Click!
  • Minimum Damage 20%: 1220
Rage Aggressor OD Followup 550*5 R - 100 Long - 5 B 40 14 57 - - Launch 60 + Down 44 - - Click!
  • Minimum Damage 20%: 550
Serpentine Assault
720A
320*2, 1420 R 100 60 Long T(150) 4*2, 5 T 5+0 5 42 - - Launch WBounce 40 + Down 39 0 1-9 All Click!
  • 100% Minimum Damage: 2060
Frangible Engage
Sepentine > 720D
250 - - - Long - 4 - 1+0 1 - - - Launch 100 0 - Click!
  • 100% Minimum Damage: 250
  • Requires Heat Lv1
Blackout
Frangible > 1080D
100*4, 1910
[100*10, 1910]
- - - Long - 5 - 1+48 - - - - Launch 100 + Down 64 3*4, 20 - Click!
  • Values in [] are during OD
  • 100% Minimum Damage: 2310 [2910]
  • Requires Heat Lv2

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
InvulAttribute and Hitbox Invulnerability information. 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 Launch 60 20, 0, 12, 2*6 {*14}, 12 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 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
InvulAttribute and Hitbox Invulnerability information. 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