BBCF/Nu-13/Frame Data

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< BBCF‎ | Nu-13
 ν-No.13-


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
Nu-13 10,000 4F 25F (1~7F Inv All) Act Parcer

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 3 12 -3 +6 B 100 80 Normal CSOJR 1 11 12 12 16 23 9 +0 +0
5B 510 Mid 8 3 14 0 +2 B 100 89 Long SOJR 3 16 17 17 22 31 11 +0 +2
5C 160×8 All 16 P{(4)P}×7 Total 71 -8 P1 100 89 Long SOR 3 16 20 23 25 37 0/+3 +3 +5
2A 300 All 7 4 12 -4 +4 F 100 80 Normal SOR 1 11 12 12 16 23 9 +0 +0
2B 480 Low 9 4 10 0 +4 F 90 85 Long SOR 2 13 14 14 18 26 10 +0 +1
2C 140×8 Mid×2,All×6 14 1×6,2×2 24 -9 -21 B 11~17 H 90 89 Long SOJR 3 16 23 23 Launch 37 2 +0 +2
6A 670 Mid 11 6 17 -6 -7 B 5~11 H 90 89 Long SOJR 3 16 17 26 22 40 11 +0 +2
6B 740 Mid 10 5 15 -3 -3 B 100 89 Long SOJR 3 16 17 17 22 31 11 +0 +2
6C 180×8 Mid×2,All×6 22 1×8 24 -3 B 100 82 Long SODaR 4 21 24 36 + Slide Launch 54 + Slide 2 +0 +5
3C 140×8 Low×3, All×5 11 1×8 22 -6 F 90 89 Long SOR 3 16 Launch 36 Launch 50 + Down 23×3, 50×5 3 +0 +2
j.A 300 High/Air 8 2 10 H 80 80 Normal SOJR 1 11 12 12 16 23 9 +0 +0
j.B 590 High/Air 9 4 12 H 80 89 Long SOJR 3 16 17 17 22 31 11 +0 +2
j.C 150×8 High/Air 9 1×2,2×6 25 H 80 89 Long SOJR 3 16 17 20 22 34 2 +0 +2
j.2C 150×8 High/Air 15 1×8 10 H 80 89 Long SOJR 3 16 17 24 22 38 3 +0 +2

Drive Moves

  • Values in [] are during OD
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 600 All 15 13 Total 48 -12 [-4] P2→P1 [P2] 80 92 Normal SODr(J)R 4 16 17 17 22 32 4/+8 +8 +13
5DD 300 All 13 6 Total 48 -11 [-6] P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
2D 600 All 11 11 Total 45 -13 [-5] P2→P1 [P2] 80 92 Normal SODr(J)R 4 16 17 17 22 32 4/+8 +8 +13
2DD 300 All 13 6 Total 51 -14 [-9] P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
6D 600 All 13 13 Total 45 -11 [-3] P2→P1 [P2] 80 92 Normal SODr(J)R 4 16 17 17 22 32 4/+8 +8 +13
6DD 300 All 13 6 Total 56 -19 [-14] P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
4D 600 High/Air 27 3 Total 57 -9 [-1] P1 [P2] 70 92 Normal SODr(J)R 4 16 17 17 25 35 4/+8 +8 +13
4DD 300 All 13 6 Total 50 -13 [-8] P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
j.D 600 All 13 10 Total 50+5L P2→P1 [P2] 80 92 Normal SODr(J)R 4 16 17 17 22 32 4/+8 +8 +13
j.DD 300 All 13 6 Total 38 P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
j.2D 600 All 11 8 Total 50+5L P2→P1 [P2] 80 92 Normal SODr(J)R 4 16 17 17 22 32 4/+8 +8 +13
j.2DD 300 All 13 6 Total 51 P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
j.6D 600 All 13 6 Total 50+5L P2→P1 [P2] 80 92 Normal SODr(J)R 4 16 17 17 22 32 4/+8 +8 +13
j.6DD 300 All 13 6 Total 38 P1 80 92 Normal SODr(J)R 4 20 23 25 28 40 4/+7 +7 +12
xD OD Followup 300 5 after previous sword See notes P2 80 92 Normal 4 16 23 25 38 40 0/+7 +7 +12
xDD OD Followup 300 1 after previous sword 13 P1 80 92 Normal 4 24 25 29 30 44 0/+7 +7 +12

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(70) 7 3 23 T 100 50 Normal 0, 4 Launch 40 + WBounce 100 0, 12 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal R 0, 4 53 + GBounce 0 +0
6A+B Counter Assault 0 All 13 2 32 -15 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 B 80 60 Normal R 3 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 3 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2

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 Sickle Storm 800 Low/Air 17 Until Hit Total: 62 -18 P1 80 89 Normal SR 3 16 Launch 40 + WBounce Launch 40 + Slide + WBounce 0/+11 +11 +13
236[D] Sickle Storm (Hold) 980 Low/Air 33 Until Hit Total: 60 +3 P1 80 92 Normal SR 4 18 Launch 48 + Slide + WBounce Launch 66 + Slide + WBounce 0/+12 +12 +17
236D~C Sickle Storm (C) 800 Low/Air 24 Until Hit Total: 63 -12 P1 80 89 Normal SR 3 16 Crumple 40 + Slide + WBounce Crumple 54 + Slide + WBounce 0/+11 +11 +13
214D Luminous Slave 800 All 51 Until Hit Total 52 +29 [+39] P1 80 92 Short R 4 18 Launch 33 Launch 48 0/+12 +12 +17
214[D] Luminous Slave (Hold) 1000 All see notes Until Hit Total 61 P1 80 92 Short R 4 18 Launch 33 Launch 48 0/+12 +12 +17
214D~C 800 All 31 Until Hit Total 61 +1 [+11] P1 80 92 Short R 4 18 Launch 33 Launch 48 0/+12 +12 +17
j.214D Crescent Saber 1000 [1100] High/Air 18 6 Total: 59+9L -11 P1 80 89 Normal R 3 16 Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] 0/+11 +11 +13
j.214[D] Crescent Saber (Hold) 1200 [1320] High/Air 35 6 Total: 55+9L +16 P1 80 89 Normal R 3 16 Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] 0/+11 +11 +13
j.214D~C Crescent Saber (C) Total: 55
214A/B/C Gravity Seed 13 Total: 42
623C Supra Rage 700, 140×7 Mid, All 12 1×8 10+27 -21 B 5~15 H 80 89 Very Short R 3 16 Launch 49 Launch 63 2 +0 +2
j.623C Air Supra Rage 700, 140×7 All 9 1×8 Until L+24 B 1~12 T 90 89 Long R 3 16 Launch 40 Launch 63 2 +0 +2
X > 66 Ground X > Forward Dash 41
X > 44 Ground X > Back Dash 30 1~8 All
j.X > 66 Air X > Forward Dash 37
j.X > 44 Air X > Back Dash 33

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
236236D Legacy Edge 130×24 [130×37] All 16+(41 Flash)+9 P{(4)P}×23
[P{(4)P}×36]
Total: 57 +79 [+131] P2 1~19 xP
[1~15 All, 16~19 xP]
100 79 Normal R 3 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4
632146D Calamity Sword 2400 [1400×4] All 10+(52 Flash)+1 9
[{9{(6)9}×3]
Total 52
[Total 84]
-11 [-9] P2 1~11 All 70 82 Normal R 4 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17
j.632146D Air Calamity Sword 2400 [1400×4] All 8+(42 Flash)+5 9
[{9{(6)9}×3]
Total Until L+3
[Total Until L+5]
P2 70 82 Normal R 4 18 Launch 100 + Down 23 Launch 115 + Down 23 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 True Impreza 600, 197×12
{600, 170×30}
All 20 [10] 10 Total 61
[Total 51]
-15 P Null 1~29 All
[1~19 All]
125 80 Long 26 Crumple + Down 15 Stand 20 20, 0/+4×12 {×30} +0, +4×12 {×30}

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
214214D Sword of Destruction 40000 All 13+(101 Flash)+7 9 21 -13 B 13~28 HBFPT
1~28 Burst
Long 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Nu 5A.pngGuardAllStartup6Recovery12Advantage-3[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special/Super
5BBBCP Nu 5B.pngGuardMidStartup8Recovery14Advantage0[2*] 6A 2B, 6B[+] 5C, 2C, 6C, 3C - Throw, Jump, Special/Super
5CBBCP Nu 5C.pngGuardAllStartup16RecoveryTotal 71Advantage-8[1] - - 2C, 6C, 3C - Special/Super
2ABBCP Nu 2A.pngGuardAllStartup7Recovery12Advantage-4[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special/Super
2BBBCP Nu 2B.pngGuardLowStartup9Recovery10Advantage0[2*] 6A 6B 5C, 2C, 6C, 3C - Throw, Special/Super
2CBBCP Nu 2C.pngGuardMid×2,All×6Startup14Recovery24Advantage-9[1] - - 5C, 6C, 3C - Jump, Special/Super
6ABBCP Nu 6A.pngGuardMidStartup11Recovery17Advantage-6[2] - 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special/Super
6BBBCP Nu 6B.pngGuardMidStartup10Recovery15Advantage-3[2] 6A 2B 5C, 2C, 6C, 3C - Jump, Special/Super
6CBBCP Nu 6C.pngGuardMid×2,All×6Startup22Recovery24Advantage-3 - - - - Dash, Special/Super
3CBBCP Nu 3C.pngGuardLow×3, All×5Startup11Recovery22Advantage-6 - - - - Special/Super
Ground DsBBCP Nu 5D.pngGuardAllStartup15RecoveryTotal 48Advantage-12 [-4][3] - - - Other ground Ds Jump[-], Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCP Nu jA.pngGuardHigh/AirStartup8Recovery10Advantage- j.A j.B j.2C - Throw, Special/Super
j.BBBCP Nu jB.pngGuardHigh/AirStartup9Recovery12Advantage- j.A - j.C, j.2C - Throw, Jump, Special/Super
j.CBBCP Nu jC.pngGuardHigh/AirStartup9Recovery25Advantage- - - j.2C - Jump, Special/Super
j.2CBBCP Nu j2C.pngGuardHigh/AirStartup15Recovery10Advantage- - - - - Jump, Special/Super
Air DsBBCP Nu jD.pngGuardAllStartup13RecoveryTotal 50+5LAdvantage-[3] - - - Other air Ds 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
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

External References


Navigation

 ν-No.13-


To edit frame data, edit values in BBCF/Nu-13/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information