BBCF/Celica A. Mercury/Frame Data

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System Data[edit]

Health: 10,000
Combo Rate: 60%
Prejump: 4
Backdash Time 25 / Invul: 1-5
Movement Options

Double Jump, 1 Air Dash, Dash type: Run


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 SRJ 100 80 Normal All 1 B 6 3 11 -2 11 12 12 9 - Click!
5[A] 300*2 SJR 100 80 Normal All 1 B 6 3 (5) 3 11 -2 11 12 12 9 - Click!
5AA
5A whiffs
300 SJR 100 80 Normal All 1 B 4 3 11 -2 11 12 12 9 - Click!
5A[A]
5A whiffs
300*2 SJR 100 80 Normal All 1 B 4 3 (5) 3 11 -2 11 12 12 9 - Click!
5B 600 SJR 100 89 Long Mid 3 BD* 10 5 16 -4 16 17 17 11 - Click!
5C 900 S(J)R 100 92 Long Mid 4 BD* 13 6 17 -4 18 19 19 12 - Click!
2A 300 SR 100 80 Normal All 1 F 6 3 11 -2 11 12 12 9 - Click!
2[A] 300*2 SR 100 80 Normal All 1 F 6 3 (5) 3 11 -2 11 12 12 9 - Click!
2AA
2A whiffs
300 SR 100 80 Normal All 1 F 4 3 11 -2 11 12 12 9 - Click!
2A[A]
2A whiffs
300*2 SR 100 80 Normal All 1 F 4 3 (5) 3 11 -2 11 12 12 9 - Click!
2B 350*2 SR 90 85 Long Low 2 FD* 9 3,3 14 -3 13 14 14 10 - Click!
2C 850 S(J)R 100 92 Long Mid 4 BD* 14 3 17 -1 18 19 19 12 - Click!
  • Fatal Counter
3C 750 SR 100 79 Long Low 3 FD* 13 3 25 -11 16 Launch 40 11 - Click!
6A 510, 550 R 80 92 Normal High, Low 4, 3 H, F 24 5 (UL) 5 20 -8 18, 16 Launch, Stagger 45 33 + Down 24, 27 + Down 27 12, 11 - Click!
  • Bonus Proration 110%
6B 700 SJR 80 89 Long Mid 3 BD* 12 3 23 -9 16 17 23 + GBounce 11 4-??H Click!
6C 1000 S(J)R 90 82 Long Mid 5 BD* 21 3 20 -2 20 Launch 40 13 - Click!
  • Bonus Proration 110%
j.A 300 SJR 80 80 Normal High/Air 1 H 6 3 11 - 11 12 12 9 - Click!
j.[A] 300*2 SJR 80 80 Normal High/Air 1 H 6 3 (5) 3 9 - 11 12 12 9 - Click!
j.AA
j.A whiffs
300 SJR 80 80 Normal High/Air 1 H 4 3 10 - 11 12 12 9 - Click!
j.A[A]
j.A whiffs
300*2 SJR 80 80 Normal High/Air 1 H 4 3 (5) 3 9 - 11 12 12 9 - Click!
j.B 650 SJR 80 85 Long High/Air 2 HD* 9 6 16 - 13 14 14 10 - Click!
j.C 550*2 SJR 80 89 Long High/Air 3 HD* 12 4,4 21 - 16 17 20 9 - 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 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 800 SR 100 82 Normal Mid 4 B 11 3 33 -17 18 29 29 9 - 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 33 29 2 3-23P 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 Down 55 60 9 - Click!
  • On hit automatically cancels into Heal on frame 20
2D 750 SR 90 72 Normal Low 4 F 19 5 29 -16 18 Launch 29 9 - 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 9 - 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 24 9 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, Stagger 56 12, 29 6, 9 - 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, 30 + GBounce 3, 9 - 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 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/Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 3 T 7 3 23 - - Launch 60 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 + GBounce 0 - Click!
  • 100% Minimum Damage
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 39 -26 18 Launch 19 12 1-20 All Click!
CrushTrigger 1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 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
Lance Quiche
214C
1000 [1200] R 80 92 Long All 4 B 15 12 29 -4 25 Launch 33 [33 + Slide 34] 12 10-29 Guard P
[6-29 Guard P]
Click!
  • 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
Lance Quiche (Backfire) 200*2 - 100 101 - All 3,4 P1* 18 2,3 - - ?? Launch 40 0 - Click!
  • Multiple backfires created, exact values unknown
Hache Rotir
236C
1000 [1500] R 50 82 Long Mid 4 B 13~23 4 39 -24 18 Launch 42 15 1-16~26 Guard All Click!
  • attacks blocked by the guardpoint still inflict full damage to Celica
  • Celica gains blue health equal to any damage lost in this way.
Hache Rotir (Charged)
236[C]
1200 [1800] R 50 84 Long Mid 5 B 24 4 39 -22 20 Launch 52 25 1-27 Guard All Click!
  • 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.
Marteau Flan
214B
900 [1100] R 90 82 Normal High 4 B 25 5 24 [16] -10 [-2] 18 Launch 45 [51] 16 14-29 Guard HB
[10-26 Guard HBP]
Click!
Arc Griller
236B
900 R 90 89 Long All 3 P1* 18 19? Total: 46 -12? 16 Launch 33 0/+6 - Click!
Pic Confit
j.214A
1000 R 90 92 Long All 4 H 15 Until Landing 20 - 18 Launch 20 + Down 24 15 - 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 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
Casque Veloute
632146C
100, 200*13, 2000
[500*3, 100*17, 3500]
- - - Long All 3 B 1+8 13 Until L+23L -51 16 - - 1 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+0 [31+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 - 3 P2* 1+21 - Total: 110 -16 - Launch 60 0/+0/+2 1-2 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 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
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 34 20, 0/+1 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 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
Atout Rillettes
222A
20000 - - - Long All 5 B 7+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]


Ambox notice.png To edit frame data, edit values in BBCF/Celica A. Mercury/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