BBCF/Tsubaki Yayoi/Frame Data

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System Data[edit]

Health: 11,000
Combo Rate: 60%
Prejump: 4
Backdash Time 22 / Invul: 1-5
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. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 11 -2 11 12 12 9 - Click!
5B 550 SJR 100 89 Long Mid 3 B 10 5 17 -5 16 17 17 9 - Click!
5BB 500 S(J)R 100 85 Long Mid 2 B 11 3 19 -8 13 14 14 9 - Click!
5C 660 SR 100 89 Long Mid 3 B 8 3 23 -9 16 17 17 11 - Click!
5CC 600 S(J)R 100 92 Long Mid 4 B 12 3 27 -11 18 22 22 12 - Click!
  • Fatal Counter
2A 300 CSR 100 80 Normal All 1 F 7 2 11 -1 11 12 12 9 - Click!
2B 550 SR 90 85 Long Low 2 F 11 3 12 -1 13 14 14 9 - Click!
2BB 500 SR 90 85 Long Low 2 F 10 3 18 -7 13 14 14 9 - Click!
2C 660 SJR 90 89 Long Mid 3 B 13 3 22 -8 16 17 22 11 8-15 H Click!
2CC 740 SJR 100 89 Long Mid 3 B 12 3 29 -5 16 17 22 11 1-17 H Click!
6A 800 SR 80 89 Normal High 3 B 26 2 24 -9 16 17 17 + Down 24 11 - Click!
  • Bonus Proration 110%.
  • Fatal Counter
6B 600 SR 90 89 Long Low 3 F 17 3 17 -3 16 17 17 11 - Click!
6BB 600 SR 90 89 Long Low 3 F 11 4 15 -7 16 19 35 11 - Click!
6C 200*6 S(J)R 100 94 Long Mid 5 B 23 1*6 38 -18 20 21 21 + Down 24 2 - Click!
6CC 200*3 S(J)R 100 84 Long Mid 5 B 20 1*3 35 -15 20 21 29 4 - Click!
  • Bonus proration 110%
3C 800 SR 90 94 Long Low 5 F 18 8 24 -11 20 Launch 54 13 - Click!
  • Fatal Counter
3CC 800 SR 90 84 Long Mid 5 B 17 4 17+18L -18 20 Launch 54 13 1-15 H Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 2 9 - 11 12 12 9 - Click!
j.B 600 SJR 80 85 Long High/Air 2 H 8 4 12 - 13 14 17 10 - Click!
j.BB 750 S(J)R 80 89 Long High/Air 3 H 7 3 24 - 16 17 17 11 - Click!
j.C 700 SJR 80 89 Long High/Air 3 H 11 4 23 - 16 17 22 11 - Click!
j.CC 800 SR 80 92 Long High/Air 4 H 10 2 29 - 18 22 22 12 - Click!

Drive Moves[edit]

  • Install gauge consists of 5 stocks
  • Each stock is 10,000 install points
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
5D - - - - - - - - 18 [14] While held 9 - - - - - - Click!
  • Active time refers to when Install gauge increases
2D - - - - - - - - 18 [14] While held 9 - - - - - - Click!
  • Active time refers to when Install gauge increases
j.D - - - - - - - - 13 [9] While held 5L - - - - - - Click!
  • Ends automatically if Tsubaki lands.

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 60 + GBounce 0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 + Slide 39 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 60 + GBounce 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 4 35 - 18 Launch 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 100 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 100 100 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 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
A Sanctus Aequum
236A
600 R 90 79 Long All 3 B 13 4 18 -7 16 17 30 11 - Click!
B Sanctus Aequum
236B
800 R 90 82 Long All 4 B 18 9 18 -8 18 19 30 11 - Click!
C Sanctus Aequum
236C
800 R 90 82 Long All 4 B 18 9 18 -8 18 Stagger 25 40 11 - Click!
  • On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
D Sanctus Aequum
236D
900 R 90 94 Long All 5 B 19 10 10 +2 20 Launch 50 13 - Click!
Shot > D Sanctus Aequum
421D > 236D
900, 250*6 R 90 94 Long All 5 B 19 10,2*6 18 1 20 Launch 50 Guard:0
Attack: 3*7
19-40 Guard P Click!
B Sanctus Veritas
214B
800 R 90 82 Normal Mid 4 B 21 3 23 -7 18 Launch 45 12 9-20 B Click!
D Sanctus Veritas
214D
1000 [900] R 90 92 Normal Mid [All] 4 B 20 [17] 3 23 -7 18 Launch 60 12 6-22 B [-] Click!
  • Values in [] are when canceled into from a Special Attack
C Benedictus Rex
623C
850 R 50 89 Very Short Mid 3 B* 10 40 Total 45+19L -21 29 Launch 44 0/+4 1-10 All Click!
D Benedictus Rex
623D
650*3 R 50 92 Very Short Mid 4 B* 10 3,3,3 Total 50+23L -21 24 Launch 44 0/+4 1-14 All Click!
A Aequum Elesion
j.236A
800, 500 R 100, 90 79, 89 Long All 3 H, P1* 16 3 (6) 90 Until L+5 - 16 17 30, 20 13, 0/+11 - Click!
  • Second hit is a projectile
D Aequum Elesion
j.236D
800, 600 R 100, 90 92, 89 Long All 4, 3 H, P1* 16 3 (6) 180 37 - 18, 16 Stagger 60, 17 60, 20 12/+0/-8, 0/+11 - Click!
  • Second hit is a projectile
D Aequum Elesion (Followup)
Special > j.236D
700, 600 R 100, 90 92, 89 Long All 4, 3 H, P1* 16 3 (6) 180 Until L - 18, 16 Stagger 60, 17 60, 20 12/+0/-8, 0/+11 - Click!
  • Second hit is a projectile
A Lux Aeterna
j.214A
600 R 80 82 Normal All 4 H 9 Until L 22 - 18 Launch 60 + Down 24 8 - Click!
B Lux Aeterna
j.214B
700 R 80 82 Normal All 4 H 11 Until L 24 - 18 Launch 60 + Down 24 8 - Click!
C Lux Aeterna
j.214C
800 R 80 82 Normal All 4 H 17 Until L 33 - 18 Launch 62 + Down 24 8 - Click!
D Lux Aeterna
j.214D
900 R 80 92 Long All 4 H 13 Until L 16 - 18 Launch 60 + Down 24 8 11-Until L P Click!
D Lux Aeterna (Followup)
Special > j.214D
800 R 80 92 Long All 4 H 9 Until L 29 - 18 Launch 60 + Down 24 8 11-Until L P Click!
Shot > D Lux Aeterna
j.236D > j.214D
250*7 R 80 92 Long All 4 H 9 Until L 29 - 18 Launch 60 + Down 24 3 11-Until L P Click!
Sactus Aerolata
63214C
0, 100*12 R 100 80 Very Short Throw(90) 3 T 11 3 30 - - Launch 40*12, 50 0 - Click!
A Lux Macto
421A
500 R 90 89 Long All 3 P1* 25 70 Total 54 -13 16 17 20 0/+11 - Click!
D Lux Macto
421D
600 R 90 89 Long All 3 P1* 13 95 Total 47 -18 16 17 20 0/+11 - Click!
B Agnus Dei
22B
800 R 90 79 Normal All 3 H 28 6 1+10L 0 16 Launch 44 + GBounce 11 7-38 F Click!
D Agnus Dei
22D
660*2 R 90 92 Normal High/Air 4 H 28 3,3 3+10L +3 18 Launch 44 + GBounce 11 5-36 FT Click!
Agnus Dei (Followup)
Special > 22D
660*2 R 90 92 Normal High/Air 4 H 22 3,3 4+9L +3 18 Launch 44 + GBounce 11 5-37 FT 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
C Confutatis Maledictis
236236C
1000*4 [1000*5] R 80 65 Long All 4 B 5+7 21? Total 51 -21 18 Launch 50 0, 0/+3*3 [*4] 1-14 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 600 [750]
D Confutatis Maledictis
236236D
1000, See notes
[1000, See notes, 1000]
R 80 65 Long All 4 B 5+0 18? Total 51 -28 18 Launch 50 0 - Click!
  • Values in [] are during OD
  • Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
  • [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
  • Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200*5 Lv5: 1000*9
  • [Base Damage of projectile Lv0: 500*4, Lv1: 750*4, Lv2: 570*7, Lv3: 710*7, Lv4: 710*10 Lv5: 960*10]
Macto Maledictis
214214D
- - - - - - - - - - 7+4 - - - - - - Click!
  • Consumes 100 install points per frame normally, 50 during overdrive.
Requiem Maledictus
632146B
450*7 [600*8] - 60 96 Very Short All 2 P2* 1+40 - Total 1+57 - 13 Launch 36 0 [0/+2] 16-58 All Click!
  • Values in [] are during OD
  • Shots fire in 4F intervals starting on 41F
  • Minimum Damage 20%: 630 [960]

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
Macto Lux Kyrie
ABCD during OD
600, 120*20
{600, 160*32}
- 100 100 Long All 4 B 20 [10] 3 34 -10 26 Launch 60 + Down 24 20, 0/+1*20 [*32] 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 {572+38}

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
Requiem Aeternam
632146C
0, 9000 - 100 92 Long All 4 B 3+17 10 23 -19 18 - - 20/-5/+980 1-29 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 Yes Throw, Jump, Special
5B[1] 6A 5BB[+], 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump[-], Special
5C[1] - 6B 5CC[+], 2C Yes Special
5CC - 6B 6C, 2C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 6C, 3C Yes Special
2BB - 5B 5C, 2C, 6C Yes Special
2C[1] - - 2CC[+] - Jump, Special
2CC - - 5C - Jump, Special
6A - - 5C - Special
6B - 6BB[+] - - Special
6BB - - - - Special
6C - - 6CC[+] - Jump[-], Special
6CC - - - - Jump[-], Special
3C - - 3CC[+] - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Jump, Throw, Special
j.B - j.BB[+] j.C Yes Jump, Special
j.BB - - j.C Yes Jump, Special
j.C - - j.CC[+] Yes Jump, Special
j.CC - - - 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

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Tsubaki Yayoi/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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