BBCF/Valkenhayn R. Hellsing/Frame Data

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System Data[edit]

Health

10,500

Combo Rate

60%

Prejump

Human: 4F/ Wolf: 3F

Backdash

Human: 22F/ Wolf: 25F (Human and Wolf: 1-7F Inv)

Forward Dash

Human: 23F


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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SJR 100 89 Long Mid 3 B 10 3 15 -1 16 17 17 22 31 11 +0 +2 - Click!
5C 900 S(J)R 100 92 Long Mid 4 B 14 6 22 -9 18 19 19 24 34 12 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 2 10 0 11 12 12 16 23 9 +0 +0 - Click!
2B 550 SR 90 85 Long Low 2 F 9 4 13 -3 13 14 14 18 26 10 +0 +1 - Click!
2C 820 SJR 100 92 Long Mid 4 B 12 3 26 -10 18 19 23 24 38 12 +0 +5 - Click!
6A 800 R 80 89 Normal Mid 3 B 10 3 27 -13 16 Launch 40 Launch 54 4 +0 +2 5-12 Guard HB Click!
  • On Guard Point, hitstop for Valk is 0F. Opponent hitstop unchanged
6B 800 R 90 92 Short High 4 B 21 3 23 -7 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5 - Click!
  • First 2 active frames only hit above Valk
6C 600*2 R 100 92 Long Mid 4 B 19 6 (4) 2 13 +4 18 19 24 27 42 12 +0 +5 - Click!
  • Fatal Counter
3C 860 SR 90 82 Long Low 4 F 12 3 18 -2 18 Launch 40 Launch 55 + Down 26 12 +0 +5 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 SJR 80 85 Long High/Air 2 H 9 3 14 - 13 14 18 18 30 10 +0 +1 - Click!
j.C 900 SJR 80 89 Long High/Air 3 H 11 3 24+1L - 16 21 40 26 54 11 +0 +2 - 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Human > Wolf - - - - - - - - - - 12 - - - - - - - - - - Click!
Wolf > Human - - - - - - - - - - 9 - - - - - - - - - - Click!
  • Can cancel into ground normals and throws on 7F
Air Human > Wolf - - - - - - - - - - 12 - - - - - - - - - - Click!
  • Can cancel into air normals and throw on 7F
Air Wolf > Human - - - - - - - - - - 9 - - - - - - - - - - Click!
  • Can cancel into air normals and throw on 7F
5A 300 CSJR 80 80 Normal All 1 F 6 3 12 -3 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SJR 80 85 Long Mid 2 B 7 6 20 -12 13 14 24 18 36 10 +0 +1 4-6 H Click!
  • Hitbox fully extended on 10F
5C 900 SJR 100 92 Long Low 4 F 10 3 21 -5 18 Launch 24 Launch 39 + Down 23 12 +0 +5 - Click!
j.A 300 SJR 80 100 Normal High/Air 1 H 6 4 19 - 11 12 24 16 35 9 +0 +0 - Click!
j.AA 300 SJR 80 100 Normal High/Air 1 H 6 2 7 - 11 12 24 16 35 9 +0 +0 - Click!
j.AAA 300 SJR 80 100 Normal High/Air 1 H 6 3 9 - 11 12 24 16 35 9 +0 +0 - Click!
j.B 650 SJR 80 85 Normal High/Air 2 H 9 3 12 - 13 17 26 21 38 10 +0 +1 - Click!
j.C 900 SJR 80 89 Normal High/Air 3 H 15 3 16 - 16 17 26 22 40 11 +0 +2 - Click!
6D - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 5F
4D - - - - - - - - - - - - - - - - - - - - 1-10 All Click!
  • Can cancel into attacks on 11F
2D/1D/3D - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 3F
8D - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 9F
7D - - - - - - - - - - - - - - - - - - - - 1-10 All Click!
  • Can cancel into attacks on 11F
9D - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 5F
6D Cancel - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 14F. During OD, on 7F
4D Cancel - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 21F. During OD, on 3F
2D/1D/3D Cancel - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 12F. During OD, on 10F
8D Cancel - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 20F. During OD, on 14F
7D Cancel - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 15F. During OD, on 3F
9D Cancel - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 15F. During OD, on 9F

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
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 100 + WBounce + Slide 20 - - - 0 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 100 + WBounce + Slide 20 - - - 0 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 60 + WBounce 60 - - - 0 +0 - Click!
  • Minimum Damage 100%
Himmel Wolf
BC[w]
0, 1400 SR 100 60 (Once) Normal Throw(70) 0, 4 T 7 3 22 - - Launch 50 + WBounce 60 - - - 0, 15 +0 - Click!
  • Minimum Damage 100%
Air Himmel Wolf
j.BC[w]
0, 1400 SR 100 60 (Once) Normal Throw(90) 0, 4 T 7 3 22+11L - - Launch 50 + WBounce 60 - - - 0, 15 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 4 30 - 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 100 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 100 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Nacht Jager
236A
900 R 90 79 Long All 3 B 14 15 23 0 23 25 35 30 49 11 +0 +2 - Click!

On hit/block, Valk goes into Recovery animation (23F)

Schwarz Jagd
236B
900 R 90 89 Long Low/Air 3 F 19 4 21 -8 16 Launch 40 Launch 57 11 +0 +2 - Click!
Weiss Jagd
236B > 236B
1000 R 100 89 Long All 3 B 15 5 25 -13 16 Launch 27 + Slide 40 Launch 41 + Slide 40 11 +0 +2 - Click!
Nacht Rosen
236C
1050 R 90 92 Long Mid 4 B 21 4 25 -10 18 Launch 42 Launch 57 12 +0 +5 - Click!
Mondlicht
j.214B
900 R 90 82 Long All 4 H 13 5 Until L+16 - 18 Launch 40 + WBounce 42 + WStick 20 Launch 55 + WBounce 42 + WStick 20 12 +0 +5 - Click!
A Konig Wolf
236A[w]
1000 R 80 89 Long All 3 H 20 8 19 - 16 Launch 42 Launch 56 6 +0 +2 - Click!
Air A Konig Wolf
j.236A[w]
1000 R 80 89 Long All 3 H 20 8 Until L+12 - 16 Launch 42 Launch 56 6 +0 +2 - Click!
B Konig Wolf
236B[w]
1000 R 80 89 Long All 3 H 20 8 Until L+12 - 16 Launch 50 Launch 64 6 +0 +2 - Click!
Air B Konig Wolf
j.236B[w]
1000 R 80 89 Long All 3 H 22 8 Until L+12 - 16 Launch 50 Launch 64 6 +0 +2 - Click!
C Konig Wolf
236C[w]
1000 R 80 89 Long All 3 H 20 8 Until L+12 - 16 Launch 50 Launch 64 6 +0 +2 - Click!
Air C Konig Wolf
j.236C[w]
1000 R 80 89 Long All 3 H 22 8 Until L+12 - 16 Launch 50 Launch 64 6 +0 +2 - Click!
A Eisen Wolf
j.214A[w]
1000 R 80 89 Long All 3 H 22 Until L 18L - 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2 - Click!
B Eisen Wolf
j.214B[w]
1000 R 80 89 Long All 3 H 22 Until L 18L - 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2 - Click!
C Eisen Wolf
j.214C[w]
1000 R 80 89 Long All 3 H 22 Until L 18L - 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2 - 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Sturm Wolf
632146D
800, 180*17, 1200
[800, 180*20, 1000*2]
R 80 82, 100*18
[82, 100*22]
Normal All 4, 3*17, 5
[4, 3*20, 5*2]
B 1+(69 Flash)+9 3 38 -22 18 40*11, Launch*7 Stand, 40 + GBounce*17, 40
[Stand, 40 + GBounce*20, 40*2]
- - 30 30, 10, 8, 6, 4, 2*7, 1*6, 20
[30, 10, 8, 6, 4, 2*7, 1*9, 10, 20]
+5, +2*17, +8
[+5, +2*20, +8*2]
1-12 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1012 [1280]
Konig Flug
j.236236C
1000*2, 3000
[1000*2, 350*4, 3000]
R 100 60 (Once) Normal All 4 H 4+(53 Flash)+2 Until L+ 3 37 - 18 Launch 60, 180, 120 [*4, 120 + GBounce] - - 6, 3 6, 3, 4
[6, 3, 0*4, 0/+4]
+0 4-4 All Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1000 [1280]

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Sieg Nagel
ABCD during OD
600*3, 0, 1150
{600,1200*2, 0, 2700}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 + GBounce + Down 23 - - 20 20, 13*2, 0*2
{20, 20*2, 0*2}
+0 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%: 295 {570+57}

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Blut Vollmond
214214C
0,800,900*21,6000 - - - - Mid 4 B 7+(55 Flash)+7 1,1,1 15+55L -52 18 - - - - 15 - - 1-19 All Click!

Revolver Action Table[edit]

Human Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 4D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C - Jump, Special
5C - - 6C Wolf Dash[+] Jump[-], Special
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 4D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C - Special
2C - 6B 5C, 6C, 3C Wolf Dash[+] Jump, Special
6A - - - - -
6B - - - 5D, 4D -
6C - 6B 3C Wolf Dash[+] Special
3C - - - Wolf Dash[+] Special
Human Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - - Special
Wolf Ground Revolver Action Table
A B C D Cancels
5A[3] 5A 5B 5C Wolf Dash Throw, Jump, Special
5B - - 5C Wolf Dash Jump, Special
5C - - - Wolf Dash Special
Wolf Air Revolver Action Table
A B C D Cancels
j.A[3] j.A j.B j.C Wolf Dash Throw, Jump, Special
j.B - - j.C Wolf Dash Jump, Special
j.C - - - Wolf Dash Jump, 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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