BBCF/Mu-12/Frame Data

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< BBCF‎ | Mu-12
 μ-No.12-


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Mu-12 10,000 4F 22F (1~5F Inv All)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 6 7 -1 +8 B 100 80 Normal CSORJ 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 3 20 -9 -4 B 100 85 Long SORJ 2 13 14 17 18 29 10 +0 +1
5C 860 Mid 12 3 22 -8 -10 B 100 89 Long SOJ*R 3 16 19 21 24 35 11 +0 +2
2A 300 All 7 4 10 -2 +6 F 100 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 560 Low 8 4 10 0 +5 F 90 85 Long SOR 2 13 14 14 18 26 10 +0 +1
2C 880 Mid 14 3 27 -11 -17 B 11~16 H 90 92 Long SOJR 4 18 19 36 Launch 51 12 +0 +5
6A 700 Mid 11 6 17 -6 -7 B 5~16 H 90 89 Long SORJ 3 16 17 26 Launch 40 11 +0 +2
6B 600×2 Mid, High 16 2(4)4 26 -13 -25 B 90 89, 79 Long, Normal SOR 3 16 17, Launch 40 + Down 23, 40 + GBounce 25, Launch 57 + Down 23, 57 + GBounce 11 +0 +2
6C 1000 All 18 6 42 -27 -39 BP 100 84 Long SOR 5 20 Launch 60 + WBounce 60 + WStick 28 Launch 79 + WBounce 60 + WStick 43 16 +0 +23
3C 820 Low 14 3 24 -10 -14 F 90 89 Long SORJ 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
j.A 300 High/Air 8 2 10 H 80 80 Normal CSORJ 1 11 12 14 16 25 9 +0 +0
j.B 580 High/Air 10 6 21 H 80 85 Long SORJ 2 13 14 17 18 29 10 +0 +1
j.C 840 High/Air 12 6 18+4L H 80 89 Long SORJ* 3 16 17 21 22 35 11 +0 +2
j.2C 900 High/Air 14 6 18+4L H 80 89 Long SOR 3 16 17 40 22 54 + Down 23 11 +0 +2

Drive Moves

For all Drive moves Startup listed is for the stein's own attack. Mu herself only animates the move for the listed recovery time.

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 500 All 144 12 Total: 40 +18 +12~+8 P1 70 92 Normal 2 13 14 25 18 37 0/+5 +5 +6
5D OD 850 All 76 40 Total: 40 +30 +12~+8 P2 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17
5[D] 850 All 176 40 Total 54 +30 -1~-9 P2 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17
j.D 500 All 151 12 Total: 43 +18 P1 70 92 Normal 2 13 14 25 18 37 0/+5 +5 +6
j.D OD 850 All 84 40 Total: 43 +30 P2 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17
j.[D] 850 All 184 40 Total: 59 +30 P2 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Ground Throw 0, 1500 Throw 7 3 23 -6 T 100 50 Normal 0,4 Launch 100 0, 12 +0
j.B+C Air Throw 0, 1500 Throw 7 3 23+3L T 100 50 Normal 0, 4 60 + GBounce 0 +0
6A+B Counter Assault 0 All 13 3 32 -16 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 BP 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 BP 80 100 Long R 24 Crumple 60 Crumple 74 11 +0 +2
44 22 1~5F

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236D Totsuka Blade 750 [900] All 26 Total: 72 [Total 54] -46 P1 80 89 Normal R 3 16 17 25 22 39 0/+6 +6 +8
j.236D Totsuka Blade 750 [900] All 26 Total: 58+until L+5L [Total 40+until L+5L] P1 80 89 Normal R 3 16 17 25 22 39 0/+6 +6 +8
214D Tokotachi Blade 800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39 +22[+33] -13 P1 80 89
[85, 94]
Normal 3 16 Crumple [, Launch] 60 [, 40] Crumple [, Launch] 74 [, 54] 0/+6 [0/+10, 0/+6] +6 [+10, +6] +8 [+12, +8]
j.214D Tokotachi Blade 800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39+5L +22[+33] P1 80 89
[85, 94]
Normal 3 16 Crumple [, Launch] 60 [, 40] Crumple [, Launch] 74 [, 54] 0/+6 [0/+10, 0/+6] +6 [+10, +6] +8 [+12, +8]
236A Arrows of Heaven 360×3 All 15 Until Hit(2)1(3)1 Total: 51 -13 -25 P1 80 89 Normal 3 16 17 17 22 31 0 +0 +2
j.236A Air Arrows of Heaven 360×3 All 19 Until Hit(2)1(3)1 Total: 51+3L P1 80 89 Normal 3 16 17 17 22 31 0 +0 +2
623C Origins 1200 All 14 8 37 -26 -32 B 1~7 All
8~21 Guard All
60 92 Very Short R 4 18 Launch 19 + WBounce 40 Launch 34 + Slide + WBounce 40 12 +0 +5
j.623C Air Origins 1200 All 10 5 Until L+15 H 1~6 All
7~14 Guard All
60 92 Very Short R 4 18 Launch 19 + WBounce 40 Launch 34 + Slide + WBounce 40 12 +0 +5
63214B Sword of Infinity 1100 All 31 3 16 (7) +2 -14 H 100 74 Normal R 5 20 Launch 49 Launch 65 13 +0 +8
63214C Sword of Decimation 1000 [1500] Mid 17~39 [40] 7 22 -10 [-8] -19~-42 B 100 82 [94] Long R 4 [5] 18 [20] Launch 46 + Slide
[46 + Slide + WBounce 60]
Launch 64 + Slide
[64 + Slide + WBounce 60]
12 [20] +0 +5 [+8]

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Wisdom of the Divines 1200, 400×8
[1400, 250×24]
All 5+(25 Flash)+5 8 42 -31 -33 B 1~17 All 100 92×9 [92×25] Normal R 18 Crumple Stand Crumple Stand 15 15, 0/+12×8 [×24] +5
632146D Blessed Mirror 640 [760] All 5+(90 Flash)+33 Until Hit Total: 52 -26 P2 80 92 Normal 4 18 19 40 24 55 0/+12 +12 +17
j.632146D Air Blessed Mirror 640 [760] All 5+(49 Flash)+42 Until Hit Total: Until L+5 P2 80 92 Normal 4 18 19 40 24 55 0/+12 +12 +17
632146D Extra Laser Additional Laser 640 [760] All Until Hit P2 80 92 Normal 4 18 19 40 24 55 0/+12 +12 +17

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Pillar of Light 600, 2430
{600, 525×10}
All 20 [10] 3 34 -10 -30[-20] B 1~22 All
[1~12 All]
125 80 Long 3 26 Launch 60 + Down 73 20 20, 0/+13
[20, 0/+2×10]
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222D Sword of the Godslayer 0, 37000 All 8+(75 Flash)+9 4 50 -32 -44 F 1~7 Burst
8~25 All
100 92 Long 4 18 12

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Mu 5A.pngGuardAllStartup6Recovery7Advantage-1[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special/Super
5BBBCS Mu 5B.pngGuardMidStartup8Recovery20Advantage-9[2*] 6A 2B, 6B 5C, 2C, 3C Yes Jump, Special/Super
5CBBCS Mu 5C.pngGuardMidStartup12Recovery22Advantage-8[2**] - 6B 2C, 6C, 3C Yes Jump[-], Special/Super
2ABBCS Mu 2A.pngGuardAllStartup7Recovery10Advantage-2[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C Yes Throw, Special/Super
2BBBCS Mu 2B.pngGuardLowStartup8Recovery10Advantage0[2*] 6A 5B, 6B 5C, 2C, 3C Yes Special/Super
2CBBCS Mu 2C.pngGuardMidStartup14Recovery27Advantage-11[2**] - 6B 5C, 6C, 3C Yes Jump, Special/Super
6ABBCS Mu 6A.pngGuardMidStartup11Recovery17Advantage-6[2] - 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special/Super
6BBBCS Mu 6B-1.pngGuardMid, HighStartup16Recovery26Advantage-13[1] - - (5C, 2C, 6C, 3C) 1st hit[*]/2nd hit Yes Special/Super
6CBBCS Mu 6C.pngGuardAllStartup18Recovery42Advantage-27[1] - - - Yes Special/Super
3CBBCS Mu 3C.pngGuardLowStartup14Recovery24Advantage-10 - - - Yes Jump, Special/Super
Ground DsBBCP Mu bit.pngGuardAllStartup144RecoveryTotal: 40Advantage+18[2] - 6B[+] 5C[+], 2C[+], 6C[+], 3C[+] Yes[+] Jump[+], Special/Super[+]
Air Revolver Action Table
A B C D Cancels
j.ABBCS Mu jA.pngGuardHigh/AirStartup8Recovery10Advantage- j.A j.B j.C, j.2C Yes Throw, Jump, Special/Super
j.BBBCS Mu jB.pngGuardHigh/AirStartup10Recovery21Advantage- j.A - j.C, j.2C Yes Jump, Special/Super
j.CBBCS Mu jC.pngGuardHigh/AirStartup12Recovery18+4LAdvantage- - j.B j.2C Yes Jump[-], Special/Super
j.2CBBCS Mu j2C.pngGuardHigh/AirStartup14Recovery18+4LAdvantage- - - - Yes Special/Super
Air DsBBCP Mu bit.pngGuardAllStartup151RecoveryTotal: 43Advantage+18[2] - - j.C[+], j.2C[+] Yes[+] Jump[+], Special/Super[+]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string
  • 5C and 2C are tied together - they can be used a combined total of 2 times per string

External References


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 μ-No.12-


To edit frame data, edit values in BBCF/Mu-12/Data.
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