BBCF/Nu-13/Frame Data

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System Data[edit]

Health

10,000

Combo Rate

60%

Prejump

4F

Backdash

24F (1-7F Inv)


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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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 16 23 9 +0 +0 - Click!
5B 510 SOJR 100 89 Long Mid 3 B 8 3 14 0 16 17 17 22 31 11 +0 +2 - Click!
5C 160*8 SOR 100 89 Long All 3 P1 16 X{(4)X}*7 Total 71 - 16 20 23 25 37 0/+3 +3 +5 - Click!
  • Each sword is active for 3
2A 300 SOR 100 80 Normal All 1 F 7 4 12 -4 11 12 12 16 23 9 +0 +0 - Click!
2B 480 SOR 90 85 Long Low 2 F 9 4 10 0 13 14 14 18 26 10 +0 +1 - Click!
2C 140*8 SOJR 90 89 Long Mid*2,All*6 3 B 14 1*6,2*2 23 -9 16 23 23 Launch 37 2 +0 +2 11-17 H Click!
6A 670 SOJR 90 89 Long Mid 3 B 11 6 17 -6 16 17 26 22 40 11 +0 +2 5-11 H Click!
6B 740 SOJR 100 89 Long Mid 3 B 10 5 15 -3 16 17 17 22 31 11 +0 +2 - Click!
6C 180*8 SODaR 100 82 Long Midx2,Allx6 4 B 22 1*8 24 -6 21 24 36 + Slide 10 Launch 54 + Slide 10 2 +0 +5 - Click!
3C 140*8 SOR 90 89 Long Lowx3, Allx5 3 F 11 1*8 22 -6 16 Launch 36 Launch 50 + Down 23*3, 50*5 3 +0 +2 - Click!
j.A 300 SOJR 80 80 Normal High/Air 1 H 8 2 10 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 590 SOJR 80 89 Long High/Air 3 H 9 4 12 - 16 17 17 22 31 11 +0 +2 - Click!
j.C 150*8 SOJR 80 89 Long High/Air 3 H 9 1*2,2*6 25 - 16 17 20 22 34 2 +0 +2 - Click!
j.2C 150*8 SOJR 80 89 Long High/Air 3 H 15 1*8 10 - 16 17 24 22 38 3 +0 +2 - 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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 22 32 4/+5 +5 +10 - 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 28 40 4/+4 +4 +9 - 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 22 32 4/+5 +5 +10 - 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 28 40 4/+4 +4 +9 - 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 22 32 4/+5 +5 +10 - 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 28 40 4/+4 +4 +9 - 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 25 35 4/+5 +5 +10 - 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 28 40 4/+4 +4 +9 - 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 22 32 4/+5 +5 +10 - 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 23 25 28 40 4/+4 +4 +9 - 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 22 32 4/+5 +5 +10 - 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 28 40 4/+4 +4 +9 - 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 22 32 4/+5 +5 +10 - 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 28 40 4/+4 +4 +9 - 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 38 40 0/+4 +4 +9 - Click!
  • Active frames same as previous sword
xDD OD Followup 300 - 80 92 Normal - 4 P1 1 after previous sword 13 - - 24 25 29 30 44 0/+4 +4 +9 - 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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, 12 +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 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 2 32 -15 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 3 B 20 1 25 0 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier 3 B 30~61 1 25 0 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 - 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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 Hit Total 63 -20 16 Launch 40 + WBounce Launch 40 + WBounce + Slide 10 0/+11 +11 +13 - 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 Hit Total 60 +3 18 Launch 48 + WBounce + Slide 10 Launch 66 + WBounce + Slide 10 0/+12 +12 +17 - 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 Crumple 39 40 + WBounce + Slide 10 Crumple 78 54 + WBounce + Slide 10 0/+11 +11 +13 - Click!
Crescent Saber
j.214D
1000 [1100] R 80 89 Normal High/Air 3 P1 18 6 Total 55+9L -4 16 Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] 0/+11 +11 +13 - Click!
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (Hold)
j.214[D]
1200 [1320] R 80 89 Normal High/Air 3 P1 35 6 Total 55+9L +8 - Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] - - - - 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 Hit Total 52 - 18 Launch 33 Launch 48 0/+12 +12 +17 - Click!
  • During OD, fires a second shot 10F after first
Luminous Slave (Hold)
214[D]
1000 R 80 92 Short All 4 P1 see notes Until Hit Total 61 - 18 Launch 33 Launch 48 0/+12 +12 +17 - 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 Hit Total 61 - 18 Launch 33 Launch 48 0/+12 +12 +17 - 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 Launch 63 2 +0 +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 49 Launch 63 2 +0 +2 1-12 T Click!
  • First hit to hit opponent always does 700. Remaining hits do 140
Gravity Seed
214A/B/C
- - - - - - - - 13 - Total: 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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+(52 Flash)+1 9
[{9(6)}*4]
Total 52
[Total 84]
-11 [-9] 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17 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+(42 Flash)+5 9
[{9(6)}*4]
Total Until L+3
[Total Until L+5]
- 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17 - 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+(41 Flash)+9 Until Offscreen Total: 57 +79 [+131] 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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 69 + Down 28 Stand - - 20 20, 0/+4*12 {*30} +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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Sword of Destruction
214214D
40000 - - - Long - - B 13+(101 Flash)+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]


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

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc