BBCP/Makoto Nanaya/Frame Data

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System Data[edit]

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 330F 360F 420F 480F 600F

Normal Moves[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5A
300 CSOJR 100 77 S - all 1 B 5 2 8 +2 11 12 16 14 26 -
5B
550 SO(J)R 100 89 N - HL 3 B 9 6 16 -5 16 17 22 17 31 -
5C
450 SO(J)R 100 89 N - HL 3 B 8 7 16 -6 16 17 22 17 31 -
5CC
620 SO(J)R 100 92 N - HL 4 B 7 6 16 -3 18 21 27 24 42 -
2A
300 CSOR 100 75 S - all 0 F 6 3 8 -1 9 10 14 12 23 -
2B
480 SOR 90 85 N - L 2 F 9 3 12 -1 13 14 18 14 26 -
2C
780 SOR 90 92 N 2 L 4 F 24 7 26 -14 18 F40 F68 40 68 28-30H
  • Fatal counter
6A
560 SOJR 90 89 N - HL 3 B 11 4 23 -10 16 17 22 26 45 5-14H
6B
570 SOR 80 89 N - HL 3 B 22 3 20 -6 16 17 22 B24 G31 -
6BC
620 SO(J)R 100 92 N - HL 4 B 7 6 16 -3 18 21 27 24 42 -
6C
640 SOR 100 89 N - HL 3 B 14 8 20 -11 16 F23 F35 23 35 -
3C
700 R 90 89 N - L 3 F 37 4 10 +3 16 D40 D68 40 68 6-27HB
3[C]
- - - - - - - - - - - 39T - - - - - - 6-27HB
j.A
300 CSOJR 90 75 S - HA 0 H 6 3 5 - 9 10 14 12 23 -
j.B
480 SOJR 90 85 N - HA 2 H 8 4 12 - 13 14 18 26 52 -
j.C
440 SOJR 90 89 N - HA 3 H 13 6 11 - 16 17 22 17 31 -
j.CC
460 SOJR 90 89 N - HA 3 H 5 3 22 - 16 17 22 17 31 -
j.2C
560 SOR 90 77 N - HA 1 H 18 30 6L - 11 17 22 G17 G31 -
Counter Assault
0 R 50 92 VS - all 4 B 15 4 28 -13 18 F14 F26 14 26 1-20 All
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~60 1 23 0 22 SpD SpD GD17 GD31 -
  • Possible to charge
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5D (Lv1)
500 R 80 77 N - HL 3 B 10 3 33 -19 16 30 38 17 31 -
  • Startup based on earliest possible charge
5D (Lv2)
750 R 75 85 N - HL 4 B 15 3 33 -17 18 35 S30 19 34 -
  • Startup based on earliest possible charge
5D (Lv3)
1000 R 80 89 N 2A HL 5 B 18 3 33 -15 20 Sd62 Sd103 Sd62 Sd103 -
  • Startup based on earliest possible charge
  • Fatal counter
5D (OD)
1100 R 80 89 N 2A HL 5 B 8 2 23 -4 20 Sd62 Sd103 Sd62 Sd103 -
  • Startup based on earliest possible charge
  • Fatal counter
2D (Lv1)
600 R 80 77 N 2B HL 3 B 17 5 32 -20 16 F45 F50 45 50 -
  • Startup based on earliest possible charge
2D (Lv2)
800 R 75 85 N - HL 4 B 19 5 32 -18 18 F45 F80 45 80 -
  • Startup based on earliest possible charge
2D (Lv3)
1000 R 80 89 N 2B HL 5 B 24 5 32 -16 20 F66 F50 66 50 -
  • Startup based on earliest possible charge
  • Fatal counter
2D (OD)
1100 R 80 89 N 2B HL 5 B 17 5 17 -1 20 F66 F50 66 50 -
  • Startup based on earliest possible charge
  • Fatal counter
j.D (Lv1)
500 R 80 77 N - HA 3 H 19 9 till L+5 - 16 20 26 30 52 -
  • Startup based on earliest possible charge
j.D (Lv2)
750 R 75 85 N - HA 4 H 21 9 till L+5 - 18 F30 Sd50 30 Sd50 -
  • Startup based on earliest possible charge
j.D (Lv3)
1000 R 80 89 N 2C HA 5 H 23 9 till L+5 - 20 Sd65 Sd108 Sd65 Sd108 -
  • Startup based on earliest possible charge
  • Fatal counter
j.D (OD)
1000 R 80 89 N 2C HA 5 H 20 7 till L+5 - 20 Sd65 Sd108 Sd65 Sd108 -
  • Startup based on earliest possible charge
  • Fatal counter

Throws[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Forward Throw
0*10, 1300 --*10, SOR 100 100*10, 60 S - T (70) 0*10, 4 T 7 3 16 - - --*10, F42 - - - -
  • 100% minimum damage (1300)
Back Throw
0, 1300 -- , R 100 100, 60 S - T (70) 0, 4 T 7 3 16 - - --, GD60 - - - -
  • 100% minimum damage (1300)
Air Throw
0, 600, 800 --*2, R 100 100, 60, 100 S - T (90) 0, 4*2 T 7 3 15+3L - - - - --, GD60*2 - -
  • 100% minimum damage (1400)

Specials[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Comet Cannon
236A
100*4 R 100 75(once) N 2D all 0 P 27 81 60T +3 12 18 23 18 32 -
Break Shot (Lv1)
Comet Cannon > D
480 R 100 89 N 2 all 3 B 9 4 23 - 16 F17 F31 17 31 -
Break Shot (Lv1) (projectile)
450 - 90 89 S 2D all 3 P 13 18 - -8 10 F30 F52 30 52 -
  • Startup based on earliest possible charge
Break Shot (Lv2)
630 R 100 92 N 2 all 4 B 19 4 23 18 - F19 F34 19 34 -
Break Shot (Lv2) (projectile)
650 - 92 90 S 2D all 4 P 23 23 - -8 10 F30 F52 30 52 -
  • Startup based on earliest possible charge
Break Shot (Lv3)
730 R 100 94 N 2 all 5 B 25 4 23 - 20 F21 F37 21 37 -
  • Fatal counter
Break Shot (Lv3) (projectile)
850 - 90 94 S 2D all 5 P 29 28 - -8 10 F40 Wb*68 40 Wb*68 -
  • Startup based on earliest possible charge
  • Fatal counter
Break Shot (OD)
730 R 100 94 N 2 all 5 B 9 4 17 - 20 F21 F37 21 37 -
  • Fatal counter
Break Shot (projectile) (OD)
850 - 90 94 S 2D all 5 P 13 23 - -5 10 Wb*40 Wb*68 Wb*40 Wb*68 -
  • Startup based on earliest possible charge
  • Fatal counter
Corona Upper
623C
820 R 80 92 S 2 HL 4 B 9 2(2)12 28+17L -42 18 F50 F84 50 84 1-10 All
Meteor Dive (Lv1)
Corona Upper > D
750 R 70 89 N 2E all 3 H 30 2 till L+9 - 16 - - G12 G23 -
  • Startup based on earliest possible charge
Meteor Dive (Lv2)
850 R 70 92 N 2E all 4 H 26 2 till L+9 - 18 - - G20 G36 -
  • Startup based on earliest possible charge
Meteor Dive (Lv3)
1100 R 70 94 N 2E all 5 H 24 2 till L+9 - 20 - - G30 G52 -
  • Startup based on earliest possible charge
Meteor Dive (OD)
1100 R 70 94 N 2E all 5 H 24 2 till L+9 - 20 - - B60 B100 -
  • Startup based on earliest possible charge
Corona Upper (air)
j.623C
620 R 80 92 S 2 all 4 H 8 12 till L+17 - 18 F50 F84 50 84 1-9 All
Meteor Dive (Lv1) (air)
Corona Upper (air) > D
750 R 100 89 N 2F all 3 H 30 2 till L+9 - 16 - - G20 G36 -
  • Startup based on earliest possible charge
Meteor Dive (Lv2) (air)
850 R 100 92 N 2F all 4 H 26 2 till L+9 - 18 - - G30 G52 -
  • Startup based on earliest possible charge
Meteor Dive (Lv3) (air)
1100 R 100 94 N 2F all 5 H 24 2 till L+9 - 20 - - G30 G52 -
  • Startup based on earliest possible charge
Meteor Dive (OD) (air)
1100 R 100 94 N 2F all 5 H 24 2 till L+9 - 20 - - B60 B100 -
  • Startup based on earliest possible charge
Space Counter (parry)
46
- Dr - - - - - - - - - 23T - - - - - - 1-7C
  • Catches everything except throws, lows, and unblockable attacks
Space Counter (catch)
0 - 100 60 Sp 2 all 0 B 5 15 28 -13 9 10 - 120 - 1-39 All
Space Counter (Lv1)
Space Counter > D
800 R 60 120 N 2 all 3 B 18 5 43 -31 16 Sp Sp 30 52 -
  • Startup based on earliest possible charge
  • 100% minimum damage (800)
  • Fatal counter
Space Counter (Lv2)
1000 R 60 130 N 2 all 4 B 18 6 43 -30 18 Sp Sp 45 76 -
  • Startup based on earliest possible charge
  • 100% minimum damage (1000)
  • Fatal counter
Space Counter (Lv3)
1200 R 60 150 N 2 all 5 B 22 7 43 -29 20 Sp Sp 80 132 -
  • Startup based on earliest possible charge
  • 100% minimum damage (1200)
  • Fatal counter
Space Counter (OD)
1200 R 60 150 N 2 all 5 B 18 7 27 -13 20 Sp Sp 80 132 -
  • Startup based on earliest possible charge
  • 100% minimum damage (1200)
  • Fatal counter
A Asteroid Vision
214A
- - - - - - - - - - - 36T - - - - - - -
  • 12F~ can cancel into Break
  • 5F~ can cancel into Eclipse Turn, Lunatic Upper, or Shooting Star
B Asteroid Vision
214B
- - - - - - - - - - - 45+6L - - - - - - -
C Asteroid Vision
214C
- - - - - - - - - - - 43+6L - - - - - - -
Break
A Asteroid Vision > A
- - - - - - - - - - - 11T - - - - - - -
Eclipse Turn
A Asteroid Vision > B
- - - - - - - - - - - 21T - - - - - - -
Lunatic Upper
A Asteroid Vision > C
550 R 100 92 N 2 HL 4 B 13 4 19 -4 18 19 24 26 45 -
Cosmic Ray (Lv1)
A Asteroid Vision > D
700 R 90 89 S 2G all 3 B 14 4 17 -4 16 17 22 17 31 -
  • Startup based on earliest possible charge
Cosmic Ray (Lv2)
800 R 90 92 S 2G all 4 B 15 3 17 -1 18 19 F34 19 34 -
  • Startup based on earliest possible charge
Cosmic Ray (Lv3)
1000 R 90 94 S 2G all 5 B 20 4 17 0 20 21 Wb37 21 Wb37 -
  • Startup based on earliest possible charge
  • Fatal counter
Cosmic Ray (OD)
1000 R 90 94 S 2G all 5 B 10 4 12 +5 20 26 Ws68 (F20) Ws40 (F20) Ws68 (F20) -
  • Startup based on earliest possible charge
  • Fatal counter
Mars Chopper
Lunatic Upper > A
600 R 80 89 N 2 H 3 B 23 4 18 -5 16 21 27 G40 G68 -
Star Gazer
Lunatic Upper > B
730 R 85 89 N 2 LA 3 F 20 6 25 -14 16 F40 F68 40 68 -
Infinite Rush
Lunatic Upper > C
250*4, 920 R 100 92(once) N 2 all 4 B 11 3[(9)3]*(0~3)(12)6 33 -20 18 19*4, F50 24*4, F84 19*4, 50 34*4, 84 -
  • Possible to reach max 5 attacks by repeatedly pressing C
Lander Blow (Lv1)
Lunatic Upper > D
400 R 80 89 N 2H all 3 B 31 4 13 0 16 17 22 17 31 -
  • Startup based on earliest possible charge
Lander Blow (Lv2)
450 R 80 92 N 2H all 4 B 19 4 18 -3 18 19 S58 19 34 -
  • Startup based on earliest possible charge
Lander Blow (Lv3)
500 R 80 94 N 2H all 5 B 27 4 12 +5 20 21 S62 21 37 -
  • Startup based on earliest possible charge
  • Fatal counter
Lander Blow (OD)
500 R 80 94 N 2H all 5 B 19 4 8 +9 20 21 S62 36 61 -
  • Startup based on earliest possible charge
  • Fatal counter
Lightning Arrow (Lv1)
B/C Asteroid Vision > D
750 R 80 89 S 2I all 3 H 22 19 8L - 16 G42 G71 G42 G71 -
  • Startup based on earliest possible charge
Lightning Arrow (Lv2)
900 R 80 92 S 2I all 4 H 21 19 8L - 18 G42 BD45 G42 BD45 -
  • Startup based on earliest possible charge
Lightning Arrow (Lv3)
1200 R 80 94 S 2I all 5 H 21 19 8L - 20 G42 BD50 G42 BD50 -
  • Startup based on earliest possible charge
  • Fatal counter
Lightning Arrow (OD)
1200 R 80 94 S 2I all 5 H 17 19 8L - 20 B60 B100 B60 B100 -
  • Startup based on earliest possible charge
  • Fatal counter
Shooting Star (Lv1)
236D or A Asteroid Vision/Lunatic Upper > 236D
680 R 80 89 N 2J all 3 B 22 5 28 -16 16 Ws25 (F50) Wb*44 Ws25 (F50) Wb*44 5-12 All
  • Startup and invul based on earliest possible charge
Shooting Star (Lv2)
880 R 80 92 N 2J all 4 B 24 7 28 -16 18 Ws30 (F50) Wb*50 Ws30 (F50) Wb*50 5-12 All
  • Startup and invul based on earliest possible charge
Shooting Star (Lv3)
1080 R 80 94 N 2J all 5 B 22 10 29 -18 20 Ws50 (F50) Wb*84 Ws50 (F50) Wb*84 5-12 All
  • Startup and invul based on earliest possible charge
  • Fatal counter
Shooting Star (OD)
1080 R 80 94 N 2J all 5 B 22 10 18 -7 20 Ws50 (F50) Wb*84 Ws50 (F50) Wb*84 5-12 All
  • Startup and invul based on earliest possible charge
  • Fatal counter

Distortion Drives[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Big Bang Smash (Lv1)
632146D
800, 1500 R 75 100, 89 N - HL, all 3 H, HBFP 5+4 2(16), 14 61 -59 26 Wb*100, F100 Wb*164, F164 Wb*100, F100 Wb*164, F164 -
  • Startup based on earliest possible charge
  • 1st attack has 40% minimum damage, 2nd attack 20% (620 total)
  • 180F Heat Gauge Cooldown
Big Bang Smash (Lv2)
1100, 1800 R 75 100, 92 N - HL, all 4 H, HBFP 5+8 3(17), 14 56 -55 26 Wb*100, F100 Wb*164, F164 Wb*100, F100 Wb*164, F164 -
  • Startup based on earliest possible charge
  • 1st attack has 40% minimum damage, 2nd attack 20% (800 total)
  • 180F Heat Gauge Cooldown
Big Bang Smash (Lv3)
1400, 2200 R 75 100, 94 N - HL, all 5 H, HBFP 5+10 3(18), 15 56 -57 26 Wb*100, F100 Wb*164, F164 Wb*100, F100 Wb*164, F164 -
  • Startup based on earliest possible charge
  • 1st attack has 40% minimum damage, 2nd attack 20% (1000 total)
  • 180F Heat Gauge Cooldown
Big Bang Smash (OD)
1400, 3000 R 75 100, 94 N - HL, all 5 H, HBFP 5+10 3(18), 15 32 -33 26 Wb*100, F100 Wb*164, F164 Wb*100, F100 Wb*164, F164 -
  • Startup based on earliest possible charge
  • 1st attack has 40% minimum damage, 2nd attack 20% (1160 total)
  • 180F Heat Gauge Cooldown
Particle Flare (Lv1)
236236D
750 R 75 100 N - HL 3 B 1+7 4 100 -60 16 25 32 50 84 1-11 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (150)
  • 180F Heat Gauge Cooldown
Particle Flare (launch) (Lv1)
Particle Flare > D
750 R 75 90 - - HL 3 B 1+4 4 56 - - F100 - 100 - 1-18 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (150)
Particle Flare (finish) (Lv1)
Particle Flare (launch) > D
1000 - 75 5 - - all 3 H 28+35 28 till L+11 - - - - GD50 - 1-landing All
  • Startup and invul based on earliest possible charge
  • 25% minimum damage (250)
Particle Flare (Lv2)
850 R 75 100 N - HL 4 B 1+4 4 100 -58 18 25 32 50 84 1-8 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (170)
  • 180F Heat Gauge Cooldown
Particle Flare (launch) (Lv2)
850 R 75 90 - - HL 4 B 1+1 4 56 - - F100 - 100 - 1-13 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (170)
Particle Flare (finish) (Lv2)
1800 - 75 5 - - all 4 H 28+35 9 till L+11 - - - - GD50 - 1-landing All
  • Startup and invul based on earliest possible charge
  • 25% minimum damage (360)
Particle Flare (Lv3)
1000 R 75 100 N - HL 5 B 1+4 4 100 -56 20 25 32 50 84 1-11 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (200)
  • 180F Heat Gauge Cooldown
  • Fatal counter
Particle Flare (launch) (Lv3)
1000 R 75 90 - - HL 5 B 1+1 4 56 - - F100 - 100 - 1-18 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (200)
Particle Flare (finish) (Lv3)
2800 - 75 5 - - all 5 H 28+35 6 till L+11 - - - - GD50 - 1-landing All
  • Startup and invul based on earliest possible charge
  • 25% minimum damage (700)
Particle Flare (OD)
1000 R 75 100 N - HL 5 B 1+7 4 100 -56 20 25 32 50 84 1-11 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (200)
  • 180F Heat Gauge Cooldown
  • Fatal counter
Particle Flare (launch) (OD)
20*28, 1000 R 75 100*28, 90 - - HL 3*28, 5 B 1+5 2*28(7)4 56 - - 30*28, F100 - - - 1-82 All
  • Startup and invul based on earliest possible charge
  • 20% minimum damage (312)
Particle Flare (finish) (OD)
3000 - 75 5 - - all 5 H 28+35 6 till L+11 - - - - GD50 - 1-landing All
  • Startup and invul based on earliest possible charge
  • 35% minimum damage (1050)

Astral Heat[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Planet Crusher (Lv1)
2363214D
death - - - - - all 5 B 5+10 4 29 -18 20 - - - - 1-19 All
  • Startup and invul based on earliest possible charge
  • 180F Heat Gauge Cooldown
Planet Crusher (Lv2)
death - - - - - all 5 B 5+2 4 29 -18 20 - - - - 1-9 All
  • Startup and invul based on earliest possible charge
  • 180F Heat Gauge Cooldown
Planet Crusher (Lv3)
death - - - - - all 5 B 5+4 4 29 -18 20 - - - - 1-13 All
  • Startup and invul based on earliest possible charge
  • 180F Heat Gauge Cooldown
Planet Crusher (OD)
death - - - - - all 5 B 5+2 4 29 -18 20 - - - - 1-13 All
  • Startup and invul based on earliest possible charge
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special, Overdrive
5B 6A 2B 5C, 2C, 3C, 6C 5D, 2D Jump, Special, Overdrive
5C - - 5CC, 2C, 6C, 3C, 5D, 2D Jump, Special, Overdrive
5CC - - 2C, 3C 5D, 2D Jump, Special, Overdrive
5D - - - - Special, Overdrive
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Special, Overdrive
2B 6A 5B, 6B 5C, 2C, 3C 5D, 2D Special, Overdrive
2C - - - - Special, Overdrive
2D - - - - -
6A - 5B - - Jump, Special, Overdrive
6B - - 6BC 5D Special, Overdrive
6BC - - - 5D, 2D Jump, Special, Overdrive
6C - - - - Special, Overdrive
3C - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Jump, Throw, Special, Overdrive
j.B j.A - j.C - Jump, Special, Overdrive
j.C - j.B - j.CC Jump, Special, Overdrive
j.CC - - - - Jump, Special, Overdrive
j.2C - - - - Special, Overdrive
j.D - - - -
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


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