BBCF/Hibiki Kohaku/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

22F (1-4F 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 CSJR 100 80 Normal All 1 B 6 3 11 -2 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SJR 100 85 Long Mid 3 B 8 3 18 -4 16 17 17 22 31 9 +0 +2 - Click!
5BB 500 S(J)R 100 89 Long Mid 3 B 10 3 18 -4 16 17 17 22 31 9 +0 +2 - Click!
5C 900 S(J)R 100 89 Long Mid 3 B 12 3 18 -4 16 17 19 22 33 11 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 550 SR 90 85 Long Low 2 F 9 3 15 -4 13 14 14 18 26 9 +0 +1 - Click!
2BB 500 SR 90 85 Long Low 2 F 10 3 15 -4 13 14 14 18 26 9 +0 +1 - Click!
2C 800 SJR 90 89 Long Mid 3 B 13 3 25 -9 16 17 28 Launch 42 11 +0 +2 8-15 H Click!
3C 900 SR 100 92 Long Low 4 F 12 3 24 -6 18 Launch 40 Launch 55 + Down 16 12 +0 +5 - Click!
6A 650 SR 90 89 Long Low 3 B 17 3 15 -1 14 17 17 + Down 23 Crumple 36 31 + Down 23 11 +0 +2 - Click!
6B 800 SR 90 89 Long Mid 3 F 18 3 22 -8 16 17 17 + Down 33 22 31 + Down 33 9 +0 +2 5-20 F Click!
6BB 700 SR 100 89 Long Mid 3 F 13 3 24 -10 16 Launch 30 + GBounce Launch 44 + GBounce + Down 23 9 +0 +2 - Click!
4B 700 SR 100 89 Normal High 3 B 25 3 21 -5 16 17 30 + Down 33 22 44 + Down 33 9 +0 +2 - Click!
4BB 500 SR 100 89 Long Mid 3 B 16 3 20 -6 16 17 17 22 31 9 +0 +2 - Click!
6C 620*3 R 100 82 Long Mid 3*2,4 H 17 3 (9) 3 (8) 3 11+5L - 16*2, 18 Launch 30*2, 34 Launch 47*2, 52 + WBounce 60 + WStick 43 5*2, 12 +0 +2*2, +5 - Click!
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 SJR 80 89 Long High/Air 3 H 9 3 11 - 16 17 17 22 31 11 +0 +2 - Click!
j.BB 500 SJR 80 89 Long High/Air 3 H 8 2 20 - 16 17 17 22 31 11 +0 +2 - Click!
j.C 900 SJR 80 89 Long High/Air 3 H 12 6 19 - 16 17 19 22 33 11 +0 +2 - Click!
  • First 3 Active Frames can hit crossup

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 900 SR 80 89 [92] Normal All 3 [4] P1* 27~35 3 Total: 56
[Total: 46]
-13 [-3] 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5] - Click!
6D 900 SR 80 89 [92] Normal All 3 H 27~35
[14~25]
3 20 -6 [-4] 16 [18] 24 30 29 44 [45] 11 [12] +0 +2 [+5] - Click!
2D 900 SR 70 89 [92] Normal All 3 P1* 45 [25] 3 Total: 71
[Total: 51]
-9 [-7] 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5] 4-39 P
[4-21 P]
Click!
  • Fatal Counter
3D 900 SR 70 89 [92] Normal All 3 [4] B 45 [25] 3 Until L+9 +2 [+4] 16 [18] Launch 48 Launch 65 [66] 11 [12] +0 +2 [+5] 4-39 P
[4-21 P]
Click!
  • Fatal Counter
j.D 900 SR 80 89 [92] Normal All 3 [4] P1* 34 [17] 3 Total: 60+4L
[Total: 52+4L]
- 16 [18] 17 [Launch] 36 + WBounce 30
[36 + WBounce 50]
19 [Launch] 50 + WBounce 30
[51 + WBounce 50]
11 [12] +0 +2 [+5] - Click!
j.6D 900 SR 80 89 [92] Normal High/Air 3 [4] H 34 [17] 3 18+4L - 16 [18] Launch 40
[40 + WBounce 30]
22 [Launch] - 11 [12] +0 +2 [+5] - Click!
j.2D 900 SR 80 89 [92] Normal All 3 [4] P1* 34 [24] 3 Total: 64+4L [Total: 54+4L] - 16 [18] Launch 40 + Down 23 Launch 54 + Down 23 [55 + Down 23] 11 [12] +0 +2 [+5] - Click!
  • Can cancel into normals during last 13F
j.3D 900 SR 80 89 [92] Normal High/Air 3 [4] H 34 [25] 3 14+9L - 16 [18] Launch 40 + GBounce [48 + GBounce] Launch 54 + GBounce [55 + GBounce] 11 [12] +0 +2 [+5] - Click!

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 200*4, 700 SR 100 50 (Once) Normal T(70) 0, 4 T 5 5 23 - - Launch 60 + GBounce - - - 0*5, 14 - - Click!
  • Minimum Damage 100%
Back Throw 0*2, 1500 SR 100 50 (Once) Normal T(70) 0*2, 4 T 5 5 23 - - Launch 60 + GBounce - - - 0, 7*2 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal T(120) 0, 4 T 7 3 23+3L - - - 80 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 30 -14 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Double Wing Cyclone
623C
600*4 R 80 89 Very Short All 3 B 9 2*4 56 -41 16 Launch 60 Launch 74 2 +0 +2 1-34 All Click!
Air Double Wing Cyclone
j.623C
600*4 R 80 89 Very Short All 3 H 7 2*4 - - 16 Launch 60 Launch 74 2 +0 +2 1-10 All Click!
Piercing Muzzle-blade
j.214A
800 R 80 89 Long All 3 H 13 Until L 19 - 16 Launch 60 + Down 23 Launch 74 + Down 23 11 +0 +2 - Click!
Soaring Kick
236A
- - - - - - - - - - 45+7L - - - - - - - - - - Click!
  • Can cancel into followups 15F onwards?
Air Soaring Kick
j.236A
- - - - - - - - - - Until L+7 - - - - - - - - - - Click!
  • Can cancel into followups 11F onwards?
Piercing Feather
236A > A
500 per shot - 80 100 Normal All 1 P1* 16 8 Until L - 11 12 12 16 23 0/+9 +9 +9 - Click!
  • Can cancel into normals and specials 34F onwards
Thrashing Claw
236A > B
1100 R 100 72 Normal High/Air 4 H 12 3 24+9L - 18 Launch 50 + GBounce Launch 65 + GBounce 15 +0 +8 - Click!
Pulverizing Fin
236A > C
0*3, 2500 R 120 100*3, 92 Normal Throw(180) 0*3, 4 T 5 Until L 15 - - - 60 + GBounce + Down 23 - - - 0*3, 18 +0 1-6 T Click!
Catastrophic Strike (Guard)
236A > D
- - - - - - - - - - Until L+16 - - - - - - - - - 1-Until L Guard HBF Click!
  • On Guard Point, hitstop for Hibiki is 2F. Opponent hitstop is 19F
Catastrophic Strike (Attack)
236A > D
800*3 R 90 94 Long - 5 B Ground: 14
Air: 13
2*9 Ground: 30
Air: Until L+23
- 20 Launch 60 + WBounce 60 Launch 79 + WBounce 60 + WStick 33 6 +0 +0 - Click!
  • Fatal Counter
  • Only does 3 hits
  • Hibiki does ground version when opponent is standing/crouching, otherwise air version.
Dual Wing Smash: Heaven
214A
1000 R 90 92 Normal High/Air 4 H 46 3 Until L+15 0 20 Launch 40 + GBounce Launch 55 + GBounce 12 +0 +5 12-24 All Click!
A Dual Wing Smash: Void - - - - - - - - - - ?? + 18 - - - - - - - - - 12-?? All Click!
Dual Wing Smash: Earth
214B
1000 R 90 92 Long Low/Air 4 F 55 5 15 -1 20 Launch 40 Launch 55 12 +0 +5 12-24 All Click!
B Dual Wing Smash: Void - - - - - - - - - - ?? + 18 - - - - - - - - - 12-?? All Click!
Soaring Slash
214C
600, 1200 R 100 83 Long All 3 B 14 9 21 -5 16 Crumple 27, Launch Stand, 40 Crumple 31, Launch Stand, 40 7, 12 +0 +2, +0 - Click!
  • On block immediately goes into recovery animation for 21F
Soaring Slash: Revolution
214D
1200 R 100 92 Normal All 4 B 4~18+17 3 29 -13 18 Launch 60 Launch 75 12 +0 +5 - Click!
  • On miss, has 22F recovery after startup

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
Shadow Dance "Hidden Phoenix"
632146C
600, 900*2, 2400
[600, 570*10]
R 80 100 Long All 3 P2 4+(43 Flash)+5 Until Hit Total 74 -37 16 Stagger 59 + Down 15 Stand Stagger 59 + Down 1 Stand 0/+11 0+11, 0*3 [*10] - 1-23 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 960 [1260]
Black Thunder "Nue"
632146D
2000
[1200, 0, 3000]
R 70 94 Normal All 5 H 1+(70 Flash)+7 Until Ground 123 - 20 Launch 100 + Down 23 Launch 116 + Down 23 0 0+18
[0/+18, 0, 20]
- 2-7 All Click!
  • Values in [] are during OD
  • Minimum Damage 40%: 800 [1200]

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
Mark: "Purification"
ABCD during OD
600, 800, 1550
{600, 1000, 1370*3}
- 100 100 Long All 4*2, 5 {*3} B 20 [10] 3 34 -10 26 Launch 120 + WBounce + Down 23 - - 20 20, 12, 24
{20, 12, 0*2, 30}
+0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 295 {571+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. 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
Divine Nightfall: Raven
222D
12412 - - - Long All 5 B 1+(60 Flash)+14 3 51 -35 18 - - - - 13 - - 1-17 All Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Jump, Special
5B[2] 6A 5BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special
5BB 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special
5C 6A - 2C, 6C, 3C 5D, 2D, 6D, 3D Jump[-], Special
5D/6D 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 3C 5D, 2D, 6D, 3D Special
2BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
2C - - 5C, 6C, 3C 5D, 2D, 6D, 3D Jump, Special
2D/3D - - - - Special
6A - - 3C - Special
6B[1] - 6BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
6BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
6C - - - - Jump
4B[1] 6A 4BB[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
4BB 6A 5B 5C, 2C, 6C, 3C 5D, 2D, 6D, 3D Special
3C - - - 5D, 2D, 6D, 3D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D/j.6D, j.2D/j.3D Throw, Jump, Special
j.B - j.BB[+] j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.BB - - j.C j.D/j.6D, j.2D/j.3D Jump, Special
j.C - - - j.D/j.6D, j.2D/j.3D Jump, Special
j.D/j.6D - - - - Jump, Special
j.2D/j.3D j.A[+] j.B[+] j.C[+] - Jump, 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