BBCF/Relius Clover/Frame Data

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System Data[edit]

Health: 11,000
Combo Rate: 60%
Prejump: 4
Backdash Time 22 / Invul: 1-7
Movement Options

Double Jump, Air Dash, Dash type: Run


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile 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. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 ±0 11 12 12 9 - Click!
5B 600 SR 100 89 Long Mid 3 B 8 5 14 -2 16 17 17 11 - Click!
  • Hitbox fully extended on 10
5C 500*2 S(J)R 100 92 Long Mid 4 B 12 3,3 18 -2 18 19 19 14 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 9 0 11 12 12 9 - Click!
2B 550 SR 90 85 Long Low 2 F 11 5 15 -6 13 14 14 10 - Click!
  • Hitbox fully extended on 13
2C 800 SJR 90 89 Long Mid 3 B 12 7 25 -15 16 17 26 11 7-14 H Click!
6A 800 SR 80 89 Normal High 3 B 26 3 21 -7 16 17 17 + Down 24 11 - Click!
  • Bonus Proration 110%
6B 690 SJR 90 79 Long Mid 3 B 10 3 22 -8 16 Launch 22 11 - Click!
  • Bonus Proration 110%
6C 1110 SR 90 82 Long Mid 4 B 20 8 28 -17 18 Launch 30 12 - Click!
  • Fatal Counter
3C 700 SR 90 79 Long Low 3 F 9 3 19 -5 16 - 38 11 - Click!
j.A 160*3 SJR 80 92 Normal All 1 H 7 3,3,3 9 - 11 12 12 6 - Click!
  • j.A > j.A immediately goes into the active frames
j.B 600 SJR 80 85 Long High/Air 2 H 10 5 16 - 13 14 17 10 - Click!
  • Hits crossup on 13-14F
j.C 800 SR 80 89 Long High/Air 3 H 12 6 20 - 16 17 19 11 - 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 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. Hitbox
Summon
Unsummon
- - - - - - - - - - 22 - - - - - - Click!
Crouch Summon - - - - - - - - - - 22 - - - - - - Click!
Air Summon - - - - - - - - - - 25 - - - - - - Click!
Air Unsummon - - - - - - - - - - 24 - - - - - - Click!
6D 560 - 100 85 Normal All 2 BD* 17 3 16 [11] - 13 14 14 Guard: 8/X
Attack: 0/+10
1-End Guard P Click!
  • Values in [] are during OD
2D 620, 780 - 100 80 Normal All 1 BD* 25 3 (12) 3 33 [15] - 11 - 20 Guard: 8/X
Attack: 0/+6,+7
1-End Guard HBFP Click!
  • Values in [] are during OD
4D 850 - 80 82 Normal Mid 4 BD* 16 9 30 [13] - 18 - 30 + WBounce 50 Guard: 8/X
Attack: 0/+12
1-End Guard P Click!
  • Values in [] are during OD
  • Bonus Proration 110%
j.8D 900 - 80 92 Long All 4 HD* 15 3 16 [9] - 18 19 19 Guard: 8/X
Attack: 0/+12
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36
j.2D 900 - 80 92 Long All 4 HD* 18 3 16 [8] - 18 19 19 Guard: 8/X
Attack: 0/+12
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36
j.6D 900 - 80 92 Long All 4 HD* 16 4 16 [8] - 18 19 19 Guard: 8/X
Attack: 0/+12
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36

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. Hitbox
Forward Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 80 + GBounce + Down 24 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 30 -17 18 Launch 19 12 1-20 All Click!
Crush Trigger
Uncharged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 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. Hitbox
Led Ley
236A
- - - - - - - - - - 35 - - - - - 1-31 HBFP Click!
  • Can pass through opponent 1-31
  • Counterhit state for entire move
Gad Leis
41236B
680*2 R 100 82 Long Mid 4 B 21 3 (6) 2 21 -4 18 25 35, 35 + GBounce 12 - Click!
  • Fatal Counter
A Geara Lugia
22A
840 R 100 89 Long All 3 P1* 42 12 Total 58 +5 16 Launch 30 0/+5 - Click!
B Geara Lugia
22B
840 R 100 89 Long - 3 P1* 34 12 Total 58 -3 16 Launch 30 0/+5 - Click!
C Geara Lugia
22C
840 R 100 89 Long All 3 P1* 26 12 Total 58 -11 16 Launch 30 0/+5 - Click!
Id Lauger
236C
1000 R 100 92 Long All 4 B 16 6 36 -23 18 Launch 45 12 - Click!
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)
Air Id Lauger
j.236C
1000 R 100 92 Long All 4 H 14 3 Until L+15 - 18 Launch 42 12 - Click!
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)
Val Tus
214C
660*3 - 100 94 Long All 5 BD* 32~53 3 (6) 3 (15) 3 30 [21] - 20 21 30 [30 + WBounce 30] Guard: 8/X
Attack: 0/+13
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36
Val Tus (Ignis Deployed)
214C
660*3 - 100 94 Long All 5 BD* 22~43 3 (6) 3 (15) 3 30 [21] - 20 21 30 [30 + WBounce 30] Guard: 8/X
Attack: 0/+13
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36
Geara Kaas
236D
0, 700*6
[0, 420*11]
- 80 100, 60 Normal Unblockable 0, 3 TD* 42 2 42 [24] - - Stagger 27 - Guard: 8/X
Attack: 0, 6*6 [*11]
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 45. If Ignis is airborne, then this attack is an air throw
Geara Kaas (Ignis Deployed)
236D
0, 700, 420*5
[0, 700, 420*10]
- 80 100, 60 Normal Unblockable 3 TD* 32 2 42 [24] - - Stagger 27 - Guard: 8/X
Attack: 0, 6*6 [*11]
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 45. If Ignis is airborne, then this attack is an air throw
Geara Nose
214D
920 - 90 82 Normal High/Air 4 HD* 31 9 30 [13] - 18 Launch 30 + GBounce [60 + GBounce] Guard: 8/X
Attack: 0/+12
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36
Geara Nose (Ignis Deployed)
214D
920 - 90 82 Normal High/Air 4 HD* 68 9 30 [13] - 18 Launch 30 + GBounce [60 + GBounce] Guard: 8/X
Attack: 0/+12
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36
Val Lanto
214A
1050 - 90 89 Normal All 3 BD* 19 18 26 [8] - 17 Launch 40 + Slide 44
[70 + Slide 59]
Guard: 8/X
Attack: 0/+11
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 39. Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F.
Val Lanto (Ignis Deployed)
214A
1050 - 90 89 Normal All 3 BD* 16 18 26 [8] - 17 Launch 40 + Slide 44
[70 + Slide 59]
Guard: 8/X
Attack: 0/+11
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 39. Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F.
Val Lyra
214B
1200 - 90 92 Normal All 4 BD* 35 3 54 [21] - 18 Stagger 50 [Launch] 40 [80] Guard: 8/X
Attack: 0/+3
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36. Fatal Counter
Bel Lafino
j.214B
280*N - 80 92 Long All 4 HD* 30 Until L, 3
[Until L, 1]
33 [11] - 18 19*N-1, Launch 40*N-1, 40 + Down 24 Guard: 8/X
Attack: 0/+2
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 45
Bel Lafino (Ignis Deployed)
j.214B
280*N - 80 92 Long All 4 HD* 20 Until L, 3
[Until L, 1]
33 [11] - 18 19*N-1, Launch 40*N-1, 40 + Down 24 Guard: 8/X
Attack: 0/+2
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 45
Id Haas
236C > 214A
1000 - 100 92 Long All 4 HD* 37 9 18 [11] - 17 Launch 40 + Slide 44
[70 + Slide 59]
Guard: 8/X
Attack: 0/+11
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 36 on the ground, 45 in the air
Id Naiads
236C > 214B
300*N - 100 92 Long All 4 HD* 37 Until L, 3
[Until L, 1]
33 [11] - 18 - 25
[25*N, 60]
Guard: 8/X
Attack: 0/+2*N, +0
1-End Guard P Click!
  • Values in [] are during OD
  • Relius has total animation 43 on the ground, 45 in the air
Id Zain
236C > 214C
1000 - 100 72 Long - 4 HD* 39 3 32 [23] - - - 30 [60] Guard: 8/X
Attack: 0/+12
- Click!
  • Values in [] are during OD
  • Relius has total animation 48 on the ground, 51 in the air

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. Hitbox
Req Vinum
2363214C
Normal: 400, 200*6
OD: 400, 200*12
R 100 36 Normal All 4 P2* 7+4 9 Total 62 -23 18 19 40 0/+10/+30 1-10 All Click!
  • Only does 1 hit on block
  • Values in [] are during OD
  • Minimum Damage 20%: 320 [560]
Duo Bios (Relius)
236236D Relius
- - - - Long - - - - - Total 10+60 Normal: 113
OD: 170
- - - - - Click!
  • Values in [] are during OD
  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks
  • Normal: after blocking 8 hits. OD: after blocking 21 hits
Duo Bios (Ignis)
236236D Ignis
300*10, 1000 - 80 82 Normal All 4 BD* 10+16 See notes 48 - 20*10, 20 - 20*8, 32, 44, 60 Guard: 8/X
Attack: 0/+4*10, +20
1-End Guard All Click!
  • Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 800
Duo Bios (Ignis OD)
236236D Ignis OD
300*3, 150*16, 300*2, 300, 300, 1000 - 80 82 Normal All 4 BD* 10+16 See notes 48 - 20*3, 20*20, 20 - 20*3, 20*18, 32, 44, 120 Guard: 8/X
Attack: 0/+2*3, +1*20, +20
1-End Guard All Click!
  • Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 [(4) 1]*9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 1100
Vol Tedo
632146D
Normal: 1000, 3200
OD: 1000, 4300
(R) 80 84 Normal All 4 BD* 7+4 3 Total 38 - 18 Launch 200 0 - Click!
  • Minimum Damage 20%: 840 [1060]

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. Hitbox
Zera Varius
ABCD during Overdrive
600, 300*5, 0, 960
{600, 300*5, 0, 2300}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 20, 30 1-22 All
[1-22 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 306 {440+44}

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. Hitbox
Puppeteer's Altar
214214D
0*3, 36000 - - - Long All 0 BD* 6+14 4 87 -81 9 - - 0 - 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 Yes Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - 2C, 6C, 3C Yes Jump[-], Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C Yes Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 6C, 3C Yes Jump, Special
6A - - - - Special
6B - - - - Jump, Special
6C - - - - Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.A[+] j.B j.C Yes Throw, Jump, Special
j.B - - j.C Yes Jump, Special
j.C - - - Yes 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

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BlazBlue: Central Fictione
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc