BBCF/Celica A. Mercury/Frame Data

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System Data[edit]

Health

10,000

Combo Rate

60%

Prejump

4F

Backdash

25F (1-5F Inv)


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 SRJ 100 80 Normal All 1 B 6 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
5[A] 300*2 SJR 100 80 Normal All 1 B 6 3(5)3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
5AA
5A whiffs
300 SJR 100 80 Normal All 1 B 4 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
5A[A]
5A whiffs
300*2 SJR 100 80 Normal All 1 B 4 3(5)3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SJR 100 89 Long Mid 3 BD 10 5 16 -4 16 17 17 22 31 11 +0 +2 - Click!
5C 900 S(J)R 100 92 Long Mid 4 BD 13 6 17 -4 18 19 19 24 34 12 +0 +5 - Click!
2A 300 SR 100 80 Normal All 1 F 6 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
2[A] 300*2 SR 100 80 Normal All 1 F 6 3 (5) 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
2AA
2A whiffs
300 SR 100 80 Normal All 1 F 4 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
2A[A]
2A whiffs
300*2 SR 100 80 Normal All 1 F 4 3 (5) 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
2B 350*2 SR 90 85 Long Low 2 FD 9 3,3 14 -3 13 14 14 18 26 10 +0 +1 - Click!
2C 850 S(J)R 100 92 Long Mid 4 BD 14 3 17 -1 18 19 19 27 37 12 +0 +5 - Click!
  • Fatal Counter
3C 750 SR 100 79 Long Low 3 FD 13 3 25 -11 16 Launch 40 Launch 54 + Down 23 11 +0 +2 - Click!
6A 510, 550 R 80 92 Normal High, Low 4, 3 H, F 24 5(7)5 20 -8 18, 16 Launch, Crumple 25 33 + Down 23, 27 + Down 26 Launch, Crumple 50 43 + Down 23, 43 + Down 26 12, 11 +0 +5, +2 - Click!
  • Bonus Proration 110%
6B 700 SJR 80 89 Long Mid 3 BD 12 3 23 -9 16 17 23 + GBounce Launch 45 + GBounce 11 +0 +2 4-14 H Click!
6C 1000 S(J)R 90 82 Long Mid 5 BD 21 3 20 -2 20 Launch 40 Launch 56 13 +0 +8 - Click!
  • Bonus Proration 110%
j.A 300 SJR 80 80 Normal High/Air 1 H 6 3 11 - 11 12 12 16 23 9 +0 +0 - Click!
j.[A] 300*2 SJR 80 80 Normal High/Air 1 H 6 3 (5) 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 650 SJR 80 85 Long High/Air 2 HD 9 6 16 - 13 14 14 18 26 10 +0 +1 - Click!
j.C 550*2 SJR 80 89 Long High/Air 3 HD 12 4,4 21 - 16 17 20 22 34 9 +0 +2 - Click!

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 800 SR 100 82 Normal Mid 4 B 11 3 33 -17 18 29 29 37 47 9 +0 +5 - Click!
  • Fatal Counter
  • Can go into next Drive move from frame 23
5DD 280*5 SR 100 72 Normal Mid 4 F 7 3,4,4,4,4 32 -17 18 19*4, Spin Fall 34 29 + GBounce, 29*4 24*4, Spin Fall 39 44 + GBounce, 44*4 2 +0 +5 3-23 P Click!
  • Can pass through opponent 22F onwards
  • Can go into next Drive move/special cancel from frame 30
5DDD 1500 SR 100 82 Normal Mid 4 B 13 4 32 -17 18 Spin Fall 56 60 Spin Fall 61 75 12 +0 +5 - Click!
  • On hit automatically cancels into Heal on frame 20
2D 750 SR 90 72 Normal Low 4 F 19 5 29 -15 18 Launch 29 Launch 44 + Down 23 9 +0 +5 - Click!
  • Can go into next Drive move from frame 31
2DD 750*2 SR 90 72 Normal Low 4 F 9 2,3 31 -15 18 Launch 29 Launch 44 + Down 23 9 +0 +5 - Click!
  • First hit is behind Celica, normal hitbox goes active on frame 11
  • Can go into next Drive move from frame 22
6D 850 SR 90 72 Normal All 4 B 22 3 33 -17 18 19 19 + Down 23 24 34 + Down 23 9 +0 +5 5-24 FT Click!
  • Cancellable into j.214A from frame 25(?)
  • Can go into next Drive move from frame 33
6DD 600*2 SR 100 72 Normal All 1, 4 B 7 2,7 29 -17 11, 18 12, Crumple 36 12, 29 16, Crumple 72 23, 44 6, 9 +0 +0, +5 - Click!
  • Hitbox full extends on frame 9, tallest hitbox at frame 13
  • Can go into next Drive move from frame 21
j.D 600*2 SR 80 82 Normal All 4 H 20 Until L(1)2 34 -17 18 19, Launch 30 + Down 23, 30 + GBounce + Down 23 24, Launch 45 + Down 23, 45 + GBounce + Down 23 3, 9 +0 +0, +8 - Click!
  • Can go into next Drive move 12 frames after landing
Heal - - - - - - - - - - 53 - - - - - - - - - - Click!
  • Heal occurs between 22-36

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/Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 3 T 7 3 23 - - Launch 60 - - - 0 +0 - Click!
  • 100% Minimum Damage
Air Throw 0, 500, 1000 SR 100 50 (Once) Normal Throw(120) 0, 2 T 7 3 23+3L - - - 60*2, 60 + WBounce - - - 0, 10, 0 +0 - Click!
  • 100% Minimum Damage
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 39 -26 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger 1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 Crumple 100 74 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
Lance Quiche
214C
1000 [1200] R 80 92 Long All 4 B 15 12 29 -4 25 Launch 33 [33 + Slide 15] Launch 48 [48 + Slide 15] 12 +0 +5 10-29 Guard P
[6-29 Guard P]
Click!
  • Values in [] are for Enhanced version
  • Celica goes into recovery animation (29) after opponent gets hit/blocks this attack.
  • On hit/block, projectile guard lasts through the first 3F of recovery
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]. Opponent hitstop unchanged
Lance Quiche (Backfire) 200*7 R 100 101 Normal All 3*6, 4 P1 15 2*6,3 - - 16*6, 18 Launch 40 + Down 23*6, 40 Launch 54 + Down23*6, 55 0 +0 +2*6, +5 - Click!
Hache Rotir
236C
1000 [1500] R 50 82 Long Mid 4 B 13~23 4 39 -24 18 Launch 42 Launch 57 15 +0 +5 1-16~26 Guard HBFP Click!
  • Values in [] are for Enhanced version
  • Attacks blocked by the guardpoint still inflict full damage to Celica
  • Celica gains blue health equal to any damage lost in this way.
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]. Opponent hitstop unchanged
Hache Rotir (Charged)
236[C]
1200 [1800] R 50 84 Long Mid 5 B 24 4 37 -20 20 Launch 52 Launch 83 25 +0 +8 1-27 Guard HBFP Click!
  • Values in [] are for Enhanced version
  • Fatal Counter
  • attacks blocked by the guardpoint still inflict full damage to Celica
  • Celica gains blue health equal to any damage lost in this way.
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]. Opponent hitstop unchanged
Marteau Flan
214B
900 [1100] R 90 82 Normal High 4 B 25 5 24 [16] -10 [-2] 18 Launch 45 + GBounce [51 + GBounce] Launch 60 + GBounce [66 + GBounce] 16 +0 +5 14-29 Guard HB
[10-26 Guard HBP]
Click!
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]. Opponent hitstop unchanged
Arc Griller
236B
900 R 90 89 Long All 3 P1 18 50 Total: 46 -6 16 Launch 33 Launch 47 0/+6 +6 - - Click!
Pic Confit
j.214A
1000 R 90 92 Long All 4 H 15 Until L 20 - 18 Launch 20 + Down 23 Launch 35 + Down 23 12 +0 +5 - 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. 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
Casque Veloute
632146C
100, 200*13, 2000
[500*3, 100*17, 3500]
- 100 89 (Once) Long All 3 B 1+(118 Flash)+8 13 Until L+23L -51 16 Crumple 66 Stand Crumple 84 Stand 4 1, 4*13 [*17], 0 +2 1-Landing All Click!
  • Values in [] are during OD
  • On block, does 6 hits total. Base damage 100, 300*5
  • Minimum Damage 20%: 940 [1340]
Armure Sorbet
632146A
- - - - - - - - 49+(91 Flash)+0 [31+(91 Flash)+0] - 0 - - - - - - - - - - Click!
  • Values in [] are during OD
  • Heals all recoverable health + 300
Saber Anglaise
632146B
150*18, 1000*2
[200*18, 1250*2]
R 100 69 Normal All 3 P2 1+(50 Flash)+21 2{(1)2}*19 Total: 110 -16 16 Launch 60 Launch 74 0 +2 +7 1-1 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%*18, 20%*2: 796 [1040]

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
Pue Vapeur
ABCD during OD
600, 460*3, 1000
{600, 460*3, 630*6}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 + Slide 15 - - 20 20, 8*3, 10
[20, 8*3, 3*6]
+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
  • 10% Minimum Damage: 298 {576+54}

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
Atout Rillettes
222A
20000 - - - Long All 5 B 7+(52 Flash)+12 12 59 -50 20 - - - - 0 - - 1-30 All 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] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C - - 6C, 3C 5D, 2D, 6D Jump[-], Special
5D - - - 5DD[+], 2DD[+], 6DD[+] Special
5DD - - - 5DDD[+] Special
5DDD - - - - Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - - 6C, 3C 5D, 2D, 6D Jump[-], Special
3C - - - 5D, 2D, 6D Special
2D - - - 5DD[+], 2DD[+], 6DD[+] Special
2DD - - - 5DDD[+] Special
6A - - - - -
6B - - 5C, 2C, 3C 5D, 2D, 6D Jump, Special
6C - - - - Jump[-], Special
6D - - - 5DD[+], 2DD[+], 6DD[+] Special
6DD - - - 5DDD[+] 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 - - - 5DD[+], 2DD[+], 6DD[+] 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
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc