BBCF/Taokaka/Frame Data

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System Data[edit]

Health: 10,000
Combo Rate: 60%
Prejump: 4
Backdash Time 22 / Invul: 1-7
Movement Options

Triple Jump, 2 Air Dashes, 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. 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 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 CSJR 100 80 Normal All 1 B 7 2 12 -2 11 12 12 9 - Click!
5B 300 S(J)R 100 80 Normal All 1 B 6 2 12 -2 11 12 14 9 - Click!
5C 630 SJR 100 89 Long Mid 3 B 11 2 20 -5 16 17 17 11 - Click!
2A 300 CSR 90 80 Normal Low/Air 1 F 6 2 14 -4 11 12 12 9 - Click!
2B 560 SR 90 89 Long Low 3 F 10 7 24 -14 16 17 17 11 - Click!
2C 700 SR 100 89 Long Mid 3 F 17 2 23 -8 16 17 21 11 - Click!
6A 420*2 R, SJR 100 85 Long Mid 2 B 12 2 (4) 2 20 -8 13 14 19 10 7-13 H Click!
6B 700 SR 80 89 Normal High/Air 3 H 26 4 3+14L -4 16 21 17 11 4-29 F Click!
  • Bonus Proration 110%
  • Fatal Counter
6C 910 [1300] SR 90 92 Long Mid 4 B 19 [42] 3 29 -14 18 23 40 + WBounce 40 16 [24] - Click!
  • Values in [] for max charge
  • Bonus Proration 110%
  • [Fatal Counter]
3C 300*2, 600 SR 90 89 Long Low 3 F 10 1 (4) 2 (12) 5 18 -6 16 17*2, Launch 40 7*2,11 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 2 9 - 11 12 12 9 - Click!
j.B 500 SJR 80 85 Long High/Air 2 H 9 6 15 - 13 14 17 10 - Click!
j.2B 600 SJR 80 89 Long All 3 H 14 2 18 - 16 17 17 11 - Click!
j.C 700 SJR 80 89 Long High/Air 3 H 11 3 20 - 16 17 19 11 - Click!
Taunt 100*2 SJR 100 20 Long All 0 B 11 5(10)5 15 -10 9 10 30,10 8 - 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 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
5D 800 R 80 89 Normal All 4 H 19 8 Until L+24 - 14 Launch 35 + Slide 34 5 - Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
2D 800 R 80 89 Normal All 4 H 13 10 9+3L - 14 Launch 35 5 - Click!
  • On hit/block, has 2F recovery before transitioning to followups
4D 1000 R 80 89 Normal All 4 H 25 Until L 8 - 14 Stagger 34 35 5 - Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
  • Fatal Counter
j.D 900 R 80 89 Normal All 4 H 11 12 Until L+20 - 14 19 35 5 - Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.2D 850 R 80 82 Normal All 4 H 15 Until L 24 - 14 Launch 35 + Slide 29 5 - Click!
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.4D 550, 800 R 90 79 Normal All 4 H Until L +15 10 9 - 14 19 35 5 - Click!
  • On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.8D 930 R 80 89 Normal All 4 H 10 10+4L 9 - 14 Launch 35 5 - Click!
Triangle Jump Attack
[2]8D
950 - 80 89 Normal - 4 H Until Wall+3 Until L 24 - 18 - 19 5 - Click!
  • On hit/block, has 2F recovery before transitioning to followups
Triangle Jump > Drop Attack
[2]8D~2
900 - 80 89 Normal - 4 - Until Wall+3 Until L 28 - 18 - 40 - - Click!
  • On hit/block, has 2F recovery before transitioning to followups
Forward D > Stop
xD > A
- - - - - - - - - - 17+13L - - - - - - Click!
Upwards D > Stop
xD > A
- - - - - - - - - - 17+14L - - - - - - Click!
Downwards D > Stop
xD > A
- - - - - - - - - - 17+14L - - - - - - Click!
Forward D > Turn
xD > B
- - - - - - - - - - Ground: 24
Air: 21
- - - - - - Click!
  • Can pass through oppoonent 2-16
Upward D > Turn
xD > B
- - - - - - - - - - 24 - - - - - - Click!
  • Can pass through oppoonent 2-16
Downards D > Turn
xD > B
- - - - - - - - - - Ground: 30
Air: 16
- - - - - - Click!
  • Can pass through oppoonent 2-14
D > Jump
xD > C
- - - - - - - - - - 16 - - - - - - Click!
D > 6 - - - - - - - - - - 18 - - - - - - Click!
D > 4 - - - - - - - - - - 20 - - - - - - Click!

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 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 1500 SR 100 50 Normal Throw(70) 4 T 7 3 23 - - Launch 60 + WBounce 40 0 - Click!
  • Minimum Damage 100%
Back Throw 1500 SR 100 50 Normal Theow(70) 4 T 7 3 23 - - Launch 60 + GBounce + Down 34 0 - Click!
  • Minimum Damage 100%
Air Throw 1500 SR 100 50 Normal Thtow(120) 4 T 7 3 23+3L - - - 100 + GBounce 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 4 30 - 18 Launch 19 12 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Down 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. 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 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
Kitty Litter Special
63214A/B
- - - - - - - P1* 30 - Total 52 - - - - - - Click!
Chibikaka 500 R 90 80 Short All 1 P1* 30 Until Offscreen - - 11 12 12 0/+9 - Click!
Fish 500 R 90 80 Short All 1 P1* 30 Until Offscreen - - 11 12 12 0/+9 - Click!
Apple 500 R 90 80 Short All 1 P1* 30 Until Offscreen - - 11 12 12 0/+9 - Click!
Hammer 500 R 90 80 Short All 1 P1* 30 Until Offscreen - - 11 12 12 0/+18 - Click!
Baseball 500 R 90 80 Short All 1 P1* 30 Until Offscreen (120) Until Offscreen - - 11 12 12 0/+9 - Click!
Bomb 500*2 R 90 80 Short All 1 P1* 30 Until Hit(1)1 - - - Launch 30 0 - Click!
Pillow 500*2 R 90 80 Short All 1 P1* 30 Until Offscreen - - 11 12 12 0 - Click!
Bowling Ball
63214C
500*2 R 90 80 Short All 1 P1* 56 Until Offscreen Total 79 - 11 12 12 0/+9 - Click!
Cat Jump
214D
- - - - - - - - - - Until L+5 - - - - - - Click!
  • Can cancel into actions on 19
Cat Spirit One!
236A
400*N R 100 89 Long All 3 B 12 2 19 - 16 17 22 5 - Click!
  • Press button for more hits (max 9).
  • Followup hits will have startup 9 and 2 active frames.
  • Can cancel in Drives on hit/block.
  • Can cancel into Cat Sprit Encore! on hit/block/whiff
Slashy Slashy
22C
110*3 R 100 85 Long Mid 2 B 8 [2,2,6]*3 15 - 13 14 25 1 - Click!
  • Press button for more hits
Cat Spirit Two!
j.236B
300*4, 1000 R 100 85 Long All 2 H 9 4 (3) 4 (3) 4 (3) 4 (3) 4 15+9L - 13 14*4, Launch 17*4, 36 + WBounce 5*4, 20 - Click!
  • Release button to stop attack and go into recovery.
  • Can cancel into Drive on hit/block
Cat Spirit Three!
236C
800,800[900,900] R 90 89,79[92,82] Normal, Long All[High] 3 B 21[35] - - - 16 17, Launch 22 + GBounce, 26 11 - Click!
Cat Spirit Encore!
236A/C~B
1000 R 80 89 Normal Low 3 F 11 3 33 -19 16 Stagger Fall 24 40 12 - -
Sticky Kitty
j.214D
- - - - - - - - - - - - - - - - - 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. 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 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
Hexa Edge
236236D
720*4, 2160
[720*4, 100*16, 2160]
R 80 82 Normal All 4 B 4+3 2 (6) 2 (4) 2 (6) 2 (18) 2 43 -26 18 23*4 [*20], Launch 60*4, 55 6*4, 12
[6*4, 1*16, 12]
1-14 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1008 [1328]
Imma Beat The Crap Outta You
214214C
0, 4000
[0, 4800]
- 100 100, 20 Very Short Unblockable 4 T 5+11 10 ??+50L - - Launch 1000 0 1-15 All
16-25 FT
Click!
  • Values in [] are during OD
  • Misses vs crouching opponents.
  • Minimum Damage 25%: 1000 [1200]
Aerial Dancing Edge
j.236236D
800, 100*8, 800*4
[800, 100*28, 800*5]
R 80 80 Normal All 4 H 4+5 3 Until L - 18 Launch 60 + Slide 49 + Down 94 20 1-11 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 720 [1140]

Overdrive[edit]

All normals, drives and specials that are strikes create a shadow that:

  • hit 20F after the original attack
  • have hitstop 5F
  • can be guarded All

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 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
Kaka Clan Hospitality!
ABCD
600, 440, 0, 40*18, 1200
{600, 440, 0, 60*18, 1200*3}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 200 +Slide 59 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%: 296 {572+46}

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 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
Attack Meow Pow!
[4]128D
0,100*5,10*5,20,21000 - - - Long All 1 H Until Wall+3 Until L 54 - 12 - 200 0 - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B 5A, 6A 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Special
5C[1] - - 2C, 6C, 3C 5D, 2D, 4D Jump, Special
5D - - - - D Followups[+]
2A[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
2B 6A 5B 5C, 2C, 6C 5D, 2D, 4D Special
2C[1] - - 5C, 6C, 3C 5D, 2D, 4D Special
2D - - - - D Followups[+]
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump
6B - - - j.D, j.2D, j.4D, j.8D Special
6C - - - 5D, 2D, 4D Special
6D - - - - D Followups[+]
4D - - - - D Followups[+]
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C j.D, j.2D, j.4D, j.8D Throw, Jump, Special
j.B - j.2B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.2B - j.B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.C - - - j.D, j.2D, j.4D, j.8D Jump, Special
j.D - - - - D Followups[+]
j.2D - - - - D Followups[+]
j.4D - - - - D Followups[+]
j.8D - - - - D Followups[+]
  • All cancels from 6A are on the 2nd hit
  • All cancels from 3C are on the 2nd or 3rd hit
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/Taokaka/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

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