BBCF/Izayoi/Frame Data

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System Data[edit]

Health: 11,000
Combo Rate: 60%
Prejump: 4
Backdash Time 21 / Invul: 1-5
Movement Options

Double Jump, Air Dash (2 during Gain Arts), Dash type: Run (Hover Dash during Gain Arts)

GA Forward Dash: Landing recovery 4F

Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 0 11 12 12 9 - Click!
  • Slaver Trans-Am bit attack occurs on frame 6
5B 640 SR 100 85 Long Mid 2 B 10 6 18 -12 13 14 14 10 - Click!
  • Slaver Trans-Am bit attack occurs on frame 10
5C 850 S(J)R 100 89 Long Mid 3 B 12 6 20 -9 16 17 17 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
5C
Gain Arts
850 S(J)R 100 89 Long Mid 3 B 9 3 15 -1 16 17 19 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 9
2A 300 SR 80 80 Normal Low 1 F 7 3 8 1 11 12 12 9 - Click!
  • Slaver Trans-Am bit attack occurs on frame 7
2B 550 SR 90 85 Normal Low 2 F 9 2 18 -6 13 14 14 10 - Click!
  • Slaver Trans-Am bit attack occurs on frame 9
2C 830 SR 100 89 Long Mid 3 F 12 6 15 -4 16 Crumple 35 17 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
2C
Gain Arts
750*2 S(J)R 100 92 Long Mid 4 F 18 3 (6) 3 11 5 18 19 26 12 - Click!
  • Slaver Trans-Am bit attack occurs on frame 27
  • Fatal Counter
6A 700 SJR 100 89 Long Mid 3 B 12 3 21 -6 16 17 26 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
6B 800 SR 80 92 Normal High 4 H 24 3 3+15L -2 18 19 19 12 4-23 F Click!
  • Slaver Trans-Am bit attack occurs on frame 10
  • Bonus Proration 110%
  • Game checks input on Frame 3, if B is held, 6[B] version is performed instead.
6[B] - - - - - - - - - - 36 - - - - - 4-23 F Click!
  • Slaver Trans-Am bit attack occurs on frame 10
6C 900 SR 90 92 Long Mid 4 B 19 3 30 -14 18 19 19 12 4-10 B Click!
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
6C
Gain Arts
900 SR 100 82 Long Mid 5 B 20 3 17 1 18 Launch 26 13 - Click!
  • Slaver Trans-Am bit attack occurs on frame 23
  • Fatal Counter
3C 900 SR 90 89 Long Low 3 F 12 3 21 -7 16 Launch 40 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
3C
Gain Arts
1000 SR 90 89 Long Low 3 F 16 6 21 -10 16 Launch 17 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 22
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 3 9 - 11 12 12 9 - Click!
  • Slaver Trans-Am bit attack occurs on frame 6
j.B 600 SJR 80 85 Long High/Air 2 H 10 6 15 - 13 14 14 10 - Click!
  • Slaver Trans-Am bit attack occurs on frame 10
j.C 900 SR 80 89 Long High/Air 3 H 12 3 18 - 16 17 40 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
j.C
Gain Arts
800 SJR 80 89 Long High/Air 3 H 12 5 21 - 16 17 20 11 - Click!
  • Slaver Trans-Am bit attack occurs on frame 9

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 - - - - - - - - - - 23 - - - - - - Click!
2D - - - - - - - - - - 24 - - - - - - Click!
j.D - - - - - - - - - - 24 - - - - - - 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 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*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + WBounce + Slide 49 0, 0/+12, 0/+10 - Click!
  • Minimum Damage 100%
Back Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + WBounce + Slide 49 0, 0/+12, 0/+10 - Click!
  • Minimum Damage 100%
Air Throw 0*2, 1500 R 100 50 (Once) Normal Throw(120) 0*2, 4 T 7 3 23+3L - - - 200 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 16 4 27 -12 18 Launch 19 12 - Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Sonic Sabre A
236A
800 R 80 85 Normal All 2 P1* 20 Until Offscreen Total: 43 -3 13 19 19 0/+7 - Click!
  • Can cancel into D Warp on 16
Sonic Sabre D
236D
600 per shot R 80 85 Normal All 2 P1* 20 Until Offscreen Total: 42 - 13 19 19 0/+10 - Click!
  • Fires 3 shots normally, 5 shots in OD
  • Can cancel into D Warp on 16
Air Sonic Sabre A
j.236A
800 R 80 85 Normal All 2 P1* 16 Until Offscreen Total: 45+6L - 13 22 22 0/+10 - Click!
  • Can cancel into D Warp on 16
Air Sonic Sabre D
j.236D
600 per shot R 80 85 Normal All 2 P1* 16 Until Offscreen Total: 45 - 13 22 22 0/+10 - Click!
  • Fires 3 shots normally, 5 shots in OD
  • Can cancel into D Warp on 16
Crusade Seraphim β
236C
900 R 90 89 Long Mid 3 B 11~96 3 24 -10 16 Launch 17 6 - Click!
  • Press A to feint
Crusade Seraphim β Feint
Seraphim β > A
- - - - - - - - - - 9T - - - - - - Click!
  • Fastest Attack > Feint is 17
Crusade Seraphim γ
236B
850 R 90 79 Long Low 3 F 14~105 3 28 -14 16 Launch 30 + Down 22 6 - Click!
  • Press A to feint
Crusade Seraphim γ Feint
Seraphim γ > A
- - - - - - - - - - 9T - - - - - - Click!
  • Fastest Attack > Feint is 17
Crusade Seraphim α
623B
950 R 80 89 Normal Mid 3 B 9~90 3 32 -18 16 Launch 41 6 4-11~92 H Click!
  • Press A to feint
Crusade Seraphim α Feint
Seraphim α > A
- - - - - - - - - - 12T - - - - - - Click!
  • Fastest Slash > Feint is 17
Valkyrie Astraea
Seraphimß/γ > 6D
1100
[1100, 150*4]
R 100 72 Long - 4 B 9 3 21 -5 18 Launch 44
[44*3, 55]
12
[12,3*4]
- Click!
  • Values in [] are during OD
  • Fatal Counter
  • [Only does 1 hit on block]
Air Crusade Seraphim β
j.236C
1050 R 90 89 Long All 3 H 11 3 Until L - 16 Launch 44 6 - Click!
Air Crusade Seraphim γ
j.236B
1020 R 90 89 Long All 3 H 11 3 Until L - 16 Launch 44 6 - Click!
Air Crusade Seraphim α
j.623B
1080 R 90 89 Long All 3 H 11 3 Until L - 16 Launch 43 6 - Click!
Strike Fall
Seraphim/Aegis > D
1300 R 90 92 Long - 4 H 25 Until L 27 - 18 Launch 100 + GBounce 2/+0/+6 - Click!
  • Minimum Damage 20%
Aegis Blade
623C
1000 R 60 89 Very Short Mid 3 B 14~104 3 42 - 16 Launch 60 6 1-16 All Click!

Press A to feint

Aegis Blade Feint
Aegis > A
- - - - - - - - - - 24T - - - - - - Click!

Fastest DP > Feint is 35

A Mirage Thruster
214A
- - - - Long - - - - - 40 - - - - - 12-21 All Click!
B Mirage Thruster
214B
- - - - Long - - - - - 41 - - - - - 14-24 All Click!
C Mirage Thruster
214C
- - - - Long - - - - - 43 - - - - - 16-23 All Click!
D Mirage Thruster
214D (air OK)
- - - - Long - - - - - 31 - - - - - 10-20 All 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
Justice Phorizer
236236C
2500 [3000] R 80 82 Very Short All 4 B 1+6 9 49 -39 18 Launch 40 + Slide 39 12 1-15 All Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 750 [900]
Slaver Trans-Am
632146D
- - - - - - - - - - 4+2 - - - - - - Click!
  • Values in [] are during OD
  • Trans-Am lasts for 360F [720F]
Trans AM Attack
After Normal Attack
200 per hit - 100 100 Long All 4 P1* - 8 - - 13 17 17 0/+5 - Click!
  • Automatic during Slaver Trans-Am when performing normal moves.

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
Banshee Lancer
ABCD during OD
600, 450*2, 0, 1500
{600, 450*6, 0, 2400}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 60 20, 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%: 300 {570+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
Judge Of Destiny
632146C
0, 27000 - 100 92 Long All 4 B 4+11 6 35 -22 - - - 20 1-24 All Click!

Revolver Action Table[edit]

Ground Revolver Action Table (Normal Mode)
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C 5D, 2D Special
5C[1] - - 2C, 6C, 3C 5D, 2D Jump[-], Special
2A[2] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 3C 5D, 2D Throw, Special
2B[1] - 5B 5C, 2C, 3C 5D, 2D Special
2C[1] - 6B 5C, 6C, 3C 5D, 2D Special
6A - 5B, 2B 5C, 2C 5D, 2D Jump, Special
6B - - - - Special
6C - - - - Special
3C - - - 5D, 2D Special
Ground Revolver Action Table (Gain Arts Mode)
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C 5D, 2D Special
5C - 6B 2C, 6C, 3C 5D, 2D Jump, Special
2A[2] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C 5D, 2D Special
2C - 6B 6C, 3C 5D, 2D Jump[-], Special
6A - 5B, 2B 5C, 2C 5D, 2D Jump, Special
6B - - - - Special
6C - - - - Jump[-], Special[-]
3C - - - - Special[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.C GA j.D Throw, Jump, Special
j.B j.A - j.C, j.C GA j.D Jump, Special
j.C - - - j.D Special
j.C GA - - - j.D 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]


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