BBCF/Kagura Mutsuki/Frame Data

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System Data[edit]

Health: 11,500
Combo Rate: 60%
Prejump: 5
Backdash Time 25 / Invul: 1-7
Movement Options

Double Jump, 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 CSJR 100 80 Normal All 1 B 5 3 9 0 11 12 12 9 - Click!
5B 480 SR 90 85 Long Low 2 F 8 3 11 0 13 17 17 10 - Click!
5C 1100 SR 100 92 Long Mid 4 B 19 4 23 -4 22 28 36 12 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 10 -1 11 12 12 9 - Click!
2B 500 SR 90 85 Long Low 2 F 10 3 14 -3 13 14 14 10 - Click!
2C 1000 SR 82 92 Long Mid 4 F 16 7 23 -9 20 Launch 35 + Slide 59 12 - Click!
6A 800 SR 100 92 Normal High 4 B 22 3 19 -3 18 25 33 + GBounce 12 - Click!
  • Bonus Proration 110%
6B 600 SJR 100 89 Long Mid 3 B 9 4 21 -8 16 17 21 11 - Click!
6C 1300 SR 90 84 Long Mid 5 B 20 8 29 -13 24 Launch 55 13 - Click!
3C 900 SR 90 79 Long Low 3 F 14 3 23 -9 16 Launch 40 11 - Click!
j.A 300 CSJR 80 85 Normal High/Air 2 H 7 3 9 - 13 14 14 10 - Click!
j.B 550 SJR 80 89 Long High/Air 3 H 10 4 15 - 16 17 19 11 - Click!
j.C 1000 SR 90 84 Long High/Air 5 H 13 8 24 - 20 21 55 13 - 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
D Stance
5D/2D/6D
- - - - - - - - - - 72 - - - - - - Click!
  • Can cancel into attacks and other stances on 10
Stance Cancel
D > 4D
- - - - - - - - - - 12 - - - - - - Click!
Air Stance
j.D/j.2D/j.6D
- - - - - - - - - - 73 - - - - - - Click!
  • Can cancel into attacks and other stances on 8
Air Stance Cancel
j.D > j.4D
- - - - - - - - - - ?? - - - - - - Click!
Dragon Blast
5D~A
800 Dr(S)RDa 80 89 Normal Mid 3 B 19 3 27 -10 19 Stagger 27 36 15 7-21 Guard HBFP Click!
  • Fatal Counter
  • Forward Dash cancel is -3. Back Dash cancel is -5
Dragon's Claw
5D~B
0, 300, 1200 DrSR 100 100, 90, 60 Normal Throw(120) 0*2, 3 T 7 3 38 - - Launch 50 + GBounce 0*2, 12 - Click!
  • Minimum Damage 100%
Dragon Slaughter
5D~C
700, 1200 R, Dr(S)R 90 84 Long Mid 5 B 17 3 (14) 3 34 -16 20 Launch 30, 37 + WBounce 50 7, 13 1-36 H Click!
Dragon Strike
2D~A
1000 Dr(S)R 90 94 Normal High/Air 5 H 20 7 41 -31 16 Launch 45 + GBounce 15 4-26 FT Click!
  • Fatal Counter
Dragon's Blade
2D~B
800, 1200 R, Dr(S)R 90 84 Long Low/Air, All 3 F 13 3 (10) 2 22 -7 16 Launch 22 + Down 34, 22 15 - Click!
Dragon's Dual Strike
2D~C
600, 1200 R, Dr(S)R 100, 90 84 Long Mid, Low 5 B, F 18 2 (19) 3 27 -9 25, 20 21, Spin Fall 30 35, 40 7,13 - Click!
Dragon's Fang
6D~A
850 Dr(S)R 90 82 Long All 4 B 35 3 22 -6 18 Launch 45 15 1-34 B Click!
  • Fatal Counter
Dragon's Mirage
6D~B
900 Dr(S)R 90 82 Normal All 4 B 42 3 24 -8 18 Launch 19 + Down 26 15 1-26B
27-39 All
Click!
Sky Dragon's Strike
6D~C
1200 Dr(S)R 80 84 Normal All 5 B 18 6 26 -11 20 Launch Ground: 30, Slide 26
Air: 32, Slide 12
15 7-23 Guard P Click!
  • Hitbox fully extended on 20F

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, 100, 1400 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + WBounce 50 + WStick 30 0 - Click!
  • Minimum Damage 100%
Back Throw 0, 100, 1400 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + WBounce 50 + WStick 30 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 500, 200, 800 SR 100 50 (Once) Normal Throw(120) 0*2, 4*2 T 7 3 23+3L - - - 60 + GBounce 0*3, 12 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 5 28 -14 18 Launch 19 12 1-20 All Click!
Forward Dash Cancel - - - - - - - - - - 22 - - - - - - Click!
  • Can cancel into Drive 17-22F
Back Dash Cancel - - - - - - - - - - 24 - - - - - 1-9 All Click!
  • Can cancel into Drive 19-24F
CrushTrigger
Uncharged/Charged
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
A Dragon Spirit
[4]6A
700 R 80 94 Normal All 2 P1* 18 - Total 36 -3 13 Launch 25 0/+2 - Click!
  • Does more hits the further it travels (max 3)
  • When 2 or 3 hits, each hit has base damage 600
B Dragon Spirit
[4]6B
650*2 - 80 94 Normal All 2 P1* 40 - Total 51 10 13 14 19 0/+2 - Click!
  • Does more hits the further it travels (max 6)
B Dragon's Ascent
[2]8B
600*3 R 90 79 Very Short Mid 3 B 13 3,2,2 Until L+12 -18 20 Launch 48 2 1-19 H Click!
C Dragon's Ascent
[2]8C
900, 200*5 R 60 82 Very Short Mid, All*5 4 B 9 2 (3) 2,2,2,2,2 Until L+20 -45 18 - 35 15,1*5 1-23 All Click!
  • On hit, can cancel into followup on 24
Dragon's Dance
[8]2C
1200 R 90 82 Normal High/Air 4 H 13 3 Until L+8 - 18 Launch 40 + GBounce + Down 24 12 - Click!
Followup Dragon's Dance
[2]8C > [8]2C
1200 R 90 92 Normal - 4 H 14 5 Until L+8 - 18 Launch 40 + Down 24 12 - 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
The Dragon Lord's Striking Fang
Stance > 28D
500, 5000
[500*19, 3000]
R 80 84,50 Long Mid 5 B 1+10 3 51 -33 20 Launch 90 + Down 24 13/+30, 2 [*19] 1-12 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%*18, 15%]: 1100 [1975]
Air The Dragon Lord's Striking Fang
Air Stance > 28D
500, 5000
[500*19, 3000]
R 80 84,50 Normal Mid 5 B 1+Until L+5 3 51 -33 20 Launch 90 + Down 24 13/+30, 2 [*19] 1-Until L+7 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%*18, 15%]: 1100 [1975]
Supreme Dragon's Inferno
[4]1236C
1100*3 R 80 92 Normal All 4 P2* 1+3 12 per flame Total 59 -8 18 Launch 30 0/+3 - Click!
  • Minimum Damage 15%: 495
  • Flames appear on 5, 18, 31
Supreme Dragon's Inferno
OD Followup
380*3, 380*3 - - 92 Normal - 4 P2* 7+9 Until Offscreen Total 99 - 18 Launch 40 + WBounce 50 0/+3 - Click!
  • Second shot appears 24F after first
  • Minimum Damage 20%: 456

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
Dark Flame of the Bellowing Dragon
ABCD during OD
600, 250*4, 1500
{600, 250*4, 500*7}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 60 [60 + WBounce] 20, 3*4 [*10], 15 1-22 All
[1-22 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 310 {510+49}

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
Black Dragon's Sky-Rending Blade
236236C
31000 - - - Long All 5 B 7+15 5 40 -24 20 - - 13 1-32 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 Yes Throw, Jump, Special
5B[1] - 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - - Yes Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B - 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 5C[*] Yes Special
6A - - - - Special
6B - - 5C, 2C, 6C, 3C Yes Jump, Special
6C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Throw, Jump, Special
j.B j.A - j.C Yes Jump, Special
j.C - - - Yes 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
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation[edit]


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