BBCF/Carl Clover/Frame Data

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System Data[edit]

Health: 10,000
Combo Rate: 60%
Prejump: 4
Backdash Time 20 / Invul: 1-7
Forward Dash Time 23 / Invul: None
Movement Options

Double Jump, Air Dash, Dash type: Step
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 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 12 12 9 - Click!
5B 520 SJR 100 89 Long Mid 3 B 9 2 16 -1 16 17 17 11 - Click!
5C 780 S(J)R 100 89 Long Mid 3 B 13 3 20 -6 16 17 19 11 - Click!
2A 300 CSJR 100 80 Normal Mid 1 F 7 3 10 -1 11 12 12 9 - Click!
2B 480 SR 100 90 Long Low 3 F 9 4 15 -2 16 17 17 11 - Click!
2C 760 SJR 90 82 Long Mid 4 B 14 3 24 -8 18 Launch 29 12 8-16 H Click!
6A 600 SJR 90 89 Long Mid 3 B 11 4 24 -11 16 17 26 11 5-14 H Click!
6B 650 SR 95 89 Long Low 3 F 17 4 16 -3 16 17 17 11 - Click!
6C 800 SR 90 89 Normal High 3 B 24 6 16 -5 16 17 35 11 7-22 FT Click!
  • Fatal Counter
3C 720 SR 90 89 Long Low 3 F 14 10 20 -13 16 Launch 40 11 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 4 9 - 11 12 12 9 - Click!
j.B 550 SJR 80 85 Long High/Air 2 H 9 3 24 - 13 14 17 10 - Click!
j.C 820 SR 80 89 Long High/Air 3 H 10 5 21 - 16 17 30 11 - Click!
j.2C 850 (S)R 80 89 Long All 3 H 10 Until L 28L - 16 19 28 11 - 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 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
5D - - - - - - - - 16 - - - - - - - - Click!
  • Values in [] are during OD
6D 940 - 80 79 Normal All 3 BD* 29 8 60 [21] - 16 21 40 + Slide 64 0/+11 1-End Guard P Click!
  • Values in [] are during OD
2D 510*4 - 80 92 Normal All 4 BD* 31 4(8)4(6)4(8)4 52 [22] - 18 19 19+GBounce*3, 40 0/+1 1-End Guard P Click!
  • Values in [] are during OD
3D 490*6 - 80 89 Normal Low/Air, All*5 3 FD* 42 4*3,5 67 [25] - 16 17 17 + Down 34 0/+1 1-End Guard P Click!
  • Values in [] are during OD
4D 1060 - 80 82 Normal All 4 BD* 24 8 69 [25] - 18 24 40 + Down 20 0/+12 1-End Guard BP Click!
  • Values in [] are during OD
  • Fatal Counter
8D 760 - 80 89 Normal Mid 3 BD* 33 3 36 [13] - 16 Launch 100 0 1-End Guard P Click!
  • Values in [] are during OD
8D Shockwave 620 - 80 89 Normal Mid 3 P1* 37 28 - - 16 17 100 0/+12 - Click!
  • Values in [] are during OD
Con Fuoco
41236D
630*5 - 80 89 Normal All 3 BD* 52 2*12,1 97 [32] - 16 Launch 20*4, 25 + WBounce 40 0/+2 1-End Guard P Click!
  • Values in [] are during OD
  • 5 Hits max
Con Brio
623D
1480*2 - 80 92 Normal Mid 4 BD* 25 3,5 40 [16] - 18 Launch 30+ WBounce 60 0/+12 1-End Guard HP Click!
  • Values in [] are during OD
Volante
421D
1100 - 80 89 Normal All 3 P1* 31 Until Offscreen Total 90
[Total 52]
- 16 Launch 100 0 1-End Guard P Click!
  • Values in [] are during OD
Con Anima
63214D
0, 2000
[0, 2500]
- 100 72 Normal T(140) 3 HBFTD* 19-119 3 68 [28] - 16 Launch 17 + Down 44 0/+3 1-End? guard HBFP Click!
  • Values in [] are during OD
  • Fatal Counter
  • Nirvana automatically attacks after getting close to the opponent
La Campanella
22D
- - - - - - - - - - 69 [41] - - - - - 1-End? All 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 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
Forward Throw 0, 1500 SR 100 50 (Once) Normal T(70) 4 T 7 3 23 - - Launch 19 + Down 47 0, 12 - 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 - Click!
  • 100% Minimum Damage
Air Throw 0, 1500 SR 100 50 (Once) Normal T(120) 0, 4 T 7 3 23+3L - - - 80 + GBounce 0, 12 - Click!
  • 100% Minimum Damage
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 32 -16 18 Launch 19 12 1-20 All Click!
CrushTrigger 1000 R 100 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 100 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Down 24 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
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 28 26+1L - 11 Launch 45 0 - Click!
  • Hits appear in 4F intervals, each hit has 5 Active Frames
Cantible
623C
0, 1800 R 100 92 Long All 1 D 11 15 44 -26 11 Launch 48 0/+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 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
Laetabilis Cantata
632146C
250*20
[300*22]
R 100 95 Normal All 2 P2* 8+3 155 Total: 131 [Total: 143] -46 [-75] 13 Launch 48 0/+1 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)
- - - - - - 1 D 11 15 44 235 [283] - - - - - 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 - 16*2, 18, 16*2, 18*5, 20 17*2, 19, 17*2, 19*2, 30, 36, 45, Launch 20*10, 60 + WBounce 0/+4*10, 0/+20 1-End Guard HBFP Click!
  • Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(20)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%
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 - 13*12, 16*4, 18*2, 20 - 20*18, 60 0/+2*18, +20 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%
Fermata (Carl)
214214D
- - - - - - - - Ground: 1+42
Air: 1+36
- - Normal: +14
OD: +24
- - - - 1 All Click!
Fermata (Nirvana)
214214D
2500 [3000] - 80 84 Normal Mid 5 BD* 1+16 6 124 - 20 Launch 60 [80] 0/+20 [0/+30] 1-End Guard P Click!
  • Vaules in [] are during OD
  • Minimum Damage 20%: 500 [600]
Arpeggio of Oblivion (Carl)
632146D in Overdrive
- - - - - - - - 1+16 - 46 -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+(8~16) 3 33 - 18 Launch 200 + Down 56 0 - 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 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
Symphony of Lament
ABCD during Overdrive
600*2, 400*2, 1000
{600, 240*15, 1000}
- 100 100 - All - B Slow: 20
Fast 10
3 34 -10 26 Launch 21 + WBounce 30 + Down 24 20, 13 Fast 1-22 All
Slow 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 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
Inv.Attribute and Hitbox Invincibility information. Hitbox
Deus Ex Machina
64641236D
21850 - - - - All 4 P2* 1+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]


Ambox notice.png To edit frame data, edit values in BBCF/Carl Clover/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