BBCF/Es/Frame Data

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System Data[edit]

Health: 10,500
Combo Rate: 60%
Prejump: 4
Backdash Time 26 / Invul: 1-5
Movement Options

Double Jump, 1 Arched Airdash, Dash type: Run


Normals[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 4 9 -2 11 12 12 9 - Click!
5B 600 S(J)R 100 85 Long Mid 2 B 8 5 18 -11 13 14 16 10 - Click!
5C 750 S(J)R 100 89 Long Mid 3 B 12 3 21 -7 16 17 17 11 - Click!
2A 300 CSJR 100 80 Normal All 1 F 7 3 9 ±0 11 12 12 9 - Click!
2B 530 SR 90 85 Long Low 2 F 10 3 20 -9 13 14 14 10 - Click!
2C 800 SJR 90 89 Long Mid 3 B 10 3 32 -18 16 17 22 11 10-12 H Click!
3C 790 SR 90 79 Long Low 3 F 13 3 24 -10 16 Launch 40 11 - Click!
6A 650 SR 80 89 Normal High 3 B 26 3 20 -6 16 17 17 + Down 24 11 4-28F Click!
  • Bonus Proration 110%
6B 760 S(J)R 90 79 Long Mid 3 B 14 4 22 -9 16 Launch 27 11 8-17 H Click!
6C 700 SR 90 89 Long Mid 3 B 17 3 18 -4 16 17 60 + WBounce 11 - Click!
6C
dashing
  • Fatal Counter
  • Bonus Proration 110%
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 6 7 - 11 12 12 9 - Click!
j.B 630 SJR 80 85 Long High/Air 2 H 9 3 18 - 13 14 17 10 - Click!
j.BB 770 SJR 80 85 Long High/Air 2 H 7 3 19 - 13 14 17 10 - Click!
j.C 850 SR 80 89 Long High/Air 3 H 12 4 26 - 16 17 19 11 - 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 730 SR 100 89 Long Mid 3 B 25 [23] 5 29 0 16 17 17 11 - Click!
  • Values in [] are during OD
  • Frame Adv listed assumes 5D Crest hits aftewards
  • If Crest does not hit, then Frame Adv -18
5D Crest 740 [740*2] - 80 89 Normal All 1 P1* 49 3 [3(7)3] - - 11 17 21 0/+9 - Click!
  • Values in [] are during OD
2D 760 SR 90 89 Long Mid 3 B 30 [27] 6 17 -5 16 Launch 30 11 - Click!
  • Values in [] are during OD
2D Crest 740 [740*2] - 80 89 Normal All 1 P1* 113 3 [3(7)3] - - 11 17 21 0/+9 - Click!
6D 850 SR 90 92 Long Mid 4 B 25 [23] 6 14+10L -11 18 24 26 12 6-44 FT
[6-42 FT]
Click!
  • Values in [] are during OD
6D Crest 740 [740*2] - 80 89 Normal All 1 P1* 78 3 [3(7)3] - - 11 17 21 0/+9 - Click!
  • Values in [] are during OD
j.D 800 SR 80 89 Long High/Air 3 H 23 [21] 5 23+8L - 16 Launch 35 11 - Click!
  • Values in [] are during OD
j.D Crest 740 [740*2] - 80 89 Normal All 1 P1* 141 3 [3(7)3] - - 11 17 21 0/+9 - 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, 500*3 SR 100 50 (Once) Normal Throw(70) 0, 3 T 7 3 23 - - Launch 60 0, 2*2, 8 - Click!
  • Minimum Damge 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Spin Fall 35 - 0, 11 - Click!
  • Minimum Damge 100%
Air Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(120) 0*2, 3 T 7 3 23+3L - - - 200 + Down 64 0*2, 2 - Click!
  • Minimum Damge 100%
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 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + WBounce 60 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + WBounce 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
Type:Shooter "Breunor" A
236A
800 R 80 85 Long All 2 P1* 15 30? Total 44 -8 13 17 20 0/+8 - Click!
Type:Shooter "Breunor" B
236B
800 R 80 85 Long All 2 P1* 27 122? Total 48 0 13 17 20 0/+8 - Click!
Additional Projectile A/B
Breunor > 236A/B
800 R 80 85 Long All 2 P1* 16 30? Total 42 -5 13 17 20 0/+8 - Click!
  • If followup shot touches first shot, it becomes a powered up shot
Powered Up Projectile 1200 R 80 85 Short All 3 P2* 1 103 - - 16 Launch 36 + Slide 29 0/+11 - Click!
Air Type:Shooter "Breunor" A
j.236A
800 R 80 85 Long All 2 P1* 17 Until Ground/Offscreen Total 47 + 9L - 13 17 20 0/+8 - Click!
Air Type:Shooter "Breunor" B
j.236B
800 R 80 85 Long All 2 P1* 26 Until Ground/Offscreen Total 47 + 9L - 13 17 20 0/+8 - Click!
Air Additinal Projectile A/B
Breunor > j.236A/B
800 R 80 85 Long All 2 P1* 13 Until Ground/Offscreen Total 39 + 9L - 13 17 20 0/+8 - Click!
Type: Slasher "Griflet"
623C
880*2 R 60 82 Very Short All 4 B 13 3 (12) 9 Until L+12 -33 18 19,Launch 45 12 1-15 All Click!
  • Enhanced version cancels into Griflet Followup on 46 on hit
Air Type: Slasher "Griflet"
j.623C
880*2 R 60 82 Very Short All 4 H 10 3 (12) 6 Until L+12 - 18 Launch 45 12 1-12 All Click!
  • Enhanced version cancels into Griflet Followup on 46 on hit
Griflet Crest
Enhanced
800 - 60 100 Long All 1 P1* Ground: 56
Air: 53
6 - -18 11 17 40 0/+9 - Click!
Griflet Followup
Enhanced
600 R 60 100 Long - 4 P1* 22 8 40 Total - 16 Launch 60 + GBounce 60 0/+9 - Click!
Type: Slasher "Mordred"
214C
1000 R 90 82 Long All 4 B 16~22 4 22 -7 18 24 40 12 - Click!
Mordred Crest
Enhanced
800 - 70 100 Long All 1 P1* 16~22 6 - +3 11 17 40 0/+9 - Click!
  • Crest activates 21F after Mordred becomes active
  • Crest does not come out if Mordred Followup is used
  • Crest comes out on the 21st frame
Mordred Followup
Mordred > 214C
1000 R 80 82 Long All 4 B 11 4 23+7L -16 18 Spin Fall 34 55 12 - Click!
  • Fatal Counter
Morded Followup Crest
Enhanced
800 - 70 100 Long All 1 P1* 33 4 +4 - 11 17 55 0/+9 - Click!
Type: Slasher "Gawain"
214B
1000 [1300] R 90 82 Normal High/Air 4 H 27 [36] 4 [3] Until L+13 [13] -3 [+3] 18 22 [24] 40 + GBounce 12 9-30 FT
[9-38FT]
Click!
  • Values in [] are for full charge
  • [Fatal Counter]
Gawain Crest
Enhanced
800 - 70 100 Long All 1 P1* 12 - - +4 [+10] 11 17 40 0/+9 - Click!
  • Values in [] are for full charge
  • Crest activates 12F after slash becomes active
Type: Assaulter "Erec"
214A
0, 3000 R 80 100,70 Normal Throw(70) 0, 3 HT 31 9 Until L+24 - - Launch 100 0 - Click!
Type: Enchanter "Bors"
214D
- - - - - - - - - - 36 - - - - - - Click!
Type: Assaulter "Tristan"
j.2B
600 R 80 90 Long All 2 H 10 12 8+4L - 13 14 20 10 - Click!
  • Can cancel into Tristan 2 on 41
Type: Assaulter "Tristan" 2
Tristan > j.2B
600 R 80 90 Long All 2 H 10 6 7+4L - 13 14 25 10 - Click!
  • Can cancel into Tristan 3 on 16
Type: Assaulter "Tristan" 3
Tristan 2 > j.2B
900 R 80 90 Long All 3 H 15 4 12+8L - 16 17 60 10 - 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
Type: Shooter "Palamedes"
632146A/B
2200
[2200, 220*N]
R 70 72 Very Short All 4 P2* 3+6 Until Offscreen 23+12L -10 18 Launch 40 0/+6 [0/+1] 1-2 P
3 All
4-12 P
Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 660 [660 + 66*N]
Air Type: Shooter "Palamedes"
j.632146A/B
2200
[2200, 220*N]
R 70 72 Very Short All 4 P2* 3+6 Until Offscreen Until L+15 - 18 Launch 40 0/+6 [0/+1] 1-2 P
3 All
4-12 P
Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 660 [660 + 66*N]
Type: Slasher "Galahad"
632146C
1000, 2500
[1000, 150*6, 2500]
R 100 70 Very Short All 4 B 6+15 9 24 -14 18 Stagger 60 Stand 12, 0 1-23 All Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 1050 [1320]
Type: Enchanter "Percival"
632146D
- - - - - - - - - - 4+16 - - - - - 1-End All Click!
  • Lasts for 450F, 900F during OD
  • Activating again refreshes duration.

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
Type: Braver Lancelot
ABCD during OD
600*5 {600*5, 550*5} - 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 20, 0/+2 {20, 0/+3} 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 {575+55}

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
Type: Exterminator "Artorius"
236236C
30000 - - - Long All 5 B 4+14 3 64 -26 20 - 1200 0/+20/+10 1-18 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[1] - - 2C, 3C 5D, 2D, 6D Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C , 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C[1] - - 5C, 3C 5D, 2D, 6D Jump, Special
6A - 6B 3C 5D. 2D. 6D Special
6B - - - - Jump[-], Special
6C - - - 5D, 2D, 6D Special
3C - - - 5D, 2D, 6D Special
5D - - - - Special
2D - - - - Jump, Special
6D - - - - Jump[-], 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.BB[+] j.C j.D Jump, Special
j.BB - - j.C j.D Jump, Special
j.C - - - j.D[-] Special[-]
j.D - - - - 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/Es/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