BBCF/System Data

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Health/Damage[edit]

Character Health Combo Rate Negative Penalty Resistance
Amane 10,500 60 4
Arakune 10,500 60 5
Azrael 12,000 60 5
Bang 11,500 60 4
Bullet 11,500 60 5
Carl 10,000 60 5
Celica 10,000 60 4
Es 10,500 60 4
Hakumen
(Normal/Mugen)
12,000 60/30 5
Hazama 11,000 60 4
Hibiki 11,000 60 4
Izanami 10,500 60 4
Izayoi
(Normal/Gain Arts)
11,000 60 4
Jin 11,000 60 4
Kagura 11,500 60 5
Kokonoe 10,500 60 4
Lambda 10,500 60 4
Litchi
(Staff/No Staff)
11,000 60 4
Mai 11,000 60 4
Makoto 11,000 60 4
Mu 10,000 60 4
Naoto 10,500 60 4
Nine 10,500 60 4
Noel 11,000 60 4
Nu 10,000 60 4
Platinum 11,000 60 4
Rachel 11,000 60 4
Ragna 10,000 60 4
Relius 11,000 60 4
Susanoo 12,500 60 4
Tager 13,000 60 6
Taokaka 10,000 60 4
Terumi 10,500 60 3
Tsubaki 11,000 60 4
Valkenhayn
(Human/Wolf)
10,500 60 5
  • Combo Rate still being looked at

Movement[edit]

Roll Options When Knocked Down
Forward Roll

6.gif + A/B/C

  • 1~3F Fully invincible
  • 4~17F Throw invincible, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
  • 1~10F can pass through opponent
Back Roll

4.gif + A/B/C

  • 1~10F Fully invincible
  • 11~17F Throw invincible, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
  • 1~10F can pass through the opponent
Quick Tech

2.gif + A/B/C

  • 1~13F Throw invincible, if hit you will be in the air
  • 14~19F Throw invincible, guard possible, cancellable into any grounded attack, if hit will be in standing position
  • Will automatically Quick Tech after laying on the ground for 68 frames
Neutral Tech

no direction + A/B/C

  • 1~32F Fully invincible
Emergency Tech
1~32F Fully invincible
The following time table shows a character's options and status during a knockdown.

BBMidair-Knockdown-Timeline.jpg

Air Ukemi
1~15F Fully invincible

Overdrive[edit]

Overdrive Startup
Type Startup
Normal 3+13F
Overdrive Cancel 3+3F
Guard Cancel 3+23F
  • Overdrive Startup is fully invincible during startup
Overdrive Duration vs. Remaining Health (in Frames)
100% - 91% 90% - 82% 81% - 73% 72% - 63% 62% - 54% 53% - 45% 44% - 35% 34% - 0%
240 270 300 330 360 390 420 480
  • Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel

Burst[edit]

Burst Frame Data
P1 P2 Startup Active Recovery Frame Advantage Untechable Notes
10 80 6 6 43 -24 300
  • Fully Invincible 1-48F
  • Air Burst is vulnerable until landing
  • Ends Active Flow and disables it for the rest of the round

Hitstun Decay[edit]

Hitstun/Untechable Decay vs. Time
Combo Duration 480F~ 540F~ 600F~ 660F~ 720F~ 780F~ 820F~
Decay -2F -4F -6F -9F -12F -15F Reduced to 1F
Starter's Effect on Combo Duration
Starter Long Normal Short Very Short
Time Consumed 0F 180F 360F 540F

Attack Level[edit]

Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 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
Untechable (Air Hit) 12 14 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
  • 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

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15




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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc