BBCF/Nu-13/Frame Data

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System Data[edit]

Health: 10,000
Combo Rate: 60%
Prejump: 4
Backdash Time 24 / Invul: 1-7
Movement Options

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. Independant Projectiles will have their Durability level listed. 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 300 CSOJR 100 80 Normal All 1 B 6 3 12 -3 11 12 12 9 - Click!
5B 510 SOJR 100 89 Long Mid 3 B 8 3 14 0 16 17 17 11 - Click!
5C 160*8 SOR 100 89 Long All 3 P1* 16 X{(4)X}*7 Total 71 - 16 20 23 3 - Click!
  • Each sword is active for 3
2A 300 SOR 100 80 Normal All 1 F 7 4 12 -4 11 12 12 9 - Click!
2B 480 SOR 90 85 Long Low 2 F 9 4 11 -1 13 14 14 10 - Click!
2C 140*8 SOJR 90 89 Long Midx2,Allx6 3 B 14 1*6,2*2 23 -9 16 23 23 2 11-17 H Click!
6A 670 SOJR 90 89 Long Mid 3 B 11 6 17 -6 16 17 26 11 5-11 H Click!
6B 740 SOJR 100 89 Long Mid 3 B 10 5 15 -3 16 17 17 11 - Click!
6C 180*8 SODaR 100 82 Long Midx2,Allx6 4 B 22 1*8 24 -6 21 24 36 + Slide 29 2 - Click!
3C 140*8 SOR 90 89 Long Lowx3, Allx5 3 F 11 1*8 22 -6 16 Launch 36 3 - Click!
j.A 300 SOJR 80 80 Normal High/Air 1 H 8 2 10 - 11 12 12 9 - Click!
j.B 590 SOJR 80 89 Long High/Air 3 H 9 4 12 - 16 17 19 11 - Click!
j.C 150*8 SOJR 80 89 Long High/Air 3 H 9 1*2,2*6 25 - 16 17 20 2 - Click!
j.2C 150*8 SOJR 80 89 Long High/Air 3 H 15 1*8 10 - 16 17 24 3 - Click!

Drive Moves[edit]

  • Values in [] are during OD
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. Independant Projectiles will have their Durability level listed. 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
5D 600 SODr(J)R 80 92 Normal All 4 P1* 15 13 Total 48 -12 [-4] 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~36F
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 48 -11 [-6] 20 23 25 4/+4 - Click!
  • Can cancel into dashes on hit/block~36F
2D 600 SODr(J)R 80 92 Normal All 4 P1* 11 11 Total 45 -13 [-5] 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~33F
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 51 -14 [-9] 20 23 25 4/+4 - Click!
  • Can cancel into dashes on hit/block~39F
6D 600 SODr(J)R 80 92 Normal All 4 P1* 13 13 Total 45 -11 [-3] 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~36F
  • During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 56 -19 [-14] 20 23 25 4/+4 - Click!
  • Can cancel into dashes on hit/block~44F
4D 600 SODr(J)R 80 92 Normal High/Air 4 P1* 27 3 Total 57 -9 [-1] 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~48F. Fatal Counter
4DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 50 -13 [-8] 20 23 25 4/+4 - Click!
  • Can cancel into dashes on hit/block~38F
j.D 600 SODr(J)R 80 92 Normal All 4 P1* 13 10 Total 50+5L - 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 38 - 20 - 25 4/+4 - Click!
  • Can cancel into dashes on hit/block~23F
j.2D 600 SODr(J)R 80 92 Normal All 4 P1* 11 8 Total 50+5L - 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~40F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 51 - 20 23 25 4/+5 - Click!
  • Can cancel into dashes on hit/block~39F
j.6D 600 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 50+5L - 16 17 17 4/+5 - Click!
  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DD 300 SODr(J)R 80 92 Normal All 4 P1* 13 6 Total 38 - 20 23 25 4/+4 - Click!
  • Can cancel into dashes on hit/block~23F
xD OD Followup 300 - 80 92 Normal - 4 P1* 5 after previous sword See notes - - 16 23 25 0/+4 - Click!
  • Active frames same as previous sword
xDD OD Followup 300 - 80 92 Normal - 4 P1* 1 after previous sword 13 - - 24 25 29 0/+4 - Click!

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. Independant Projectiles will have their Durability level listed. 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
Ground Throw 0, 1500 - 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 40 + WBounce 100 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 R 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 53 + GBounce 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 2 32 -15 18 Launch 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 3 B 20 1 25 0 24 - 60, Slide 15 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier 3 B 30~61 1 25 0 24 Stagger 60 60 + WBounce 60 + Slide 34 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. Independant Projectiles will have their Durability level listed. 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
D > Forward Dash - - - - - - - - - - 41 - - - - - - Click!
  • Can pass through opponent 12-24
D >Back Dash - - - - - - - - - - 30 - - - - - 1-8 All Click!
Air D > Forward Dash - - - - - - - - - - 37 - - - - - - Click!
  • Can pass through opponent 9-19
Air D > Back Dash - - - - - - - - - - 33 - - - - - - Click!
Sickle Storm
236D
800 SR 80 89 Normal Low/Air 3 P1* 16 Until Offscreen Total 62 -19 16 - 40 0/+11 - Click!
  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (Hold)
236[D]
980 SR 80 92 Normal Low/Air 4 P1* 33 Until Offscreen Total 60 3 18 - 48 0/+12 - Click!
  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (C)
236D~C
800 SR 80 89 Normal Low/Air 3 P1* 24 Until Offscreen Total 63 -12 16 - 40 0/+11 - Click!
Crescent Saber
j.214D
Normal: 1000
OD: 1100
R 80 89 Normal High/Air 3 P1* 19 6 Total 55+9L -4 16 - Normal: 40
OD: 70
0/+11 - Click!
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (Hold)
j.214[D]
Normal: 1200
OD: 1320
R 80 89 Normal High/Air 3 P1* 35 6 Total 55+9L 8 16 - Normal: 40
OD: 70
0/+11 - Click!
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (C)
j.214D~C
- - - - - - - - - - Total 55 - - - - - - Click!
  • Can cancel into anything except blocking, double jump 14F onwards.
  • Can only be used oncer per jump
Luminous Slave
214D
800 R 80 92 Short All 4 P1* 51 Until Offscreen Total 52 - 18 Launch 33 0/+12 - Click!
  • During OD, fires a second shot 10F after first
Luminous Slave (Hold)
214[D]
800 R 80 92 Short All 4 P1* see notes Until Offscreen Total 61 - 18 Launch 33 0/+12 - Click!
  • Shot fires 38F after pressing D again.
  • During OD, fires a second shot 10F after first
Luminous Slave (C)
214D~C
800 R 80 92 Short All 4 P1* 31 Until Offscreen Total 61 - 18 Launch 33 0/+12 - Click!
  • During OD, fires a second shot 10F after first
Supra Rage
623C
700, 140*7 R 80 89 Very Short Mid 3 B 12 1*8 10+27L -21 16 Launch 49 2 5-15 H Click!
  • First hit to hit opponent always does 700. Remaining hits do 140
Air Supra Rage
j.623C
700, 140*7 R 90 89 Long Mid 3 B 9 1*8 Until L+24 - 16 Launch 40 2 1-12 T Click!
  • First hit to hit opponent always does 700. Remaining hits do 140
Gravity Seed
214A/B/C
- - - - - - - - 13 - 42 - - - - - - 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. Independant Projectiles will have their Durability level listed. 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
Calamity Sword
632146D
2400 [1400*4] R 70 82 Normal All 4 P2* 10+1 9
[{9(6)}*4]
Total 52
[Total 84]
-11 [-9] 18 Launch 100 + Down 24 0/+12 1-11 All Click!
  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Air Calamity Sword
j.632146D
1400*4 R 70 82 Normal All 4 P2* 8+5 9
[{9(6)}*4]
Total Until L+3
[Total Until L+5]
- 18 Launch 100 + Down 24 0/+12 - Click!
  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Legacy Edge
236236D
130*24 [130*37] R 100 79 Normal All 3 P2* 16+9 Until Offscreen Total 57 +73 [+133] 16 Launch 40 + WBounce 0/+2 1-19 P Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

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. Independant Projectiles will have their Durability level listed. 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
True Impreza
ABCD during Overdrive
600, 197*12
{600, 170*30}
- 100 100 Long All - P* 26 [13] 10 Total 61
[Total 51]
-15 26 Crumple 55 + Down 25 Stand 20, 0/+4*12 {*30} 1-29 All
[1-29 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 288 {570+36}

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. Independant Projectiles will have their Durability level listed. 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
Sword of Destruction
214214D
40000 - - - Long - - B 13+7 9 21 - - - - 0 13-28 All 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 - Throw, Jump, Special
5B 6A 2B, 6B[+] 5C, 2C, 6C, 3C - Throw, Jump, Special
5C - - 2C, 6C, 3C - Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special
2B 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 6A 2B 5C, 2C, 6C, 3C - Jump, Special
6C - - - - Dash, 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 - Jump, Special
j.C - - j.2C - Jump, Special
j.2C - - - - Jump, Special
  • D normals can cancel inot every other D normal
  • D normals be used 3 times per string (not counting followups)
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/Nu-13/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
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System Explanations

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