BBCF/Platinum the Trinity/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

22F (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 CSJR 100 80 Normal All 1 B 6 2 11 -1 11 12 12 16 23 9 +0 +0 - Click!
5B 580 SR 100 89 Long Mid 3 B 11 6 15 -4 16 17 17 22 31 11 +0 +2 - Click!
5C 810 SJR 100 89 Long Mid 3 B 9 6 19 -8 16 17 19 22 33 11 +0 +2 - Click!
2A 300 CSR 80 80 Normal Low/Air 1 F 8 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 560 SR 90 85 Long Low 2 F 10 3 21 -10 13 14 14 18 26 10 +0 +1 - Click!
2C 870 SR 90 82 Long Mid 4 B 15 8 24 -13 18 Launch 44 Launch 59 12 +0 +20 9-22 H Click!
6A 630 SJR 90 89 Long Mid 3 B 12 4 22 -9 16 17 26 Launch 40 11 +0 +2 6-15 H Click!
6B 640 SR 90 79 Normal High/Air 3 H 20 13 23 [7] -3 16 20 33 25 47 11 +0 +2 - Click!
  • recovery in [] are on block/hit
  • Bonus Proration 110%
6C 950 SJR 90 84 Long Mid 5 B 19 5 21+5L -11 20 Launch 40 Launch 59 13 +0 +8 3-26 F Click!
  • Fatal Counter
3C 850 SR 90 92 Long Low 4 F 12 3 24 -8 18 Launch 30 Launch 45 + Down 23 12 +0 +5 - Click!
j.A 300 SJR 80 80 Normal High/Air 1 H 7 2 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.AA 300 SJR 80 80 Normal High/Air 1 H 6 2 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 540 SJR 80 85 Long High/Air 2 H 8 6 9 - 13 14 17 18 29 10 +0 +1 - Click!
j.C 830 SJR 80 89 Long High/Air 3 H 12 4 13+4L - 16 19 23 24 37 11 +0 +2 - Click!
j.2C 450*3 SJR 80 80 (Once) Long High/Air 1 H 12 4,4,4 18+2L - 11 12 12 16 23 3 +0 +0 - 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. 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
No Item
- - - - - - - - - - 29 - - - - - - - - - - Click!
j.D
No Item
- - - - - - - - - - 28 - - - - - - - - - - Click!
Piko Hammer
5D
1200 SR 80 82 Long Guard Break 37/Barrier 4 B 16 5 17 +6 22 Launch 28 + GBounce + Down 23 Launch 43 + GBounce + Down 23 12/+4 +4 +12 - Click!
Air Piko Hammer
j.D
700, see notes SR 80 82 Long All, Guard Break 37/Barrier 4 H 12 Until L, 3 20 +2/+4/+6 18 19, Launch 30 + Down 23 24, Launch 45 + Down 23 12, See Notes +0, +2/+4/+6 +5, +10/+12/+14 - Click!
  • 2nd hit damage is 800/900/1000 depending on height
  • At tall height, second hit also ground bounces opponent
Piko Hammer Special
5D
1500 SR 80 84 Long Guard Break 48/Barrier 5 B 16 5 18 3 25 Launch 28 + GBounce + Down 23 Launch 44 + GBounce + Down 23 13/+4 +4 +12 - Click!
Air Piko Hammer Special
j.D
900, see notes SR 80 84 Long All, Guard Break 48/Barrier 5 H 12 Until L, 3 19 +4/+6/+8 20 19, Launch 30 + Down 33 24, Launch 45 + Down 33 13, See Notes +0, +5/+7/+9 +5, +10/+12/+14 - Click!
  • 2nd hit damage is 800/900/1000 depending on height
  • At tall height, second hit also ground bounces opponent
Piko Hammer Special Quake 0 SR 70 84 Long Unblockable 5 P2 21 1 - - - Launch 21 + Down 33 - - 0 +0 +8 - Click!
  • Quake only appears if hammer strike whiffs
Magical Cat Hammer
5D
950 SR 80 79 Long All 3 B 11 8 20 -11 16 Launch 40 + GBounce Launch 54 + GBounce + Down 23 11 +0 +2 - Click!
Air Magical Cat Hammer
j.D
950 SR 80 89 Long All 3 H 16 5 20 - 16 Launch 40 + Down 23 Launch 54 + GBounce + Down 23 11 +0 +2 - Click!
Magical Cat Hammer Special
5D
1200 SR 80 84 Long All 4 B 16 8 21 -10 18 Launch 50 + GBounce Launch 65 + GBounce + Down 23 12 +0 +5 - Click!
  • Bonus Proration 110%
Air Magical Cat Hammer Special
j.D
1200 SR 80 94 Long All 4 H 11 5 20 - 18 Launch 40 + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5 - Click!
  • Bonus Proration 110%
Magical Frying Pan
5D
850 SR 100 79 Long Mid 3 B 10 6 18 -7 16 Spin Fall 46 40 Spin Fall 51 54 15 +0 +2 - Click!
Air Magical Frying Pan
j.D
850 SR 80 79 Normal High/Air 3 H 14 4 20 - 16 Launch 50 + GBounce Launch 64 + GBounce 15 +0 +2 - Click!
Magical Frying Pan Special
5D
1300 SR 100 82 Long Mid 4 B 10 6 18 -5 18 Spin Fall 56 60 Spin Fall 64 78 20 +0 +5 - Click!
  • Bonus Proration 110%
Air Magical Frying Pan Special
j.D
1300 SR 80 82 Normal High/Air 4 H 13 4 20 - 18 Launch 65 + GBounce Launch 83 + GBounce 20 +0 +5 - Click!
  • Fatal Counter
  • Bonus Proration 110%
Magical Bat
5D
900 (S)R 60 75 Very Short Mid 2 B 11 4 26 -16 13 Launch 30 + WStick 25 Launch 42 + WBounce 40 + WStick 25 22 +0 +1 1-11 All Click!
Air Magical Bat
j.D
900 (S)R 60 75 Very Short High/Air 2 H 11 4 26 - 13 Launch 30 + WStick 20 Launch 42 + WBounce 40 + WStick 20 22 +0 +1 1-11 All Click!
Magical Bat Special
5D
1200 (S)R 60 82 Very Short Mid 4 B 11 5 24 -10 18 Launch 30 + WStick 30 Launch 45 + WBounce 40 + WStick 30 26 +0 +5 1-15 All Click!
  • Bonus Proration 110%
Air Magical Bat Special
j.D
1200 (S)R 60 82 Very Short High/Air 4 H 11 5 26 - 18 Launch 30 + WStick 30 Launch 45 + WBounce 40 + WStick 30 26 +0 +5 1-15 All Click!
  • Bonus Proration 110%
Magical Bomb
5D/j.D
450, 800 - 80 80 (Once) Normal All 1,3 P1 19 Until Hit (7) 15 Total 40 - 11, 15 14, Launch 14, 40 18, Launch 25, 54 0/+5, +0 +12, +0 +12, +2 - Click!
Magical Bomb Special
5D/j.D
550, 1200 - 80 80 (Once) Normal All 1,3 P1 19 Until Hit (7) 15 Total 40 - 14, 15 14, Launch 14, 40 18, Launch 25, 54 0/+9, +0 +16, +0 +16, +2 - Click!
  • Bonus Proration 110%
Magical Missile
5D/j.D
550, 600 R 80 80 (Once) Normal All 3 P2 19 Until Hit, 10 Total 40 - 16 17, Launch 17, 40 22, Launch 31, 54 0/+6, 0 +6, +0 +8, +2 - Click!
Magical Missile Special
5D/j.D
650, 1100 R 80 80 (Once) Normal All 4, 3 P2 19 Until Hit, 10 Total 40 - 18, 16 17, Launch 18, 55 22, Launch 33, 69 0/+6, 0 +6, +0 +11, +2 - Click!
  • Bonus Proration 110%
Magical Dreamy Box Summon
5D
- - - - - - - - 20 - Total 33 - - - - - - - - - - Click!
Air Magical Dreamy Box Summon
j.D
- - - - - - - - 22 - Total 47 - - - - - - - - - - Click!
Magical Dreamy Box 1000 - 70 89 Normal Mid 3 P1 7? 15 - - 16 Launch 55 Launch 69 0 +0 +2 - Click!
Magical Dreamy Box Special 900, 800 - 80, 70 89 Normal Mid, All 3 P2 8? 20, 72 - - 16 Launch 55 Launch 69 0 +0 +2 - Click!
  • Bonus Proration 110%
Magical Boomerang
5D/j.D
800 R 90 79 Normal All 3 P1 21 Until Hit Total 42 -4 16 Spin Fall 46 55 Spin Fall 51 69 0/+7 +1 +2 - Click!
Magical Boomerang Special
5D/j.D
1100 R 90 82 Normal All 4 P2 21 Until Hit Total 42 -2 16 Spin Fall 56 60 Spin Fall 61 75 0/+7 +1 +6 - Click!
  • Bonus Proration 110%

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
Forward Throw 0, 1500 SR 100 50 Normal Throw(70) 0, 4 T 7 3 23 - - Crumple 38 - - - - 0, 20 +0 - Click!
Back Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Crumple 38 - - - - 0, 20 +0 - Click!
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 100 + WBounce + Down 23 - - - 0, 12 +0 - Click!
Counter Assault 0 R 50 92 Very Short All 4 - 13 4 29 -14 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 - Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 - - - - Click!
Crush Trigger
Charged
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 - Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 - - - - 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
Dream Sally
214A/B/C
800 R 80 95 Normal All 0 P0 28 Until Hit Total 48 -6 9 Launch 12 Launch 23 0/+5 +65 +65 - Click!
Air Persia
236A
- - - - - - - - - - 31+6L - - - - - - - - - 5-31 P Click!
  • Can cancel into folloups 12F until landing
Air Persia
j.236A
- - - - - - - - - - Until L+6 - - - - - - - - - - Click!
  • Can cancel into folloups 7F until landing
Air Persia Attack
Persia > X
450 R 90 94 Long All 2 H 6 6 Until L - 13 20 20 Launch 32 10 +0 +1 - Click!
A Air Persia Finisher
Persia > A
1000 [500] R 90 94 Long All 2 H 6 6 Until L - 13 Stagger 22 [20] 20 + Slide 22 [20] Stagger 44 [24] 32 + Slide 22 [32] 10 +0 +1 - Click!
  • Values in [] are when done from j.236A
B Air Persia Finisher
Persia > B
500 R 90 94 Long All 2 H 6 6 Until L - 13 Launch 40 + GBounce [45 + GBounce] Launch 52 [57 + GBounce] 10 +0 +1 - Click!
  • Values in [] are when done from j.236A
C Air Persia Finisher
Persia > C
500 [1000] R 90 94 Long All 2 H 6 6 Until L - 13 Crumple 22 [20] 20 + Slide 15 [30] Crumple 44 [24] 32 + Slide 15 [42] 10 +0 +1 - Click!
  • Values in [] are when done from j.236A
Mami Circular (Horizontal)
236B
1100 R 90 82 Long Low/Air 4 F 13 15 28 -10 18 Launch 40 + Slide 9 Launch 58 + Slide 9 12 +0 +5 - Click!
  • Fatal Counter
  • On hit/block, transitions into recovery animation (28F)
Mami Circular (Vertical)
236C
1300 R 90 92 Normal High/Air 4 H 20 19 16+6L - 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 12 +0 +5 1-9 B Click!
  • Fatal Counter
  • Frame Adv listed is tested on standing Ragna
Dramatic Sammy
41236D
0, 1500 R 100 60 Normal Throw(100) 0, 3 T - 3 - - - Launch 100 - - - 0, 11 +0 - Click!
  • Minimum Damage 100%
Falling Melody
22C
800 R 100 94 Long All 5 B - 8 - - 20 Launch 33 + GBounce Launch 49 + GBounce 13 +0 +8 - Click!
Swallow Moon
j.236C
- - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 14F
Happy Magicka (Catch)
[2]8C
- - - - - - - - - - 135 - - - - - - - - - 1-105 Guard HBFP Click!

On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F

Happy Magicka (Attack) 100 R 100 - Normal All 0 P1 2 ?? Total 70 -52 9 Launch 100 + Down 23 Launch 111 + 23 0/+8 +0 +0 1-29 All Click!
Mystique Momo
214D
See notes - 80 94 Normal All 5 P1 19 - Total 40 12 20 Launch 30 Launch 46 0/+13 +13 +21 - Click!
  • Damage depends on item thrown
  • Halo or Frying Pan: 850, Bat: 900, Cat Stick 950, Hammer: 1200, Fan: 1300, Super Cat Stick: 1500, Super Bat: 1400, Super Hammer 1800.
Mystique Momo (Bomb/Missile/Box)
214D
See notes - - - - - - - 19 - Total 40 - - - - - - - - - - Click!
  • Projectiles appear on 19, 22, 25
  • Damage, P1, P2, etc are equal to the individual items thrown

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
Cure Dot Typhoon
632146C (air OK)
440*13 R 80 82 Normal All 4 B 4+70 Flahs+12 4 (12) 9*11,5 44 -30 18 Launch 100*12, 150 + Down 49 Launch 100*12, 150 + Down 49 12*3, 0*10 +0 +5 1-16 All Click!
  • Minimum Damage 20%: 1144
Cure Dot Typhoon
OD Followup
200*7 R 80 99 Normal - - - - - - - - - 100 - - 0 0 - - Click!
  • Minimum Damage 20%: 280
Miracle Jeanne
236236D
- - - - - - - - - - 7+(128 Flash)+1 - - - - - - - - - 7-7 All Click!
  • Powers up the next item
  • OD Version powers up the next 2 items

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
Angelic Blast
ABCD during OD
600, 800*3
{600, 800*4, 1950}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 60 - - 20 20, 11*2, 12
{20, 11*4, 30}
+0 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 {575+57}

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
Shining Layered Force
236236C (air OK)
0, 9999 - - - Long All 5 B 10+(53 Flash)+31 3 Until L +4 20 - - - - 13 - - 1-43 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 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Special
5C 6A 6B 6C, 3C 5D Jump, Special
5D - - - - Special
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 3C 5D Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D Special
2C - - - 5D Special
6A - 6B 5C, 2C, 6C 5D Jump, Special
6B - - - - -
6C - j.B j.C, j.2C j.D Special
3C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B j.A j.C, j.2C j.D Jump, Special
j.C - - j.2C j.D Jump, Special
j.D - - - - Special
j.2C - - - - 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/Platinum the Trinity/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