Difference between revisions of "BBCF/Makoto Nanaya/Frame Data"

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(System Data)
(Changed Mars Chopper FrameAdv and recovery to -2 and 16 respectively, found that Bullet 5A unable to punish on IB, but Makoto 5A able to punish, so must be -2 unless a mistake was made, concurs with dantarion frame data too (lists 16 frames of recovery))
Line 603: Line 603:
 
  |version=Mars Chopper |subtitle=214A > C > A
 
  |version=Mars Chopper |subtitle=214A > C > A
 
  |cancel=R |damage=1000 |starter=Normal |p1=90 |p2=89 |guard=All
 
  |cancel=R |damage=1000 |starter=Normal |p1=90 |p2=89 |guard=All
  |level=3 |attribute=B |startup=15 |active=3 |recovery=20 |frameAdv=-6 |invul=
+
  |level=3 |attribute=B |startup=15 |active=3 |recovery=16 |frameAdv=-2 |invul=
 
  |blockstun=16 |airHit=40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mk/
 
  |blockstun=16 |airHit=40 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mk/
 
  |description={{ColumnList |text=
 
  |description={{ColumnList |text=

Revision as of 06:20, 12 January 2019

Template:CharNav-BBCF

System Data

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:



Normal Moves

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. HitboxHitbox link for this move
300 CSJR 100 80 Normal All 1 B 5 2 11 -1 11 - 12 - - Click!
600 S(J)R 100 89 Long Mid 3 B 9 6 16 -5 16 - 17 - - Click!
700 S(J)R 100 89 Long Mid 3 B 8 7 16 -6 16 - 17 - - Click!
800 S(J)R 100 82 Long Mid 4 B 7 6 16 -3 18 - 24 - - Click!
300 CSR 100 80 Normal All 1 F 6 3 10 -1 11 - 12 - - Click!
550 SR 90 85 Long Low 2 F 9 3 12 -1 13 - 14 - - Click!
1000 SR 90 92 Long Mid 4 B 22 6 26 -13 18 - 35 - - Click!
700 SJR 90 89 Long Mid 3 B 11 4 23 -9 16 - 26 - - Click!
750 SR 80 89 Normal High 3 B 22 3 20 -6 16 - 24 - - Click!
900 SR 100 89 Long Mid 3 B 14 8 20 -11 16 - 24 - - Click!
900 SR 80 89 Long Low 3 F 30 4 12 0 16 - 40 - - Click!
- - - - - - - - - - 35 - - - - - - Click!
300 CSJR 80 80 Normal High/Air 1 H 6 3 8 - 11 - 12 - - Click!
600 CSJR 80 85 Long High/Air 2 H 8 4 12 - 13 - 26 - - Click!
700 CSJR 80 89 Long High/Air 3 H 13 6 11 - 16 - 17 - - Click!
800 CSJR 80 89 Long High/Air 3 H 5 3 22 - 16 - 17 - - Click!
800 SR 80 85 Long High/Air 2 H 20 Until L 9 - 13 - 17 - - Click!

Drive Moves

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. HitboxHitbox link for this move
700 SR 90 70 Long Mid 3 B 13 3 31 -17 16 - 24 - - Click!
850 SR 90 80 Long Mid 4 B 17 3 31 -15 18 - 30 - - Click!
1000 SR 90 80 Long Mid 5 B 20 3 31 -13 20 - 60 - - Click!
1000 SR 90 80 Long Mid 5 B 10 2 31 -12 20 - 60 - - Click!
700 SR 90 70 Long Mid 3 B 18 5 32 -21 16 - 30 - - Click!
850 SR 90 80 Long Mid 4 B 21 5 32 -19 18 - 40 - - Click!
1000 SR 90 80 Long Mid 5 B 24 5 32 -17 20 - 62 - - Click!
1000 SR 90 80 Long Mid 5 B 18 5 32 -17 20 - 62 - - Click!
700 SR 90 70 Long High/Air 3 H 20 6 Until L+5 - 16 - 24 - - Click!
850 SR 90 80 Long High/Air 4 H 21 6 Until L+5 - 18 - 40 - - Click!
1000 SR 90 80 Long High/Air 5 H 23 6 Until L+5 - 20 - 56 - - Click!
1000 SR 90 80 Long High/Air 5 H 20 6 Until L+5 - 20 - 56 - - Click!

Universal Mechanics

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. HitboxHitbox link for this move
0, 1500 SR 100 50 Normal Throw(70) 4 T 7 3 23 - - - 42 - - Click!
0, 1500 SR 100 50 Normal Throw(70) 4 T 7 3 23 - - - 60 - - Click!
700, 800 SR 100 50 Normal Throw(120) 4 T 7 3 23+3L - - - 60 - - Click!
0 R 50 92 Very Short All 4 B 15 4 28 - 18 - 19 - - Click!
1000 R 80 60 Normal Barrier - B 20 1 25 0 24 - 60 - - Click!
1000 R 80 100 Long Barrier - B 30~61 1 25 0 24 - 60 - - Click!

Specials

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. HitboxHitbox link for this move
350*3 R 100 85 Normal All 2 P1* 16 - Total 49 -5 13+0 - 14+0 - - Click!
800 R 100 89 Long Mid 3 B - 3 18 -11 16 - 17 - - Click!
700 - 90 89 Normal All 3 P1* - 26 - - 16+1 - 2+1 - - Click!
950 R 100 92 Long Mid 4 B - 3 18 -9 18 - 19 - - Click!
800 - 90 92 Normal All 4 P1* - 26 - - 18+1 - 25+1 - - Click!
1100 R 100 94 Long Mid 5 B - 3 18 -7 20 - 21 - - Click!
900 - 90 94 Normal All 5 P1* - 26 - - 20+1 - 35+1, 50 after Wall - - Click!
1100 R 100 94 Long Mid 5 B - 3 18 5 20 - 21 - - Click!
900 - 90 94 Normal All 5 P1* - 26 - - 20+1 - 35+1, 50 after Wall - - Click!
900 R 60 92 Very Short Mid 4 B 9 2 (2) 12 28+17L -42 18 - 50 - - Click!
900 R 60 92 Very Short All 4 H 8 8 Until L+20 - 18 - 50 - - Click!
800 R 100 89 Long - 3 H - 6 Until L+9 - 16 - 60 - - Click!
1000 R 100 92 Long - 4 H - 6 Until L+9 - 18 - 60 - - Click!
1400 R 100 94 Long - 5 H - 6 Until L+9 - 20 - 60 - - Click!
1400 R 100 94 Long - 5 H - 6 Until L+9 - 20 - 60 - - Click!
1200 R 70 92 Normal All 4 B 22 3 25 -9 18 - 40 - - Click!
1000 R 80 94 Normal All 5 B 26 3 28 -10 20 - 50, 40 after Wall - - Click!
0 - 100 80 Normal - 0 B 7 20 12 - 9 - 12 - - Click!
1000 R 100 89 Long - 3 B - 8 45 - 16 - 30 - - Click!
1200 R 100 92 Long - 4 B - 8 45 - 18 - 45 - - Click!
1400 R 100 94 Long - 5 B - 8 45 - 20 - 60 - - Click!
1600 R 100 94 Long - 5 B - 8 45 - 20 - 60 - - Click!
- - - - - - - - - - 35 - - - - - - Click!
- - - - - - - - - - Until L+6 - - - - - - Click!
- - - - - - - - - - Until L+6 - - - - - - Click!
- - - - - - - - - - 12+11 - - - - - - Click!
- - - - - - - - - - 10+21 - - - - - - Click!
250*2, 1000 R 100 89 Long All 3 B 6+7 3 (6) 3 (8) 4 33 -20 16 - 22*2, 50 - - Click!
250*4, 1000 R 100 89 Long All 3 B 3 2 (3) 2 (3) 2 (3) 2 (8) 4 33 -20 16 - 22*4, 50 - - Click!
1000 R 90 89 Normal All 3 B 15 3 16 -2 16 - 40 - - Click!
1000 R 90 89 Long Low/Air 3 F 11 4 14 -1 16 - 40 - - Click!
800 R 100 89 Long All 3 B 8+?? 6 14 -3 16 - 20 - - Click!
950 R 100 92 Long All 4 B 8+?? 6 14 -1 18 - 30 - - Click!
1100 R 100 94 Long All 5 B 8+?? 6 14 1 20 - 40 - - Click!
1100 R 100 94 Long All 5 B 8+?? 6 14 1 20 - 60 - - Click!
800 R 80 89 Normal All 3 H 12+?? 20 Until L+8 - 16 - 60 - - Click!
1000 R 80 92 Normal All 4 H 12+?? 20 Until L+8 - 18 - 60 - - Click!
1200 R 80 94 Normal All 5 H 12+?? 20 Until L+8 - 20 - 60 - - Click!
1200 R 80 94 Normal All 5 H 12+?? 20 Until L+8 - 20 - 60 - - Click!
100 - 100 75 Long All 0 P1* 21 Until Ground Total 82 - 9+8 - 12+8 - - Click!

Distortion Drives

  • 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. HitboxHitbox link for this move
1800 R 80 79 Normal All 3 P2* 5+9 14 Total 70 -40 16+0 - 100+0 - - Click!
2200 R 80 82 Normal All 4 P2* 5+9 14 Total 70 -38 18+0 - 100+0 - - Click!
2600 R 80 84 Normal All 5 P2* 5+9 15 Total 70 -36 20+0 - 100+0 - - Click!
3000 R 80 84 Normal All 5 P2* 5+9 15 Total 70 -36 20+0 - 100+0 - - Click!
900 R 75 85 Normal Mid 3 B 1+7 4 78 -60 16 - 60 - - Click!
900 R 75 85 Normal Mid 4 B 1+4 4 78 -58 18 - 60 - - Click!
1100 R 75 89 Normal Mid 5 B 1+4 4 78 -56 20 - 60 - - Click!
1200 R 75 94 Normal Mid 5 B 1+7 4 78 -56 20 - 60 - - Click!
900 R 75 100 Long - 3 B 1+?? 4 59 -46 16 - 150 - - Click!
1000 R 75 100 Long - 4 B 1+?? 4 59 -44 18 - 150 - - Click!
1100 R 75 100 Long - 5 B 1+?? 4 59 -42 20 - 150 - - Click!
20*28, 600 R 75 100 Long - 3*28, 5 B 1+?? 2*28 (7) 4 59 -42 16*28, 20 - 150 - - Click!
1800 - 100 85 Long - 3 H 28+?? 6 Until L+11 - - - 100 - - Click!
2200 - 100 89 Long - 4 H 28+?? 6 Until L+11 - - - 100 - - Click!
3000 - 100 92 Long - 5 H 28+?? 6 Until L+11 - - - 100 - - Click!
4000 - 100 94 Long - 5 H 28+?? 6 Until L+11 - - - 100 - - Click!

Exceed Accel

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. HitboxHitbox link for this move
Normal: 600, 800*2, 900
AF: 600, 800*3, 1530*2
- 100 100 Long All - B Fast: 10
Slow: 20
3 34 -10 26 - - - - Click!

Astral Heat

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. HitboxHitbox link for this move
0, 300*35, 5000 - - - Long All - B 5+ - - - - - - - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special
5C - - 5CC 5D, 2D Special
5CC - 6B - 5D, 2D Special
5D - - - - Special (Lv1,2)
2A[3] 6A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Jump, Special
2B[1] 6A - 5C, 2C, 3C 5D, 2D Special
2C - - - 5D, 2D Special
2D - - - - Special (Lv1,2)
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B 6A - 5CC 5D, 2D Special
6C - - - 5D, 2D Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - j.CC - Jump, Special
j.CC - - - - Jump, Special
j.D - - - - Special (Lv1,2)
j.2C - - - - 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

Template:CharLinks-BBCF

BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc