BBCF/Yuuki Terumi/Frame Data

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System Data[edit]

Health: 10,500
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. Hitbox
5A 300 SJRT 100 80 Normal All 1 B 5 3 9 0 11 12 12 9 - Click!
5B 500 SR 100 89 Long Mid 3 B 8 3 12 2 16 17 17 11 - Click!
5C 490*2 SR 100 89 Long All 3 B 11 2 (11) 2 2+18L -2 16, 16 17, 20 22, 22 + Down 24 9 - Click!
2A 300 SRT 100 80 Normal All 1 F 7 2 10 0 11 12 12 9 - Click!
2B 480 SR 90 85 Long Low 2 F 9 3 19 -8 13 14 14 10 - Click!
2C 720 SRJ 100 89 Long Mid 3 F 13 4 25 -12 16 17 17 11 - Click!
6A 550 SRJ 90 79 Normal Mid 3 B 9 3 24 -10 16 Launch 28 11 5-11 Head Click!
6B 650 SR 90 92 Long Mid 4 B 24 3 12 3 18 29 36 + GBounce 12 13-26 FT Click!
  • Fatal Counter
6[B]
Feint
- - - - - - - - - - 31 - - - - - - Click!
  • Can cancel into throw 24-31
6C 500, 300, 650 R 90 94 Long All 5 B 13 2 (8) 3 (17) 2 31 -14 20 21, 29, Launch 30*2, 30 + GBounce 8*2,13 - Click!
3C 700 SR 90 92 Long Low 4 F 10 2 30 -13 18 Launch 40 12/+0/+2 - Click!
j.A 300 SJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 9 - Click!
j.B 380*2 SJR 80 85 Long High/Air 2 H 10 4 (2) 2 14 - 13 14 16 10 - Click!
j.C 350*2, 550 SJR 80 89 Long High/Air 2,2,3 H 11 2 (3) 2 (4) 2 18 - 13, 13, 16 14*2, 17 22 2*2,7 - 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
5D 620 SR 100 82 Long All 4 BP 13 4 18 -3 18 19 19 9/+0/+3 - Click!
  • Bigger Hitbox during OD
2D 680 SR 90 82 Long All 4 P1* 40 15 Total 61 +5 18 19 36 0/+8 - Click!
  • Bonus Proration 110%
2D OD 350*3 SR 90 82 Long All 4 P1* 40 3*5 Total 61 +11 18 19 36 0/+8 - Click!
  • Bonus Proration 110%.
  • Max 3 hits
6D 350 SR 100 100 Long All 4 B 18 3 24 -8 18 Launch 60 12 - Click!
  • Fatal Counter.
  • If within range, does followup
6D Followup 300*2, 550 SR 100 82 Long All 3*2,4 B - - - - - - 60 2*2,13 - Click!
6D Followup OD 250*4, 550 SR 100 82 Long All 3*4,4 B - - - - - - 60 2*4,13 - Click!
4D 600 SR 100 85 Long All 2 B 10 6 16 0 13 14 26 [28] 10 - Click!
  • Can block during last 8F of recovery
j.D 660 SJR 80 82 Long All 4 HP 20 4 23 - 18 19 19 12 - Click!
  • Bigger Hitbox during OD
j.2D 640 - 80 79 Long All 3 H 15 8 Until L+7 +3 16 21 30 + Down 24 11 - 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 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, 300, 1200 SR 100 50 (Once) Normal Throw 0, 4*2 T 7 3 23 - - Launch 100 + Down 24 0, 6, 12 - Click!
  • Minimum Damage 100%
Back Throw 0, 300, 1200 SR 100 50 (Once) Normal Throw 0, 4*2 T 7 3 23 - - Launch 100 + Down 24 0, 6, 12 - Click!
  • Minimum Damage 100%
Air Throw 0, 300, 1200 SR 100 50 (Once) Normal Throw 0, 4*2 T 7 3 23+3L - - Launch 100 + Slide 29 0, 6, 12 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 VS All 4 B 13 4 35 -20 18 Launch 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
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]

  • All Terumi's specials are super cancelable.
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
Snakebite
236D
520 R 90 89 Long All 3 B 16 3 11 [24] -4 20 - 25 - - Click!
  • Goes into followup on ground hit.
  • On block, immediately goes into recovery animation (24F)
Snakebite
Followup
300, 1000 R 100 89 - - 3 - - - - - - - - 11/+0/+9 - Click!
Retaliating Fang
214D
0, 196*14 R 100 80 Very Short Throw(160) 1 T 25 3 43 - - Launch 60 0 - Click!
  • Hits standing or crouching opponents only
Agonizing Fang
214C
800 R 80 89 Normal High 3 B 19 3 18 -4 16 22 17 11 - Click!
  • Forces Crouching on hit
Cleaving Fang
22C
400*2, 1100 SR 100 79 Long U 3 F 11 3 25 - - - 30*2, 40 + WBounce 40 6*2,4 - Click!
  • Hits downed or airborne state only
Cleaving Fang
22CCC...
400*2, 250*3, 1100 SR 100 79 Long U 3 F 11 3 25 - - - 30*5, 40 + WBounce 40 6*5,4 - Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
  • Under Terumi's Overdrive, Distortion Drives have the following properties:
    • Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat
    • No Heat Gauge Cooldown is applied
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
Gleaming Fang
41236C
0, 2400
[0, 1000, 0, 2400]
R 100 100, 70
[100*3, 70]
Normal All 5 B 4+6 10
10(22)4
39 -4 25 Launch 60 0/+10 1-21 P Click!
  • Values in [] are during OD
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Can pass through opponent 1-42.
  • Minimum Damage 15% [20%*3, 15%]: 216 [336]
Air Gleaming Fang
j.41236C
0, 2400
[0, 1000, 0, 2400]
R 100 100, 70
[100*3, 70]
Normal All 5 H 4+3 Until L 21 - 25 Launch 60 0/+10 1-Until L P Click!
  • Values in [] are during OD
  • Fatal Counter
  • Only does the 0 damage hits on block
  • Only does followup hit if first hit hits opponent (not blocked)
  • Minimum Damage 15% [20%*3, 15%]: 360 [560]
Divine Twin Blades
623B
1100*2, 1800
[1000*5]
R 80 92 Very Short Mid 4 B*2, H
[B*4, H]
4+3 4,8(15)6
[4,4,4(15)6(14)4]
27+21L
[9+21L]
-35 18 Launch 48 [60 + GBounce] 4*2,20
[2*3,12*2]
1-10 All Click!
  • Values in [] are during OD
  • Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
Air Divine Twin Blades
j.623B
1100*2, 1800
[1000*5]
R 80 92 Long All 4 H 4+3 4,8(15)6
[4,4,4(15)6(14)4]
Until+21L - 18 Launch 48 [60 + GBounce] 4*2,20
[2*3,12*2]
1-14 All Click!
  • Values in [] are during OD
  • Minimum Damage 30%*2, 10% [25%*4, 10%]: 840 [1100]
  • [Only does final hit if opponent gets hit by preceding hit]
  • Counterhit state for entire move
A Serpent's Laceration
63214A
800, 500, 1000, 2000
[800, 400*14, 1000, 2500]
R 90 89
[89, 98*16]
Long Low 3 F 13+2 2 28 -13 16 - 90 + WBounce 40 + Slide 29 9 13-16 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%*3, 10% [15%*16, 10%]: 545 [1360]
B Serpent's Laceration
63214B
800, 200*4, 1000, 2500
[800, 400*14, 1000, 2500]
R 90 89
[89, 98*16]
Normal High 3 B 13+2 2 16 -1 16 - 90 + WBounce 40 9 13-16 All Click!
  • Values in [] are during OD
  • Minimum Damage 15%, 10%*5, 15% [15%*16, 10%]: 675 [1360]
Venomous Bite (catch)
236236A
0 - - - - Unblockable - - 0 112* 187 - - - - 0 1-112 high Guard Click!
  • Attack freezes opponent in hitstun
  • Hitbox only activates when guardpoint is activated.
  • Counterhit state for entire move.
Venomous Bite (attack) 2800
[80*5, 2800]
R - 94 [96] - Unblockable 5 - - 6 - - - Launch 90 0, 30/+0/+10 All Click!
  • Values in [] are during OD
  • Minimum Damage 100%: 2800 [3200]
Serpent's Cursed Sting
632146D
800*2, 0, 250*N, 800, see notes R 80 94*2, 89, 100*N, 100, see notes
[94*2, 100, 101*N, 100, see notes]
Very Short All 5 B 7+10 4 34 -17 20 Launch 60 13 1-23 All Click!
  • Values in [] are during OD
  • Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits.
  • Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.]
  • Finisher depends on amount of meter Terumi has when he hit the opponent.
  • 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10%
  • 25~49 Heat finisher has base damage 1500*2 [1000*3, 2000]. P2=94, 20 [94*3, 20]. Minimum damage 10%
  • 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94*2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%]
Screeches of the Condemned
236236D
800*4, 2000, 3500
[800*8, 3000, 4000]
- 100 94 Long Barrier [Unblockable] 5 P* 9+18 Until Offscreen Total 103 0 20+40 21+40 100+40 0/+40 1-41 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
  • Fires second chain 21F after first chain if first chain hits/blocked.
  • Chains guard break [unblockable]
  • Costs 100 Heat
Screeches of the Condemned
214214D
800*4, 2000, 3500
[800*8, 3000, 4000]
- 100 94 Long Barrier [Unblockable] 5 P* 9+18 Until Offscreen Total 103 - 20+40 - 100+40 0/+40 1-44 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%*8, 15%*2]: 1740 [2330]
  • Fires second chain 21F after first chain if first chain hits/blocked.
  • Chains guard break [unblockable]
  • Costs 100 Heat

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
Dungeon of Serpents
ABCD during OD
600, 400*6
{600, 1200, 500*8}
- 100 100 Long All 4 B 20 [10] 3 19+15L -10 26 Forces Untech 80 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%: 300 {580+58}

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
Unholy Wrath of the Basilisk
222D
0, 100, 400x36, 20000 None 100 94 Normal All 5 P* 5+16 16 Total 76 -22 20 Crumple 9999 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 5D, 2D, 6D, 4D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
5C[1] - 6B 2C, 6C, 3C 5D, 2D, 6D, 4D Jump (first hit),Special
5D - 6B 6C 2D, 6D Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Special
2C[1] - 6B 5C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2D - - - - -
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
6B - - 6C[-] 6D[-] Special[-]
6B feint - - - - Throw[+]
6C - - - - -
6D - - 6C[-] - Special[-]
3C - - 6C 5D, 6D, 2D Special
4D - - - - Jump,Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump, Special
j.B - - j.C j.D, j.2D Jump, Special
j.C - - - j.D, j.2D Jump, Special
j.D - - - j.2D Special
j.2D - - - - 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]


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BlazBlue: Central Fictione
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc