BBCF/Rachel Alucard/Frame Data

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System Data[edit]

Health: 11,000
Combo Rate: 60%
Prejump: 4
Backdash Time 23 / Invul: 1-7
Movement Options

Wind, Double Jump, 1 Airdash, 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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300*2 CSJR 100 80(once) Normal All 1 B 6 2(6)3 11 -2 11 12 12 9 - Click!
5B 600 SJR 100 85 Long Mid 2 BP 8 6 15 -7 13 14 17 10 - -
5C 850 SR 100 89 Long Mid 3 B 13 8 22 -13 16 17 17 11 - Click!
  • Fatal counter
5CC 850 SR 100 84 Long Mid 5 B 9 8 24 -11 20 Launch 50 + Slide 49 + WBounce 60 13 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 4 9 -1 11 12 12 9 - Click!
2B 550 SR 90 85 Long Low 2 FP 10 6 18 -10 13 14 14 10 - Click!
2C 1200 R 50 94 Normal Low 5 B 23 13 42 -34 20 Launch 64 13 5-35 Guard HBFP Click!
  • Cannot guard against throws and unblockable attacks
  • 110% bonus proration
6A 700 S(J)R 90 79 Long Mid 3 B 13 5 17 -5 16 Launch 30 11 7-12 Guard H Click!
6B 700 SJR 100 89 Long Mid 3 B 11 3 15 -1 16 17 17 11 - Click!
4B 750 SR 90 92 Normal High 4 B 26 4 17 -2 18 19 53 + GBounce 12 - Click!
  • Fatal counter
6C 83-711 SR 80 99 Long All 4 H 13 3*N 13L +4 18 17 19 3 - Click!
3C 400*3 SR 100 79(once) Long Low 3 F 10 4*3 15 -2 16 Launch 80 8 - Click!
3[C] 400*7 SR 100 79(once) Long Low 3 F 11 4*7 15 -2 16 Launch 80 8 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 8 3 12 - 11 12 12 9 - Click!
j.B 600 SJR 90 85 Long All 2 H 9 6 12 - 13 14 15 10 - Click!
j.C 800 SJR 80 89 Long All 3 H 8 6 20 - 16 17 32 11 - Click!
j.[C] - - - - - - - - - - 16L - - - - - - -
j.2C Lv1 800 R 80 79 Normal High/Air 3 H 13 till L 20L - 16 17 25 11 - Click!
j.2C Lv2 1200 R 90 89 Normal All 4 H 13 till L 20L - 18 Launch 62 + GBounce 20 - Click!
j.2C Lv3 1800 R 90 89 Long All 5 H 13 till L 20L - 20 Launch 100 + GBounce 30 - Click!
  • Fatal Counter
  • 110% bonus proration

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Silpheed - - - - - - - - 0 60 0 - - - - - - Click!
  • Can be activated at any time, except when Rachel is in hitstun, blockstun, is performing any tech roll or is performing distortion drives, exceed accels or astral heats.
  • Can be performed during another sylpheed, stacking their effects.
  • Push force adds a velocity of 1000 for each frame in one direction.
  • For diagonal pushes, a value of 707 is used in both the X and Y directions.
  • Active time is for Rachel herself, for her opponent, only the first 6 frames affect them.

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 80 0, 12 - Click!
  • 100% minimum damage (1500)
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 80 0, 12 - Click!
  • 100% minimum damage (1500)
Air Throw 0, 1500 SR 100 50 Normal Throw(120) 0, 4 T 7 3 23+3L - - - 80 + GBounce 0, 12 - Click!
  • 100% minimum damage (1500)
Counter Assault 0 R 50 92 Very Short All 4 B 13 4 33 -18 18 Launch 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 - 100 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Knockdown 24 12 - Click!
1000 - 100 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Knockdown 24 12 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Tiny Lobelia A
236A
850 R 80 89 Long All 3 P1* 11 - Total 47 -9 16 17 30 0/+11 - Click!
Tiny Lobelia B
236B
850 R 80 89 Long All 3 P1* 20 - Total 52 -5 16 17 30 0/+11 - Click!
Tiny Lobelia C
236C
850 R 80 89 Long All 3 P1* 20 - Total 52 -5 16 17 30 0/+11 - Click!
Tiny Lobelia A (air)
j.236A
850 R 80 89 Long All 3 P1* 9 - Total 53+9L - 16 17 30 0/+11 - Click!
Tiny Lobelia B (air)
j.236B
850 R 80 89 Long All 3 P1* 22 - Total 53+9L - 16 17 30 0/+11 - Click!
Tiny Lobelia C (air)
j.236C
850 R 80 89 Long All 3 P1* 22 - Total 53+9L - 16 17 30 0/+11 - Click!
George the 13th (summon)
214A
- - - - - - - - 25 540 49 - - - - - - Click!
  • Startup and active frames belong to George
  • George disappears if: 1. active frames end; 2. George follows through attack; 3. George the 13th is used while another is out; 4. Rachel gets hit; 5. frog receives at least 700 damage
George the 13th (air summon)
j.214A
- - - - - - - - 25 540 82 - - = - - - Click!
  • Startup and active frames belong to George
  • George disappears if: 1. active frames end; 2. George follows through attack; 3. George the 13th is used while another is out; 4. Rachel gets hit; 5. frog receives at least 700 damage
George the 13th (attack) 250*6 - 80 92(once) Long All 3 P1* 27 2*6 - - 16 Launch 35 0/+4 - Click!
  • Startup occurs when George arrives at opponent's position
  • George gauge will appear when George disappears for any of the above reasons except if another George was summoned; while gauge fills up (299F duration), cannot use George the 13th
Ivy Blossom
214B
- - - - - - - - 61 - Total 32 - - - - - - Click!
Air Ivy Blossom
j.214B
- - - - - - - - 61 - Total 30 - - - - - - Click!
  • Only possible to perform once in the air
Sword Iris
214C
900 R 80 82 Long All 2 P1* 19 8 42T +2 13 Launch 100 0/+12 - Click!
Sword Iris (air)
j.214C
900 R 80 82 Long All 2 P1* 22 8 45+3LT +24 13 Launch 100 0/+12 - Click!
  • Frame advantage calculated off of shortest jump
Barrel Lotus
22A/j.22A
600 per bat - 70 92 Normal All 2 P1* - 54 36T - 13 14 20 0/+9 - 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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Baden Baden Lily
632146C
450*6 [350*12] R 100 75(once) Normal All 2 P2* 13+4 2*6 [2*12] - +51 13 Launch 100 0/+10 13-22 All Click!
  • Values in [] are during OD
  • 15% minimum damage: 402 [624]
  • Also invincible during superflash
Baden Baden Lily
Rod
250*4 R 75 100(once) Normal All 2 P2* - 2*4 - - 13 Launch 100 0/+10 - Click!
  • 15% minimum damage: 150
  • After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance
Tempest Dahlia Lv0
632146B (air OK)
300*8 [300*12] R 100 94 Very Short all 3 P2* 10+?? - Total 81 +15 [+28] 16 25 40 0/+11 1-27 P
10 All
Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 240 [360]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack level per bat = 3
Tempest Dahlia Lv1 300*10
[300*14, 400]
R 100 94 Very Short All 3 P2* 10+?? - Total 81 +20 [+40] 16 25 [25*14, Launch] 40 0/+11 1-27 P
10 All
Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 310 [460]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack level per bat = 3
Tempest Dahlia Lv2 300*11, 400
[300*11 400*4]
R 100 94 Very Short All 3 P2* 10+?? - Total 81 +42 [+50] 16 25*11, Launch [25*14, Launch] 40*11, 50 [40*14, 50] 0/+11 1-27 P
10 All
-
  • Values in [] are during OD
  • Minimum Damage 10%: 370 [490]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack level per bat and cow: 3
  • Blockstun/untech+hitstop per bat and cow: 16+11, 40+11
Tempest Dahlia Lv3 (300*2, 400)*3, 500*3
[(300*2, 400*2)*3, 400*2, 500*3]
R 100 94 Very Short All 3*9, 4*3 [3*12, 4*3] P2* 10+?? - Total 81 +48 [+68] 16*9, 18*3
[16*14, 18*3]
(25*2, Launch)*3, Launch*3
[(25*2, Launch*2)*3, Launch*5]
(40*2, 50)*3, 90*3
[(40*2, 50*2)*3, 50*2, 90*3]
0/+11*9, 0/+3*3
[0/+11*14, 0/+3*3]
1-27 P
10 All
Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 450 [510]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4
  • Blockstun/untech+hitstop per projectile: bat and cow = 16, 40+11 pumpkin = 18+3, 90+3 frog = 20+3, 90+3
Tempest Dahlia Lv4 400*6, 500*3, 600*3
[400*6, 500*6, 600*6]
R 100 94 Very Short All 3*6, 4*3, 5*3
[3*6, 4*6, 5*6]
P2* 10+?? - Total 81 +58 [+76] 16*6, 18*3, 20*3
[16*6, 18*6, 20*6]
Launch 50*6, 90*6
[50*6, 90*12]
0/+11*6, 0/+3*6
[0/+11*6, 0/+3*11, 0/+20]
1-27 P
10 All
Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 570 [900]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack levels per projectile: cow = 3, pumpkin = 4, frog = 5
  • Blockstun/untech+hitstop per projectile: cow = 16+11, 40+11 pumpkin = 18+3, 90+3 frog = 20+3, 90+3

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Gerber Lute
ABCD during OD
600, 1000, 1400
[600, 1000, 4200]
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch - 20 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {580+58}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Clownish Calendula
2363214C
34200 - 100 94 Long all 5 HBFP 1+10 40 26 -45 20 - - 0 1-50 Guard All Click!
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5B 6A 2B two times, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5C - - Followup, 6C, 3C Special
5CC - - 3C Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2B - 5B two times, 6B, 4B 5C, 2C, 6C, 3C Special
2C - - - -
6A - 5B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
6B - - 5C, 6C, 3C Throw, Jump, Special
4B[1] - - 5C, 2C, 6C, 3C Special
6C - - j.C, j.2C Special
3C - - - Special on first 3 hits
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special
j.B j.A - j.C, j.2C Throw, Jump, Special
j.C - - j.2C Jump, Special
j.2C - - - Special on landing and hit
  • j.2C can cancel ground recovery into ground normals on landing
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Rachel Alucard/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