BBCF/Kokonoe/Frame Data

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System Data[edit]

Health: 10,500
Combo Rate: 60%
Prejump: 4
Backdash Time 21 / Invul: 1-5
Movement Options

Gravitrons, 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 11 -2 11 12 12 9 - Click!
5B 600 SJR 100 89 Long Mid 3 B 11 3 23 -5 16 17 17 + GBounce 11 - Click!
5C 800 S(J)R 100 92 Long Mid 4 BP 14 2 23 -6 18 19 36 7 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 11 -2 11 12 12 9 - Click!
2B 400 SR 90 85 Long Low/Air 2 F 10 3 (6) 3 12 -1 13 14 14 9 - Click!
2C 1080 S(J)R 100 82 Long Mid 4 F 19 3 15 1 18 20 19 15 - Click!
6A 660 [770] SJR 90 89 Long Mid 3 B 13-23 4 21 -8 16 17 [Launch] 17 [40] 16 7-13~23 H Click!
  • Invincibility lasts until end of active frames
  • Values in [] are at Max charge
6B 500*2 [550*2] SR 90 [80] 92 [94] Normal High 4 [5] B 25~43 2 (11) 2
[2 (15) 2]
26 [14] -9 [+5] 18 [20] 19*2 [19, Launch] 35 + GBounce [42 + Down 24, 42 + GBounce] 12 [13] - Click!
  • Values in [] are at Max charge
6C 1250 S(J)R 90 82 Long All 4 B 22 3 Until L+7 -2 18 Launch 40 15 4-24 FT Click!
  • Fatal Counter
3C 460*2 SR 90 89 Long Low, Mid 3 F 14 3 (6) 3 15 -1 16 10, Launch 34 6,11 - Click!
j.A 220, 110*5 SJR 80 80 Normal High/Air 1 H 7 3*6 12 - 11 12 12 5 - Click!
  • First hit to hit the opponent will have base damage 220, remaining hits 110
j.B 500*2 SJR 80 89 Long High/Air 3 H 10 4 (3) 4 11 - 16 17 19 11 - Click!
j.C 750 SR 80 89 Long All 3 HP 13 3 27 - 16 17 40 + WBounce 7 - Click!
j.2C 1000 SR 90 82 Normal High/Air 4 H 17 4 17+9L - 18 Launch 30 15 - Click!
  • Fatal Counter

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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Summon Gravitron
D
- - - - - - - - - - 32 - - - - - - Click!
  • Gravitron appears on 15
Retrieve Gravitron
214D (air OK)
- - - - - - - - - - 32 - - - - - - Click!
Activate Gravitron
236D (air OK)
600 [900] - 100 92 - - 4 - 14 - Total 23 - - 19 60 0/+10
[0/+10/+15]
- Click!
  • Values in [] are during OD
  • Only attacks when opponent is in hitstun

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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Forward Throw 0, 1500 SR 100 50 Normal Throw(70) 0, 5 T 7 3 23 - - Launch 90 + WBounce 0, 25 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 Normal Throw(70) 0, 5 T 7 3 23 - - Launch 90 + WBounce 0, 25 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 Normal Throw(120) 0, 5 T 7 3 23+3L - - - 100 0, 25 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 T 15 3 33 -17 18 Launch 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 100 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Armanent No.4 (Alpha) "Flame Cage v1.43"
214A/B/C (air OK)
- - - - - - - - 27 - Ground: Total 42
Air: Total 47+5L
- - - - - - Click!
Flame Cage Attack 360*4 - 80 75 Normal All 2 P1* - - - - 13 14 24 0/+4 - Click!
Reflected Flame Cage 750 - 80 75 Normal - 4 P1* - - - - 18 Launch 60 + WBounce 60 0/+15 - Click!
Armament No.2 "Broken Bunker Assault v2.21"
236A
600*3 R 100 94, 94, 70 Long All 4 B*2, P1* 17-28 3 21 -5 18 Stagger 29, Launch 36, 60 + WBounce, 35 12 - Click!
Armament No.2 "Broken Bunker Assault v2.21"
236[A]
600 R 100 92 Long All 4 B 17-28 3 21 -5 18 Stagger 29 36 12 - Click!
Broken Bunker Delayed Hit 600 - 100 70 Normal All 4 P1* 192 1 - - 18 Launch 35 0/+12 - Click!
Armanent No.5 "Banishing Rays v3.10" A
22A
860 R 80 85 Normal All 2 P1* 24 6 Total 42 - 13 Launch 40 0/+7 - Click!
Armanent No.5 "Banishing Rays v3.10" B
22B
- - - - - - - - - - Total 33 - - - - - - Click!
  • Lightning Rod is planted on 36
Banishing Rays Detonate 450*6 - 80 85 Normal All 2 P1* 22 2*6 - - 13 Launch 40 0/+7 - Click!
Armanent No.3 "Absolute Zero v4.32"
236C
600 R 100 89 Long All 3 P 26 3,2*31 12 - 16 17 17 2 - Click!
  • Freezes for 120. Freeze Count 5
  • Does N hits on block. Chip damage 10%
  • On hit immediately goes into Additional Attack
Absolute Zero Additional Attack
  • Startup listed is based on time between opponent getting hit and first bullet appearing
  • On hit and with 50 Heat, immediately goes into followup Crime of Greed
Armanent No.9 "Aerial Powerdrive Solid Wheel v3.37"
236B (air OK)
300*14 R 90 82 Long All 4 H 19 6*13,3 12 - 18 Launch 36 5 - Click!
Armanent No.6 "Planar Haze v1.24"
22C
- - - - - - - - - - 33 - - - - - 5-24 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
InvulAttribute and Hitbox Invulnerability information. Hitbox
A Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
214214A
1250 R 60 94 Very Short All 5 B 5+5 3 33 -15 20 Launch 90 13 1-12 All Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
B Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
214214B
1250 R 60 94 Very Short All 5 B 5+8 3 33 -15 20 Launch 90 13 1-15 All Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
C Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
214214C
1250 R 60 94 Very Short All 5 B 5+11 3 33 -15 20 Launch 90 13 1-18 All Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
Air Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"
j.214214A/B/C
1250 R 60 94 Very Short All 5 H 5+5 3 24+5L - 20 Launch 60 13 1-12 All Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
Flaming Belobog 360*12 [360*18] - 60 89 Normal All 3 P2* - - - - 16+3 Launch 36+3 0/+3 - Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 648 [972]
Reflected Flaming Belobog 1500 [2000] - 80 60 Normal All 5 P2* 1+ - Total: 72 - 20+5 Launch 90 + WBounce 60 0/+15 - Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 225 [300]
Armanent No.8 "Crime of Greed v1.00" 500, 100*5
[500, 100*2, 500]
R 100 92 - - 4 - 1+3 15, 3*5 Total: 72 - - Launch 45 [50] 0/+1 1-1 All Click!
  • Values in [] are during OD
  • Minimum Damage 100%: 1000 [1200]
Armanent No.7 "Jamming Dar v1.65"
632146D
0, 1200 [0, 1800] - 100 100 Long Unblockable 0 - 52+1 - - - - Launch 100 0 - Click!
  • Values in [] are during OD
  • Normal Black hole will appear offscreen if done too close to corner. OD version will appear in corner.
  • Minimum Damage 100%: 1200 [1800]
Armanent No.00 "Dreadnought Destroyer"
64641236C (air OK)
See notes - 100 94 Long All 5 P2* 5+??+12 - - -63 20 Launch 100 0 1-5 All, See notes Click!
  • Also fully invincible from second superflash until Laser disappears
  • Hold button for up to 58 hits
  • Spin stick while holding button for max duration for additional hits
  • Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th-79th: 180. 80th-99th: 140. 100th+: 100
  • 1st-59th hit have Minimum Damage 5%
  • 60th hit onwards have Minimum Damage 20%
Armanent No.01 "Super Dreadnought Exterminator"
During OD 64641236C (air OK)
see notes - 100 94 Long All 5 P2* 5+??+12 - - -63 20 Launch 100 0 1-5 All, See notes Click!
  • Also fully invincible from second superflash until Laser disappears
  • Hold button for up to 58 hits
  • Spin stick while holding button for max duration for additional hits
  • Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th+: 180
  • 1st-59th hit have Minimum Damage 5%
  • 60th hit onward have Minimum Damage 20%

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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Armament No. 11 "Full Metal Heavy Weapon v2.05"
ABCD during OD
600, 60*29, 600
{600, 60*71, 1000}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 20, 8 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%: 294 {586+16}

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
InvulAttribute and Hitbox Invulnerability information. Hitbox
Armanent No.99 the "Match Destroyer: Ultimate Impact"
720D
37100 - - - Long Throw(90) - T 10+0 12 18 - - - - 0 1-22 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] 6A 2B 5C, 2C, 6C Yes Jump, Special
5C[1] - - 2C, 6C, 3C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 5B 5C, 2C, 6C, 3C Yes Special
2C[1] - - 5C, 6C, 3C Yes Jump[-], Special
6A - 5B, 2B 5C, 6C Yes Jump, Special
6B - - 5C, 2C, 6C, 3C Yes Special
6C - - j.2C Yes Jump, Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A - j.B j.C, j.2C Yes Throw, Jump, Special
j.B j.A - j.C, j.2C Yes Jump, Special
j.C - - j.2C Yes Special
j.2C - - - 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
Special = Specials and Supers
Super = Supers only

Navigation[edit]


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