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 Untech Invul Hitbox
5A
300 - 100 77 - - 1 - 6 3 10 -1 11 14 - Click!
5B
550 - 100 89 - - 3 - 10 3 15 -1 16 17 - Click!
5C
800 - 100 89 - - 3 - 16 6 12 -1 16 17 - Click!
2A
300 - 100 77 - - 1 - 6 3 10 -1 11 14 - Click!
2B
520 - 90 89 - - 3 - 9 5 18 -6 16 17 - Click!
2C
500 - 90 89 - - 3 - 14 3 (9) 3 16 -2 16 30 - Click!
3C
860 - 90 89 - - 3 - 21 3 21 -6 16 40 10-20 H Click!
6A
750 - 90 92 - - 4 - 24 3 19 -4 18 34 - Click!
6B
650 - 90 79 - - 3 - 12 3 21 -7 16 17 5-14 H Click!
6C
1200 - 90 82 - - 4 - 22 6 Until L+8 -9 18 19 - Click!
  • Fatal Counter
j.A
300 - 80 77 - - 1 - 7 3 9 - 11 14 - Click!
j.B
540 - 80 85 - - 2 - 10 3 15 - 13 17 - Click!
j.C
810 - 80 89 - - 3 - 12 3 21 - 16 22 - 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.
  • Max Lock On Lv0
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Untech Invul Hitbox
5D
Lv0: 450, 900
Lv1,2: 600, 900
- 90 69, 100 - - 3 - 30~?? 9 14 -5 18 50 Lv0: Active Frames PT
Lv1,2: Active Frames All
Click!
  • On block, Bullet goes into recovery animation which lasts until landing + 5
4[D]
- - - - - - - -  ?? - 10 - - - - Click!
6D
Lv0: 800
Lv1,2: 1000
- 80 89 - - 3 - 42~?? 3 - Lv0: -8
Lv1,2: 0
Lv0: 16
Lv1,2: 24
60 ??-?? FT Click!
  • Invincibility listed is on fastest startup
  • Invincibilty is after Bullet is finished dashing through
2D
Lv0: 800
Lv1,2: 1000
- 80 89 - - 3 - 44~?? 3 - Lv0: -8
Lv1,2: 0
Lv0: 16
Lv1,2: 24
60 ??-?? FT Click!
  • Invincibility listed is on fastest startup.
j.D
Lv0: 450, 900
Lv1,2: 600, 900
- 90 69, 100 - - - - 20~?? 9 14 - 18 60 - 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

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 Untech Invul Hitbox
Forward Throw
1500 - - 50 - - 4 - 7 3 23 - - 30, 50 after Wall - Click!
  • Minimum Damage 100%
Back Throw
1500 - - 50 - - 4 - 7 3 23 - - - - Click!
  • Minimum Damage 100%
Air Throw
1500 - - 50 - - 4 - 7 3 23+3L - - 60 - Click!
  • Minimum Damage 100%
Counter Assault
0 - 50 92 - - 4 - 22 3 30 -14 18 19 1-20 All Click!
Crush Trigger
Uncharged
1000 - 100 60 - - - - 20 1 25 0 24 60 - Click!
Crush Trigger
Charged
1000 - 100 100 - - - - 30~61 1 25 0 24 60 - Click!

Specials[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Untech Invul Hitbox
Cutting Shear
623B
400, 1500 - 70 52 - - 3, 4 - 14 2 38 -23 - 100 1-15 All Click!
Explode Engage
Cutting Shear > D
Lv1: 1800, 50
Lv2: 3500, 50
- 100 Lv1: 82
Lv2: 84
- - 4 - 4 12 3 - - Lv1: 40
Lv2: 50
- Click!
  • Second hit has 100% Minimum Damage
Miquelet Capture
41236C
1700 - 82 89 - - 4 - 20~37 3 21 - - 44 5-?? P Click!
Piercing Engage
Miquelet > 236D
Lv1: 1500
Lv2: 3350
- 100 72 - - 4 - 18 3 29 - - - - Click!
Miquelet Capture > Brake
Miquelet > B
- - - - - - - - - - 21 - - - - Click!
Cross Firewheel
360B
300, 700 - 80 100 - - 3, 4 - 10 3 34 - - 44 - Click!
  • 100% Minimum Damage
Shot Shell Engage
Firewheel > 63214D
Lv1: 300, 1700
Lv2: 300, 2700
- 100 Lv1: 82
Lv2: 84
- - Lv2: 3, 4
Lv3: 3, 5
- 13 3 - - - Lv1: 30, 50 after Wall
Lv2: 30, 60 after Wall
- Click!
Flint Shooter
236A
Lv0: 700
Lv1: 700, 350
Lv2: 700, 350*2
- 80 89 - - 3 - 19 Until Offscreen - Lv1: -5
Lv2: -2
Lv3: 0
16+2 22 - Click!
Flint Shooter Charged
236[A]
Lv0: 900
Lv1: 700*2
Lv2: 800*2
- 80 92 - - 4 - 25  ?? - 3 18+0 Lv0: 38
Lv1,2: 38*2
- Click!
Snap Hands Fist
623C
0, 2200 - 90 90 - - 4 - 13 4 Until L+10 - - 62, 60 after Wall 4-16 H Click!
Air Snap Hands Fist
j.623C
0, 2200 - 90 90 - - 4 - 12 2 27 - - 62, 60 after Wall - Click!
Flechette Engage
Snap Hands > 623D
Lv1: 1900
Lv2: 4200
- 100 Lv1: 82
Lv2: 84
- - 4 - 13 2 - - - 60 - Click!
Afterburner
214D
- - - - - - - - - - - - - - 5-?? Guard P Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Minimum Damage 20%
    • Heat Gauge Cooldown 180F
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Untech Invul Hitbox
Rage Aggressor
400*3, 800*2, 300*7, 1200 - 80 80 - - 4*3, 3*9, 5 - 1+11 3*3 10+19L -15 18*3 90 1 All Click!
Rage Aggressor OD Followup
550*5 - - 100 - - 5 - 40 14 57 - - 60 - Click!
Serpentine Assault
720A
320*2, 1420 - - 60 - - 4*2, 5 - 5+0 5 42 - - 40 after Wall 1-9 All Click!
  • 100% Minimum Damage
Frangible Engage
Sepentine > 720D
250 - - - - - 4 - 1+0 1 - - - 100 - Click!
  • 100% Minimum Damage
  • Requires Heat Lv1
Blackout
Frangible > 720D
Normal: 100*4, 1910
OD: 100*10, 1910
- - - - - 5 - 1+48 - - - - - - Click!
  • 100% Minimum Damage
  • Requires Heat Lv2

Exceed Accel[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Untech Invul Hitbox
Execution Maneuver
ABCD during Overdrive
Normal: 600, 0, 300, 120*6, 1500
AF: 600, 0, 300, 180*14, 2600
- 100 100 - - - - Fast 10
slow 20
5 18 0 22 - Fast 1-22 All
Slow 1-12 All
Click!

Astral Heat[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Untech Invul Hitbox
Hard Kill Bringer
632146D
- - - - - - 5 - 4+21 3 31 -12 20 - - 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
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 - - - - Special
2D - - - - Special
6A - - 2C, 6C, 3C - Special
6B - - - - Jump, Special
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

Overview Button.pngCombos Button.pngStrategy Button.png

VideoDatabase Button.pngForum Button.png FrameData Button.png


BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc