BBCF/Nine the Phantom/Frame Data

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System Data[edit]

Health: 10,500
Combo Rate: 60%
Prejump: 4
Backdash Time 40 / Invul: Projectile 1-4, All 5-32
Movement Options

Double Jump, Air Dash, Dash type: 4 Way Teleport Step
  • See normal moves section for more info on Nine's dashes


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. HitboxHitbox link for this move
5A 600 CSJR 100 89 Long All 3 BD 9 3 23 -9 16 17 17 11 - Click!
5B 600 CSJR 100 89 Long All 3 BD 12 6 21 -10 16 17 17 11 - Click!
5C 600 CSJR 100 89 Long All 3 BD 12 3 25 -11 16 17 17 11 - Click!
2A 550 CSR 90 98 Long Low/Air 3 FD 10 3 23 -9 16 17 17 11 - Click!
2B 550 CSR 90 98 Long Low/Air 3 FD 11 6 21 -10 16 17 17 11 - Click!
2C 550 CSR 90 98 Long Low/Air 3 FD 11 3 25 -11 16 17 17 11 - Click!
3C 750 SR 90 98 Long Low/Air 3 FD 10 5 25 -13 16 Launch 40 11 - Click!
6A 900 SJR 100 82 Long Mid 4 BD 11 4 23 -8 18 Launch 29 12 - Click!
6B 900 SJR 100 82 Long Mid 4 BD 12 6 21 -8 18 Launch 29 12 - Click!
6C 900 SJR 100 82 Long Mid 4 BD 13 4 25 -9 18 Launch 29 12 - Click!
4A 300 SR 100 85 Normal All 2 BP 6 6 10 -2 13 14 14 10 - Click!
4B 300 SR 100 85 Normal All 2 BP 6 8 10 -4 13 14 14 10 - Click!
4C 300 SR 100 85 Normal All 2 BP 6 8 12 -6 13 14 14 10 - Click!
j.A 700 CSJR 80 89 Long High/Air 3 HD 8 3 39 - 16 17 22 11 - Click!
j.B 700 CSJR 80 89 Long High/Air 3 HD 10 9 38 - 16 17 22 11 - Click!
j.C 700 CSJR 80 89 Long High/Air 3 HD 11 3 38 - 16 17 22 11 - Click!
j.2A 800 SJR 80 89 Long High/Air 3 HD 13 3 49 - 16 17 22 11 - Click!
j.2B 800 SJR 80 89 Long High/Air 3 HD 17 10 40 - 16 17 22 11 - Click!
j.2C 800 SJR 80 89 Long High/Air 3 HD 17 3 49 - 16 17 22 11 - 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. HitboxHitbox link for this move
Everlasting Schorl
NNN
750 SR 90 89 Long All 3 P1* 8 5 Total 43 -18 16 17 35 11 - Click!
  • Bonus Proration 110%
Coral of Catastrophe
RNN
900 SR 100 69 Long All 3 P1* 10 3 20 -6 14 Launch 39 11 - Click!
Garnet of Gall
RRN
1200 SR 100 72 Long All 4 P1* 10 3 20 -4 16 Launch 38 12 - Click!
Rubellite of Rage
RRR
1500 SR 100 74 Long All 5 P1* 10 3 20 -2 18 Launch 38 13 - Click!
Lapis Lazuli of Lamentation
BNN
800 SR 100 69 Long All 3 P1* 10 3 23 -4 21 17 17 6/+5 - Click!
  • freeze 36, freeze count 1
Sapphire of Sorrow
BBN
1000 SR 100 72 Long All 4 P1* 10 3 23 -2 23 19 19 7/+5 - Click!
  • freeze 36, freeze count 1
Tanzanite of Torment
BBB
1250 SR 100 74 Long All 5 P1* 10 3 23 ±0 25 21 29 8/+5 - Click!
  • freeze 36, freeze count 1
Emerald of Enmity
GNN
700 SR 100 69 Long All 3 P1* 14 9 18 -10 16 Launch 39 + Slide 59 11 - Click!
Perdot of Poverty
GGN
500, 800 SR 100 72 Long All 4 P1* 14 4,5 18 -5 17 Launch 39 + Slide 59 4 - Click!
Malachite of Malice
GGG
350, 600, 1000 SR 100 74 Long All 5 P1* 14 4,3,2 18 0 19 Launch 25 + WBounce 28 2 - Click!
Amethyst of Annihilation
RBN
1000 - 80 82 Normal All 4 P1* 22 10 (4) 10 repeated Total 43 7 28 Launch 100 0/+10 - Click!
  • Bonus Proration 110%
Citrine of Change
RGN
- - - - - - - - 10 - Total 44 - - - - - - Click!
Citrine of Change
Reflect Attack
650 - 50 94 Normal All 3 P* 11 30 - - 16 Stagger 27 17 0/+11 - Click!
Citrine of Change
Kick Mirror
500 - 80 94 Normal All 4 P* 1 15 - - 18 Launch 60 + WBounce 40 0/+6 - Click!
Heliodor of Humility
BGN
800 - 80 89 Normal All 3 P1* 13 - Total 44 - 16 Launch 30 0/+11 - Click!
Kunzite of Keep Breaker
RRB
1050*2 R 100 79 Normal High/Air 5 P1* 21 until landing, 5 Total 41 +6 20, 11 Launch 60 + GBounce, 30 0/+3, /+3,+10 - Click!
Morganite of Malice
RRG
900*2 - - 84 Long Low/Air, All 5 P1* 10+Until L+16 10 (13) 10 Total 41 - 20 Stagger 54, Launch 60 + Slide 36, 60 + Slide 31 + Down 34 0/+6 - Click!
Taaffeite of Temptation
BBR
300 per shot - 80 75 Normal All 2 P1* 14+77 See notes Total 41 - 13 - 20*2, 20 + GBounce 0/+10/+20 - Click!
  • Each shot lasts until offscreen.
  • Shots appear on 92F, 150F, and 208F
Celestite of the Covenant
BBG
0 - 50 100 Very Short - 3 - 428 30 Total 41 - 16 - 60 + Down 39 0 - Click!
  • If opponent is jumping, a hard knockdown will occur
Uvarovite of Undoing
GGR
400, 300*19 - 80 94 Normal All 3 P* 142 ?? Total 41 - 16 17 25 0/+2 - Click!
Andradite of Accord
GGB
300, 250*15 - 100 92 Normal All 3 P* ?? ?? Total 52 - 16 Launch 30 + WBounce 60 0/+0/+10 - Click!
  • Horzontal and Vertical parts of the cross do 8 hits each
Nephirite of Nullification
RGB
1500*5 - 80 74 Normal Barrier 5 P* 624+0 1,1,1,1,36 Total 41 - 20 - 180 0/+2 - Click!
  • Minimum Damage 20%: 1500

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. HitboxHitbox link for this move
Throw/Back Throw 0, 600, 900 SR 100 50 (Once) Normal Throw(70) 0, 2, 4 T 7 3 23 - - Launch 30 + WBounce 40 + WStick 42 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 50*8, 1100 SR 100 50 (Once) Normal Throw(120) 0, 2*8, 4 T 7 3 23+3L - - - 60 0, 0/+0/+20*8, 13 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 36 -18 - Launch 30 12 1-20 All Click!
1st Dash
66/44
- - - - - - - - - - 40 - - - - - 1-4 P
5-32 All
Click!
  • 2nd dash begins on 30F
  • Can pass through opponent 14-23F
1st Air Dash
j.66/44
- - - - - - - - - - 30 - - - - - 1-4 P
5-25 All
Click!
  • 2nd dash begins on 23F
  • Can pass through opponent 14-19F
2nd Dash Forward/Back
66/44
- - - - - - - - - - 40 - - - - - 1-25 All Click!
  • Can pass through opponent 16-25F
  • Nine is in CH state during recovery
2nd Dash Up/Down
88/22
- - - - - - - - - - 35 - - - - - 1-20 All Click!
  • Can pass through opponent 16-21F
  • Nine is in CH state during recovery
Crush Trigger
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. HitboxHitbox link for this move
Crimson Raider
214A
600, 950 R 90 89, 94 Long All 3, 5 - 7 15(6)1 24 -2 16,20 Launch 70, 40 11 - Click!
  • When first hit touches opponent, immediately goes into second hit with startup 7
Air Crimson Raider
j.214A
500, 950 R 90 89, 94 Long All 3, 5 H 7 15(6)1 - - 16,20 Launch 70, 40 11 - Click!
  • When first hit touches opponent, immediately goes into second hit with startup 7
  • On hit/block, Nine recovers 22F after 2nd hit
Mauvette Roar
214B
1100 R 90 82 Very Short Mid 4 P1* 13 19 Total 53 -10 18 Launch 35 0/+12 4-18 H Click!
Navy Pressure
214C
1500 R 90 84 Normal High/Air 5 P1* 27 5 Total 63 -13 20 Launch 35 + Down 24 0/+13 - Click!
Flax Nurture
214D (with spell)
800 R 60 89 Very Short All 3 P1* 22 1 29 -4 16 Launch 30 11/+9/+0 1-24 All Click!
Flax Nurture
214D (without spell)
- - - - - - - - - - 64 - - - - - - Click!
  • Longer total time than (with spell) version
Seamoss Gate
236D
- - - - - - - - - - Total 25 - - - - - - Click!
  • 10F onwards can cancel into 5D, j.D

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. HitboxHitbox link for this move
Flame Punisher
236236A
400*8, 325*8 R 90 79 (Once), 82 (Once) Normal All 3*8,4*8 P2* 1+16 40 (18) 56 34 - 16*8, 18*8 Launch 30+GBounce*8, 30+WBounce 60*8 0/+3 1-2 All
2-53 P
Click!
  • First beam Minimum Damage 10%, second beam 20%: 840
Flame Punisher (OD finisher) 200*12 R 90 84 (Once) Normal All 5 P2* - 5*12 - - - Launch 60 + WBounce 0/+4 - Click!
  • Minimum Damage 20%: 480
Cardinal Nova
236236B
2000 [2000, 500*3] R 70 84
[84, 96*3]
Very Short
[Very Short, Normal*3]
All 5 P2* 7+3 10 Total 38 +5 20 Launch 60 0/+13 7-11 All Click!
  • Values in [] are during OD
  • Only 1 hit on block
  • Minimum Damage 30% [30%, 10%*2]: 600 [750]
Azurite Inferno
236236C
See notes R - - Long All 2 F 1+14 5 38 -29 20 Launch 60 + WBounce 10 1-18 All Click!
  • Minimum Damage range 800-1490. During OD range is 1300-1990
  • Consumes all elements in both slots on hit.
  • First 3 hits deal 100, 0*2 and have Minimum Damage 100%: 100
  • Next part's damage depends on number of elements in Active Slot: 0-1 Elements: 250*5. 2 Elements: 250*7. 3 Elements: 250*9. Minimum Damage 20%: 250/350/450.
  • Next part's damage depends on number of elements in Stock Slot: 0 Elements: 1250*5. 1 Element: 1050*6. 2 Elements: 630*12. 3 Elements: 550*18. Minimum Damage 10%: 625/630/756/990.
  • During OD, adds 250*10 damage with minimum damage 20%: 500.

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. HitboxHitbox link for this move
Scarlet Vein
ABCD during OD
600, 2400
{600, 2400, 2800}
- 100 100 Long All - B 20 [10] 3 34 -10 26 - 60 [60, 120] 20, 0/+15 [20, 0/+15, 0/+13] 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%: 300 {580+58}

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. HitboxHitbox link for this move
Colorless Void
236236D
0, 5000, 30000 - - - Long All 3 P2* 7+16 8 Total: 91 -41 16 - - 0/+11 1-49 All Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A/B/C D Cancels
5x[2] 5x, 2x, 6x, 4x, 3C Yes Jump, Special
2x[2] 5x, 2x, 6x, 4x, 3C Yes Special
6x - Yes Jump, Special
4x 5x, 2x, 6x, 3C Yes Throw, Special
3C - Yes Special
Air Revolver Action Table
A/B/C D Cancels
j.x[2] j.x, j.2x Yes Jump, Special
j.2x - Yes 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[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Nine the Phantom/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