BBCF/Bullet/Frame Data

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< BBCF‎ | Bullet
 Bullet


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Bullet 11,500 4F 22F (1~7F Inv All, 2~11 airborne) 20F Lock-On
  • Can cancel Forward Dash into attacks at any point
  • Can cancel Forward Dash into jump during 1~9F
  • Can cancel Forward Dash into Barrier Block during 1~6F

Normals

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 +8 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 550 Mid 10 3 15 -1 -1 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 800 Mid 16 5 13 -1 -7 BP 100 89 Long SR 3 16 20 23 + Slide Crumple 42 40 + Slide 6 +0 +2
2A 300 All 6 3 10 -1 +8 F 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2B 520 Low 9 5 18 -6 -5 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 500, 600 Low 14 3 (9) 3 16 -2 -18 F 90 89 Long SR 3 16 Launch 30 Launch 44 + Down 23 7, 10 +0 +2
3C 860 Low 21 3 21 -7 -18 F 10~20 B 90 89 Long SR 3 16 Launch 40 Launch 57 + Down 23 11 +0 +2
6A 750 High 24 3 19 -3 -19 B 90 92 Normal SR 4 18 19 34 + GBounce 24 49 + GBounce 12 +0 +5
6B 650 Mid 12 3 21 -7 -9 B 5~14 H 90 79 Long SJR 3 16 Launch 24 Launch 38 11 +0 +2
6C 1200 All 22 6 14+8L -9 -23 H 5~41 FT 90 82 Long SJR 4 18 Launch 37 + WBounce 60 Launch 55 + WBounce 60 12 +0 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSJR 1 11 12 14 16 25 9 +0 +0
j.B 540 High/Air 10 3 15 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 810 High/Air 12 3 21 H 80 89 Long SJR 3 16 17 22 22 60 + Down 23 11 +0 +2

Drive Moves

  • 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.
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Lv 0 450, 0, 900 All 30~?? 9 14 -5 -26 H Active Frames P 90 69, 100 Long (S)R 3 20 Launch 50, 60 + GBounce 9/+3, 6 +0 +0
5D Lv 1/2 600, 0, 900 All 30~?? 9 14 -5 -26 H Active Frames All 90 69, 100 Long (S)R 3 20 Launch 50, 60 + GBounce 9/+3, 6 +0
4[D] 11
2D Lv 0 800 Low/Air 42 3 18 0 -36 F 22~44 FT 80 89 Long (S)R 3 20 Launch 60 Launch 75 11 +0 +5
2D Lv 1 1000 Low/Air 42 3 18 +4 -36 F 22~44 FT 80 89 Long (S)R 4 24 Launch 60 Launch 75 12 +0 +5
2D Lv 2 1000 Low/Air 42 3 18 +4 -36 F 22~44 FT 80 89 Long (S)R 5 24 Launch 60 Launch 75 13 +0 +6
6D Lv 0 800 High/Air 38 7 14 0 -32 H 18~40 FT 80 89 Normal (S)R 3 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
6D Lv 1 1000 High/Air 38 7 14 +4 -32 H 18~40 FT 80 89 Normal (S)R 4 24 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
6D Lv 2 1000 High/Air 38 7 14 +4 -32 H 18~40 FT 80 89 Normal (S)R 5 24 Launch 60 + GBounce Launch 75 + GBounce 13 +0 +6
j.D Lv 0 450, 0, 900 All 20~?? 9 14 +10 H Active Frames P 90 69, 100 Long (S)R 20 Launch 50, 60 + GBounce 9/+3, 6 +0 +0
j.D Lv 1/2 600, 0, 900 All 20~?? 9 14 +10 H Active Frames All 90 69, 100 Long (S)R 20 Launch 50, 60 + GBounce 9/+3, 6 +0 +0
j.4[D] ?? 10
D~4 Lock On Cancel 10
5D~D Wadcutter Engage 0, 800
[0, 2400]
100 92 Long R Lv1: 0, 4
[0, 5]
19 + WBounce 50
[21 + WBounce 50]
0, 10
[0, 15/+3]
+0

R* - Can only be canceled on block.

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0×2, 1500 T(70) 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Launch 30 + WBounce 50 + WStick 33 0, 6 +0
4B+C Back Throw 0, 1500 T(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 19 + Down 33 0, 12 +0
j.B+C Air Throw 0, 1500 T(120) 7 3 23+3L T 50 Normal SR 4 60 + WBounce 0 +0
6A+B 0 All 13 3 30 -14 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 BP 80 60 Normal R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 BP 80 100 Long R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
66 Dash Cancel 20 +6

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
623B Cutting Sheer 400, 0, 1500 All 14 2 38 -23 -27 B 1~15 All 70 100×2, 52 Very Short R 3, 0, 4 16 Launch 100 11 11, 0, 12 +2, +0×2
623B~22D Explode Engage Lv1: 0, 1800, 50
Lv2: 0, 3500, 50
4 12 3 100 Lv1: 100, 82, 100
Lv2: 100, 84, 100
Long R 0, 4, 2 Launch 40 + WBounce 50 Lv1: 0, 10, 0
Lv2: 0, 20, 0
+0
41236C Miquelet Capture 0, 1700 Unblockable 20~37 3 23 -19~36 T(180) 5~(22~39) P 100 100, 82 Long R 4 Launch 44 0
41236C~236D Piercing Engage Lv1: 1500
Lv2: 3350
18 3 29 100 Lv1: 72
Lv2: 74
Long R 4 Launch Lv1: 35 + WBounce 45 + WStick 27
Lv2: 40 + WBounce 45 + WStick 27
+0
41236C~B Miquelet Capture > Brake 21 1~11 P
360B Cross Firewheel 0×2, 300, 700 T(100) 10 3 34 -20 T 80 100×2, 89, 92 Normal R 0×2, 3, 4 Crumple×2, 17, Launch 19 + Down 38 0, 1, 6×2
360B~63214D Shot Shell Engage Lv1: 0, 300, 0, 1700
Lv2: 0, 300, 0, 2700
13 3 25 100 Lv1: 100, 89, 100, 82
Lv2: 100, 89, 100, 84
Long R Lv2: 0, 3, 0, 4
Lv3: 0, 3, 0, 5
30 + WBounce 40 0 +0 +0
236A Lv 0 Flint Shooter Lv 0 700 All 17 Until Hit Total: 46 -5 -20 P1 80 89 Normal R 3 16 17 22 22 36 0/+8 +8 +10
236A Lv 1 Flint Shooter Lv 1 700, 350 All 17 Until Hit,2 Total: 46 -2 -20 P1 80 89 Normal R 3 16 17 22 22 36 0/+8, 0/+7 +8, +6 +10, +8
236A Lv 2 Flint Shooter Lv 2 700, 350×2 All 17 Until Hit,2,2 Total: 46 0 -20 P1 80 89 Normal R 3 16 17 22 22 36 0/+8, 0/+7, 0/+5 +8, +6, +4 +10, +8, +6
236[A] Lv 0 Flint Shooter Charged Lv 0 900 All 25 9 Total: 58 +3 -32 P1 80 92 Normal R 4 18 Launch 38 Launch 53 0/+18 +18 +20
236[A] Lv 1 Flint Shooter Charged Lv 1 700×2 All 25 29 [(3)9] Total: 58 +3 -32 P1 80 92 Normal R 4 18 Launch 22, 38 Launch 37, 53 0/+8, 0/+14 +8, +14 +10, +16
236[A] Lv 2 Flint Shooter Charged Lv 2 800×2 All 25 29 [(3)9] Total: 58 +3 -32 P1 80 92 Normal R 4 18 Launch 22, 38 Launch 37, 53 0/+8 +8 +10
623C Snap Hands Fist 0, 2200 T(250) 13 4 29+10L T 4~16 H 90 90, 82 Long R 4 62 + WBounce 60 + WStick 13 0 +0
j.623C Air Snap Hands Fist 0, 2200 All 12 2 27 H 100 100, 82 Long R 0, 4 62 + WBounce 60 + WStick 13 0 +0
623C~623D Flechette Engage Lv1: 0, 1900
Lv2: 0, 4200
13 2 100 Lv1: 100, 82
Lv2: 100, 84
Long R 4 60 Lv1: 0, 10
Lv2: 0, 15
+0
214D After Burner Total: 45~61 -19~35 5~Until Last 23F Guard P

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2363214C Rage Aggressor 400×3, 800×2, 300×7, 1200
[400×3, 800×2, 300×8, 550×5]
All 1+(52 Flash)+12~23 3×3 10+19L -15 -23~35 B 80 80 Normal R 4×3, 3×9 [3×10], 5[×5] 18 Launch 90 + Down 23
[60 + Down 43]
Launch 6 6×5, 2×8 +5
720A Serpentine Assault 0×N, 320×2, 1420 T(150) 5+(34 Flash)+0 5 42 -25 T 1~9 All 80 100×N, 92×2, 60 Long R 0×N, 4×2, 5 Launch WBounce 40 + Down 39 1×N, 18×2, 20 +0
720A~720D Frangible Engage 0, 250 1+(20 Flash)+0 1 100 92 Long 4 100 0 0, 12 +0
720A~720D~1080D Blackout 100×4, 1910
[100×10, 1910]
1+(26 Flash)+47 94×5 [×10] Long 5 100 + Down 63 3×4 [×10], 20 +0

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Execution Maneuver 600, 0, 300, 120×6, 1500
{600, 0, 300, 180×14, 2600}
ALL 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 26 Launch 60 20 20, 0, 12, 2×6 {×14}, 12 +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Hard Kill Bringer 11000 ALL 4+(60 Flash)+21 3 31 -12 -32 B 1~27 All 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Bullet 5A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5BBBCF Bullet 5B.pngGuardMidStartup10Recovery15Advantage-1[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special/Super, Dash (Heat Lv1/2)
5CBBCF Bullet 5C.pngGuardMidStartup16Recovery13Advantage-1 - - 2C, 6C, 3C 5D, 2D, 6D Special/Super
5DBBCF Bullet 5Dwait.pngGuardAllStartup30~??Recovery14Advantage-5 - - - - Special/Super[-]
2ABBCF Bullet 2A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special/Super
2BBBCF Bullet 2B.pngGuardLowStartup9Recovery18Advantage-6[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special/Super
2CBBCF Bullet 2C 1.pngGuardLowStartup14Recovery16Advantage-2 - - - 5D, 2D, 6D Special/Super
2DBBCF Bullet 5Dwait.pngGuardLow/AirStartup42Recovery18Advantage0 - - - - Special/Super[-]
6ABBCF Bullet 6A.pngGuardHighStartup24Recovery19Advantage-3 - 6B 2C, 6C, 3C 5D, 2D, 6D Special/Super
6BBBCF Bullet 6B.pngGuardMidStartup12Recovery21Advantage-7 - - - 5D, 2D, 6D Jump, Special/Super, Dash (Heat Lv1/2)
6CBBCF Bullet 6C.pngGuardAllStartup22Recovery14+8LAdvantage-9 - - - - Jump, Special/Super
6DBBCF Bullet 5Dwait.pngGuardHigh/AirStartup38Recovery14Advantage0 - - - - Special/Super[-]
3CBBCF Bullet 3C.pngGuardLowStartup21Recovery21Advantage-7 - - - 5D, 2D, 6D Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Bullet jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C j.D Throw, Jump, Special
j.BBBCF Bullet jB.pngGuardHigh/AirStartup10Recovery15Advantage- j.A - j.C j.D Jump, Special
j.CBBCF Bullet jC.pngGuardHigh/AirStartup12Recovery21Advantage- - - - j.D Jump[-], Special
j.DBBCF Bullet JDwait.pngGuardAllStartup20~??Recovery14Advantage+10 - - - - Special/Super[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
  • Bullet's command throws (360B, 720A) are not included in Special/Super cancels

External References

Navigation

 Bullet


To edit frame data, edit values in BBCF/Bullet/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information