BBCS/Arakune/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A cSJR 160 80 85 ALL 0 HB 6 3 12 -5 14 10 -
  • Can cancel into followup 6B from 9-14F (dash cancelable only on hit or guard)
  • Can cancel into itself up to 3 times.
5B SJR 200 X 3 80 90 ALL 3 HB 11 2,3,3 12 +2 21 17 -
  • Multiplier Correction of 1
  • hitstop 3
  • 12-21F dash cancelable on hit or guard
5C SJR 800 90 90 HL 3 HLB 23 3 18 -4 31 24 -
  • 4-25F invincible to head attribute attacks
  • causes float on hit
  • fatal counter starter
  • 24-31F dash cancelable on hit or guard
2A cSR 150 80 85 L 0 F 10 2 12 -4 14 10 -
  • 8-9F low profile
  • bends standing opponent backward for 13F
  • cancels into itself up to 3 times
2B CSR 400 80 90 LB 2 F 11 2 10 +2 14 14 -
  • 5-10F low profile
2C R 800 100 92 L 4 F 13 45 16 -36 63 40 -
  • Causes float on hit
  • 24F guard stiffness on ground guard
  • takes 1 Guard Primer on guard
  • fatal counter
5A->6B SJR 500 100 90 ALL 3 HB 6 2 25 -10 18 39 -
  • Launches on hit
  • untechable 59F, follow-ups possible
  • Same move penalty 70%
  • 7-17F dash cancelable on hit or guard
6A SJR 600 80 89 H 3 HB 23 2 15 0 27 17 -
  • Vaccuum effect on hit or guard
  • knockdown on air hit
  • untechable
  • same move penalty 80%
  • 24-27F dash cancelable on hit or guard
6B SJR 600 80 90 L 3 F 19 3 21 -7 30 17 -
  • Ground hit staggers opponent 26F
  • 20-30F dash cancelable on hit or guard
6C R 600 85 89 HA 3 HB 27 2 32 -17 41 35 -
  • 7-41F airborne
  • ground bounce on hit
  • takes 1 guard primer on guard
  • same move penalty 70%
  • 36-41F cancellable into derivative moves
6C->C R 700 100 89 HL 3 HB 21 4 32 -19 32 44 -
  • 21-25F airborne
  • causes float on hit
  • same move penalty 75%
  • 25-32F cancellable into followup C
6C->C->2C R 800 92 75 ALL 4 HBF 24 4 36 -21 34 30 -
  • 13-23F airborne
  • knockdown on air hit
  • untechable
3C SJhR 800 100 60 L 4 F 26 3 37 -21 41 40 -
  • 13-16F invincible
  • 7-12F, 17-45F low profile
  • warps on 15F
  • knockdown on hit
  • untechable on ground hit, followups possible on 39F
  • takes 1 guard primer on guard
j.A cSJR 180 80 90 H 0 H 7 1 16 - 11 14 -
  • Cancels into itself up to 3 times.
j.B SJR 180x5 90 85 H 3 H 10 3x5 21 - 33 14 -
  • Knocks down on air hit
  • hitstop 3F
j.C SR 700 100 89 H 3 H 12 2 20 - 21 60 -
  • Knockdown on air hit
  • ground bounce on counter hit
  • untechable
  • takes 1 guard primer on guard
  • Arakune bounces upward on hit or guard
j.6A SJR 600 80 85 H 3 H 13 3 13 - 20 22 -
  • moves horizontally from 4-21F
j.6B SJR 600 80 85 H 3 H 14 4 14 - 23 22 -
  • moves horizontally from 4-23F
j.6C SJR 600 80 85 H 3 H 15 5 14 - 25 22 -
  • moves horizontally from 4-23F
j.2A R 600 80 92 ALL 4 H 21 until landing 21 -11 until landing 40 -
  • Causes float on hit
  • takes 1 guard primer on hit
  • can cancel into derivative techniques on hit until landing
  • rises up from 4-18F
  • frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard
  • frame advantage is better when hit lands at higher altitudes)
j.2B R 600 80 92 ALL 4 H 22 until landing 22 -12 until landing 40 -
  • Causes float on hit
  • takes 1 guard primer on hit
  • can cancel into derivative techniques on hit until landing
  • rises up from 4-17F
  • frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard
  • frame advantage is better when hit lands at higher altitudes)
j.2C R 600 80 92 ALL 4 H 21 until landing 21 -11 until landing 40 -
  • Causes float on hit
  • takes 1 guard primer on hit
  • can cancel into derivative techniques on hit until landing
  • rises up from 4-18F
  • frame advantage calculated by doing move immediately after the jump on a Ragna performing standing guard
  • frame advantage is better when hit lands at higher altitudes)
forward throw -, SR 0, 1050 100 100,70 120000 0,2 ground throw 7 3 19 - during action -,34 -
  • 2nd hit causes float
  • damage fixed at 100%
  • hitstop 0F
backward throw -, SR 0, 1050 100 100, 70 120000 0,2 ground throw 7 3 19 - during action -,34 -
  • 2nd hit causes float
  • damage fixed at 100%
  • hitstop 0F
air throw -, SR 0, 1000 100 100, 60 120000 0, 4 air throw 7 3 15 - during action -, 60 -
  • 2nd hit causes float
  • damage fixed at 100%
  • hitstop 0F
  • vertical throw range 280000~120000
dash cancel - - - - - - - - - 46 total - - - -
  • 7-30F invincible, passes through opponent
  • 31-34F low profile
j.44 against wall - - - - - - - - - 41 total - during action - -
  • 19-26F invincible
  • warps on 19F
  • has height requirement
  • uses 1 air dash
Counter Assault -, SR 0 100 100, 86 160000 0, 2 ground throw 4 2 23 - during action -, 34 -
  • 1-20F invincible
  • 2nd hit causes float on hit
  • hitstop 0F

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D SJR 400 100 85 ALL 4 HB 17 18 44 -43 62 19 -
  • Staggers opponent on ground hit (28F)
  • Curse Guage plus 40000 on hit, 17000 on guard
2D R 400,520 90 84 LA 1 FP 19 11(15)12 46 total +15 32 12 -
  • Projectile attack
  • always gains attack properties after projectile startup
  • hitstop 3F
  • Each hit causes Curse guage plus 12500 on hit, 8340 on block
  • sticky for 12F (1st hit only on guard)
6D R 880 100 89 H 3 HBFP 38 257 48 total - during action 17 -
  • Takes 1 guard primer on hit
  • projectile attack
  • disappears the next frame when hit by an attack
  • hits standing opponent on 144F (tested with Ragna)
  • curse guage plus 40000 on hit, 20000 on guard
j.D R 500 70 80 ALL 3 FP 34 3 7F after landing +8 until landing 60 -
  • Causes float on hit
  • vaccuum effect on hit or guard
  • untechable on ground hit, 80F
  • when done at minimum height, follow ups possible 36F after move
  • projectile attack
  • disappears when hit by an attack
  • hitstop 3F
  • curse guage plus 30000 on hit, 15000 on guard
  • static difference measured immediately after jump (startup 38F)
Curse Guage - - - - - - - - - - - - - -
  • Guage total value is 100,000
  • When guage fills, 'curse mode' begins
  • During curse mode, guage decreases by 100 every frame (max duration of 1000 frames)
  • When taking damage, guage decreases by 25 every frame
  • Guage still decreases during hitstop and super freeze
  • Guage doesn't increase during curse mode
  • combos started during curse mode cannot recover the guage beyond 50,000 even after curse mode ends. This is likely a failsafe to prevent re-curse loops.
A-Bug - 220 75 90 ALL 4 HBP 6 - - - - 24 -
  • Vaccuum effect on hit
  • projectile attack
  • disappears when hit
  • hitstop 16
  • cannot use A-Bug for 16F after hit or guard OR 75F after an A-Bug appears
B-Bug - 200x3 75 85 ALL 3 HBP 6 - - - - 26 -
  • Knockdown on hit
  • multiplier correction of 1
  • projectile attack
  • disappears when hit
  • hitstop 6F
  • cannot use B-Bug for 66F after attack properties disappear
C-Bug - 650 70 95 ALL 4 FP 40 24 - - - 19 -
  • Staggers on ground hit (28F) and causes vaccuum effect
  • projectile attack
  • disappears when hit
  • hitstop 40F
  • cannot use B-bug for 97F after attack properties disappear
D-Bug - 150xn, 500 70 90 ALLxn, HLB 3 HBP 13 3x28(33)76 - - - 36xn,50 -
  • Knocks down if it hits while descending
  • causes float if it hits while ascending
  • untechable
  • takes 1 guard primer on ascent
  • damage bonus 120% while ascending
  • multiplier correction of 1
  • projectile attack
  • disappears when hit
  • hitstop 3F while descending, 14F while ascending
  • cannot use D-bug again until it disappears offscreen.

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zero Vector
j.236D
- - - - - - - 23 1201 46 total - during action - -
  • 11F recovery after landing
  • minimum height requirement
  • mist trajectory is selected at random from 3 types
  • plus 30000 to curse guage when mist touches opponent
  • mist disappears upon getting hit (includes throws) OR 20F after Zero Vector is used again OR 16F after opponent throw-escapes Arakune
A "If P then Q"
214A
- - - - - - - - - 48 total - 44 - -
  • Invincible from 29-38F
  • throw invincible from 1-5F
  • airborne from 6-37F
  • warps to ground on 38F
B "If P then Q"
214B
- - - - - - - - - 56 total - 52 - -
  • Invincible from 35-46F
  • throw invincible from 1-5F
  • airborne from 6-45F
  • warps to ground on 46F
C "If P then Q"
214C
- - - - - - - - - 85 total - 75 - -
  • Invincible from 7-62F
  • passes through opponent from 7-37F
  • warps on 63F (returns to original position)
j.A "If P then Q"
j.214A
- - - - - - - - - 46 total - 41 - -
  • Invincible from 24-33F
  • warps to ground on 33F
  • altitude limit exists
  • cannot use after 2nd jump or air dash
j.B "If P then Q"
j.214B
- - - - - - - - - 54 total - 49 - -
  • Invincible from 30-41F
  • warps to ground on 41F
  • altitude limit exists
  • cannot use after 2nd jump or air dash
j.C "If P then Q"
j.214C
- - - - - - - - - 44 total - 39 - -
  • Invincible from 16-31F
  • warps to ground on 31F
  • altitude limit exists
  • cannot use after 2nd jump or air dash
Y Two-Dash
j.236C
R 200x8 100 85 HA 3 H 11 3x8 11F after landing - 38 35 -
  • Causes knockdown on hit
  • takes 1 guard primer on guard
  • multiplier correction of 1
  • hitstop 3F
  • altitude limit exists
Equals Zero
236B
- - - - - - - - - 30 total - during action - -
  • Effect ends when Arakune OR opponent is hit by OR guards an attack

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
F of G
j.214214D
R 250x14 80 97 NONE 4, 1x12, 4 HBP 20+19 15 32F after landing - 24F after landing -x13, 60 -
  • Invincible from 1F through 6F after super freeze
  • 14th hit causes float
  • damage fixed at 20% (50 x 14)
  • projectile attack
  • always comes out 13F after super freeze
  • 1st hit, 14th hit have hitstop 2F
  • hits 2-13F have hitstop 0F
  • altitude limit exists
  • hit 1 connects only as a grab
  • when hit 1 connects or is guarded, hits 2 and onward will trigger
  • 14th hit gives curse guage plus 30,000
F Inverse
236236C
R 640, 90x35 80 92 ALL 4 HBF, HBPx35 5+2[5+5] 108[3x35] 147 total -122 141 19, 120x35 -
  • Invincible from 1F through 10F after super freeze
  • causes float, vaccuum effect if body part hits
  • causes float if laser part hits
  • damage fixed at 20% (128, 18x35)
  • laser part counts as a projectile
  • body part takes 1 guard primer on guard
  • hitstop of body part is 3F, hitstop of laser part is 5F
  • can move back and forth with the joystick
  • laser part's data is blank
  • static difference is affected by whether or not the body part was guarded

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
n-Infinity (1-bounce)
34123646D ground or air
- death - - ALL 4 H 5+216 250 117 - 575 - -
  • Invincible from 1F to 935F after super freeze
  • airborne throughout entire action, can pass through opponent
  • causes guard crush effect on guard
  • altitude limit exists
n-Infinity (3 bounce)
34123646D ground or air
- death - - ALL 4 H 5+236 163(65)126(65)127 178 - 947 - -
  • Invincible from 1F to 599F after super freeze
  • airborne throughout entire action, can pass through opponent
  • causes guard crush effect on guard
  • altitude limit exists
n-Infinity (horizontal motion)
34123646D ground or air
- death - - ALL 4 h 5+246 66(153)66 94 - 616 - -
  • Invincible from 1F to 545F after super freeze
  • airborne throughout entire action, can pass through opponent
  • causes guard crush effect on guard
  • altitude limit exists
n-Infinity (vertical motion)
34123646D ground or air
- death - - ALL 4 H 5+113 79(53)76(53)76 121 - 562 - -
  • Invincible from 1F to 545F after super freeze
  • airborne throughout entire action, can pass through opponent
  • causes guard crush effect on guard

Revolver Action

Ground Revolver Action Table
A B C D Cancels
5A 5A*, 6A 5A>6B 6C 5D, 6D Jump, Throw, Special, Dash
2A 2A*, 6A 5B 5C, 2C, 3C 2D Special
6A - 2B 5C 5D, 2D, 6D Jump, Special, Dash
5B - 6B 5C, 6C, 3C 5D Jump, Special, Dash
2B 2A 2B 5C, 2C, 6C, 3C 2D Special
6B - - - - Jump, Special, Dash
5A>6B - - - - Jump, Special, Dash
5C - - 6C 5D, 6D Jump, Special, Dash
2C - - - - -
6C - - 6C>5C - -
6C>5C - - 6C>5C>2C - -
6C>5C>2C - - - - -
3C - - - - Jump, Special
5D - - - - Jump, Special
2D - - - - -
6D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A*, j.2A, j.6A j.B, j.2B, j.6B j.C, j.2C, j.6C j.D, j.2D, j.3D, j.6D, j.4D Jump, Throw, Special
j.2A - j.2B j.2C - -
j.6A - - - - Jump, Special
j.B - - j.C - Jump, Special
j.2B j.2A - j.2C - -
j.6B - - - - Jump, Special
j.C - - - j.D, j.2D, j.3D, j.6D, j.4D -
j.2C j.2A j.2B - - -
j.6C - - - - Jump, Special
j.D - - - - -
j.2D - - - - -
j.3D - - - - -
j.6D - - - - -
j.4D - - - - -
Red = On Hit only
Special = Specials and Supers
Super = Supers only
* can only be used three times in a row maximum


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