BBCF/Carl Clover/Frame Data

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System Data[edit]

Health

10,000

Combo Rate

60%

Prejump

4F

Backdash

20F (1-7F Inv)

Forward Dash

23F

Can cancel forward dash into ground normals 1-5F, 18-23F
Can cancel forward dash into air specials ??-??F


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 520 SJR 100 89 Long Mid 3 B 9 2 16 -1 16 17 17 22 31 11 +0 +2 - Click!
5C 780 S(J)R 100 89 Long Mid 3 B 13 3 20 -6 16 17 19 22 33 11 +0 +2 - Click!
2A 300 CSJR 100 80 Normal Mid 1 F 7 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 480 SR 100 90 Long Low 3 F 9 4 15 -2 16 17 17 22 31 11 +0 +2 - Click!
2C 760 SJR 90 82 Long Mid 4 B 14 3 24 -8 18 Launch 29 Launch 44 12 +0 +5 8-16 H Click!
6A 600 SJR 90 89 Long Mid 3 B 11 4 24 -11 16 17 26 Launch 40 11 +0 +2 5-14 H Click!
6B 650 SR 95 89 Long Low 3 F 17 4 16 -3 16 17 17 Spin Fall 58 42 11 +0 +2 - Click!
6C 800 SR 90 89 Normal High 3 B 24 6 16 -5 16 17 35 + GBounce 25 52 + GBounce 11 +0 +2 7-22 FT Click!
  • Fatal Counter
3C 720 SR 90 89 Long Low 3 F 14 10 20 -13 16 Launch 40 Launch 54 + Down 16 11 +0 +2 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 4 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 550 SJR 80 85 Long High/Air 2 H 9 3 24 - 13 14 17 18 29 10 +0 +1 - Click!
j.C 820 SR 80 89 Long High/Air 3 H 10 5 21 - 16 17 30 22 44 11 +0 +2 - Click!
j.2C 850 (S)R 80 89 Long All 3 H 10 Until L 28L - 16 19 28 24 42 11 +0 +2 - Click!
  • On hit/block, Carl bounces and recovers in the air, animation 26

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 - - - - - - - - 16 - - - - - - - - - - - - Click!
  • Values in [] are during OD
6D 940 - 80 79 Normal All 3 BD 29 8 60 [21] - 16 21 40 + Slide 45 26 54 + Slide 45 0/+11 +11 +2 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
2D 510*4 - 80 92 Normal All 4 BD 33 2(8)2(10)2(8)2 58 [28] - 18 19 40 + GBounce 24 55 + GBounce 0/+1 +1 +5 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
3D 490*6 - 80 89 Normal Low/Air, All*5 3 FD 42 4*3,6 67 [25] - 16 17 17 + Down 33 22 31 + Down 33 0/+1 +1 +2 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
4D 1060 - 80 82 Normal All 4 BD 24 8 69 [25] - 18 Spin Fall 40 + Down 10 40 + Down 23 Crumple 33 58 + Down 23 0/+12 +12 +5 1-End Guard BP Click!
  • Values in [] are during OD
  • Fatal Counter
  • On Guard Point, hitstop for Nirvana and Opponent unchanged
8D 760 - 80 89 Normal Mid 3 BD 33 3 36 [13] - 16 Launch 100 Launch 114 0 +0 +2 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
8D Shockwave 620 - 80 89 Normal Mid 3 P1 37 28 - - 16 17 100 22 114 0/+12 +12 +14 - Click!
  • Values in [] are during OD
Con Fuoco
41236D
630*5 - 80 89 Normal All 3 BD 52 4*6,2 96 [31] - 16 Launch 20*4, 25 + WBounce 40 [+ Down 23] Launch 34*4, 39 + WBounce 40 [+ Down 23] 0/+2*4, 0/+1 +2*4, +1 +4*4, *3 1-End Guard P Click!
  • Values in [] are during OD
  • 5 Hits max
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Brio
623D
1480*2 - 80 92 Normal Mid 4 BD 25 3,6 39 [15] - 18 Launch 30 + WBounce 60 + WStick 12 Launch 45 + WBounce 60 + WStick 12 0/+18 +18 +23 1-End Guard HP Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Volante
421D
1100 - 80 89 Normal All 3 P1 31 Until Hit Total: 90
[Total: 52]
- 16 Launch 100 Launch 114 0 +0 +2 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Anima
63214D
0, 2000
[0, 2500]
- 100 100, 72 Normal T(140) 3 HBFTD 19-119 4 60 [20] - 16 Launch 17 + Down 43 - - - 0/+3, 0/+12 +3 1-End of Active Guard HBFP Click!
  • Values in [] are during OD
  • Fatal Counter
  • Nirvana automatically attacks after getting close to the opponent
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
La Campanella
22D
- - - - - - - - - - 69 [41] - - - - - - - - - 1-36 [1-30] All
37-69 [31-41] Guard P
Click!
  • Values in [] are during OD

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
Forward Throw 0, 1500 SR 100 50 (Once) Normal T(70) 0, 4 T 7 3 23 - - Launch 19 + Down 46 - - - 0, 12 +0 - Click!
  • 100% Minimum Damage
Back Throw 0, 1500 SR 100 50 (Once) Normal T(70) 0, 4 T 7 3 23 - - Launch 100 + GBounce - - - 0, 12 +0 - Click!
  • 100% Minimum Damage
Air Throw 0, 1500 SR 100 50 (Once) Normal T(120) 0, 4 T 7 3 23+3L - - - 80 + GBounce airCH= - - 0 +0 - Click!
  • 100% Minimum Damage
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 32 -16 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger 1000 R 100 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 100 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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
A Vivace
236A
- - - - - - - - - - Total: 28 - - - - - - - - - 1-16 P Click!
B Vivace
236B
- - - - - - - - - - Total: 39 - - - - - - - - - 1-30 HB Click!
Allegretto
j.214C
700*6 R 80 89 Long All 3 H 13 X{(4)X}*5 Totaol: 66+1L - 11 Launch 45 Launch 59 0 +0 +1 - Click!
  • Hits appear in 4F intervals, each hit has 5 Active Frames
Cantible
623C
0, 1800 R 100 92 Long All 1 D 9 15 44 -26 11 Launch 12, 48 - - 0 0/+30, 0 +30 - Click!
  • On block goes into 37F recovery animation

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
Laetabilis Cantata
632146C
250*20
[300*22]
R 100 95 Normal All 2 P2* 8+(50 Flash)+3 5*20 [5*22] Total: 131 [Total: 143] -46 [-75] 13*19 [*21], 23 Launch 48*19 [*21], 13 Launch 60*19 [*21], 25 0/+1 +1 +2 8-8 All Click!
  • Values in [] are during OD
  • Frame Adv listed is when opponent blocks until they are pushed out normally midscreen.
  • If opponent blocks all hits, then Frame Adv is +18
  • Minimum Damage 10%: 500 [660]
Rhapsody of Memories (Carl)
236236D (air OK)
- - - - - - - - - - Total: 10+(40 Flash)+69 +235 [+283] - - - - - - - - - Click!
- - - - - - - - - - Total: 10+(40 Flash)+53 - - - - - - - - - - Click!
  • Frame Adv listed is when opponent blocks all hits.
  • First hole that appears on normal block after blocking 8 hits (Normal) 16 hits (OD). Frame adv in this case is +59 (Normal) /+99 (OD)
Rhapsody of Memories (Normal Nirvana)
236236D
200*6, 300*2, 350*2, 500 - 3*2, 4, 3*2, 4*5, 5 - Normal - - BD 10+9 See Notes 48 - 20 17*2, 19, 17*2, 19*2, 30, 36, 45, Launch 20*8, 30*2, 60 + WBounce 22*2, 24, 22*2, 24*2, 35, 41, 50, Launch 34*2, 35, 34*2, 35*3, 45*2, 76 + WBounce 0/+4*10, 0/+20 +4*10, +20 +6*2, +9, +6*2, +9*5, +28 1-End Guard HBFP Click!
  • Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
  • Blockstun is 16*2, 18, 16*2, 18*5, 20. Each hit has 4F hitstop, except last hit, which has 20F hitstop
  • Minimum Damage 0%
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Rhapsody of Memories (OD Nirvana)
236236D
200*12, 300*4, 350*2, 500 - 2*12, 3*4, 4*2, 5 - Normal - - BD 10+9 See Notes 68 - 20 14*12, 30*4, 36, 60, Launch 20*16, 30*2, 120 18*12, 35*4, 41, 65, Launch 32*12, 34*4, 45*2, 136 0/+2*18, 0/+20 +2*18, +20 +4*12, +4*4, +9*2, +28 1-End Guard HBFP Click!
  • Active Frames are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6
  • Blockstun is 13*12, 16*4, 18*2, 20. Each hit has 2F hitstop, except last hit, which has 20F hitstop
  • Minimum Damage 0%
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Fermata (Carl)
214214D (air OK)
- - - - - - - - - - 1+(103 Flash)+42 Normal: +14
OD: +24
- - - - - - - - 1-1 All Click!
- - - - - - - - - - 1+(103 Flash)+36 - - - - - - - - - 1-1 All Click!
Fermata (Nirvana)
214214D
2500 [3000] - 80 84 Normal Mid 5 BD 1+(103 Flash)+16 6 124 - 20 Launch 60 [80] Launch 76 [96] 0/+20 [0/+30] +20 [+30] +28 [+38] 1-End Guard P Click!
  • Vaules in [] are during OD
  • Minimum Damage 20%: 500 [600]
Arpeggio of Oblivion (Carl)
632146D in Overdrive
- - - - - - - - - - Total: 1+(89 Flash)+112 -30 - - - - - - - - - Click!
  • Immediately begins recovery animation on block for 46F
Arpeggio of Oblivion (Nirvana)
632146D in Overdrive
1600, 3500 (R) 80 92 Very Short All 4 BD 1+(89 Flash)+(8~16) 3 33 - 18 Crumple 200, Launch 200, 200 + Down 55 - - 0 0 +5 - Click!
  • Minimum Damage 10%, 25%: 1035

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
Symphony of Lament
ABCD during Overdrive
600*2, 400*2, 1000
{600, 240*15, 1000}
- 100 100 - All - B 20 [10] 3 34 -10 26 Launch 21 + WBounce 30 + WStick 30 +Down 24 - - 20 20, 0/+7*2 {*15}, 0/+13 +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%: 300 {520+44}

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
Deus Ex Machina
64641236D
21850 - - - - All 4 P2 1+(100 Flash)+17 ?? Total: 78 -30 30 - - - - 0 - - 1-68 All Click!

Revolver Action Table[edit]

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


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

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc