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Normal Moves Drive Moves
Damage
GuardHow this attack can be guarded. Throws have their throw range listed instead.
StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame.
ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame.
RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles.
Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked.
On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move , so that this attack and ODR start on the same frame.
AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
Automatically cancels into followup on hit/block
During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DFollowup
2D
Automatically cancels into followup on hit/block
During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DFollowup
6D
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DFollowup
4D
Automatically cancels into followup on hit/block
4DFollowup
j.D
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DFollowup
j.2D
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DFollowup
j.6D
Automatically cancels into followup on hit/block
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DFollowup
Universal Mechanics Specials
Damage
GuardHow this attack can be guarded. Throws have their throw range listed instead.
StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame.
ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame.
RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles.
Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked.
On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move , so that this attack and ODR start on the same frame.
AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Act Parser Zwei236A
Can go through opponent 8-13.
Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
Act Parser Tri236B
Can cancel into Act Parser followups on hit/block.
Can cancel into Act Parser followups on whiff ??-??
Act Parser Tri: Spada236B > 6A
Can pass through opponent 1-42F
Act Parser Tri236B > 6B
Act Parser Tri: Cavalier236C or 236B > 6C
Sickle Storm236D
During OD, fires 2 blades with same properties
Crescent Saberj.214D
Hits crossup during last 4 active frames
Spike Chaser214D
Exiga Nail22D
Gravity Seed214A/B/C
Distortion Drives
All Distortion Drives have the following properties unless otherwise stated:
Cost 50 Heat
Heat Gauge Cooldown 180F
Exceed Accel Astral Heat Revolver Action Table
Ground Revolver Action Table
A
B
C
D
Cancels
5A[3]
5A[+] , 2A, 6A
5B, 2B, 6B
5C, 2C, 6C, 3C
-
Throw, Jump, Special
5B[1]
6A
2B, 6B
5C, 2C, 6C, 3C
-
Jump, Special
5C
-
-
2C, 6C, 3C
-
Special
2A
5A, 2A[+] , 6A
5B, 2B, 6B
5C, 2C, 6C, 3C
-
Throw, Special
2B[1]
6A
6B
5C, 2C, 6C, 3C
-
Special
2C
-
-
5C, 6C, 3C
-
Jump, Special
6A
-
5B, 2B, 6B
5C, 2C, 6C, 3C
-
Throw, Jump, Special
6B
-
-
-
-
-
6C
-
-
-
5D, 2D, 6D, 4D
Special
3C
-
-
-
-
Special
Air Revolver Action Table
A
B
C
D
Cancels
j.A
j.A
j.B
j.2C
-
Throw, Special
j.B
j.A
-
j.C, j.2C
-
Throw, Jump, Special
j.C
-
-
j.2C
j.D, j.2D, j.6D
Jump, Special
j.2C
-
-
-
j.D, j.2D, j.6D
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
To edit frame data, edit values in BBCF/Lambda-11/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.
Click [★] for character's full frame data