BBCS/Lambda/Frame Data

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Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A cSJR 130 80 82 All 0 HB 6 6 9 -5 14 11 -
5B SJR 410 100 90 All 2 HB 8 1 14 -1 18 14 -
5C(1) cSR 128 85 99 All 3 HBP 16 4 33 -14 during move 17 -
  • projectile disappear upon hit
  • hitstop of 6F
  • can cancel into 5C/6C from 19-28F
5C(2-8) cSR 128 85 99 All 3 HBP 10 4 27 -8 during move 17 -
  • projectile disappear upon hit
  • hitstop of 6F
  • can cancel into 5C/6C from 7-16F
2A cSR 110 80 82 All 0 F 8 4 12 -6 17 10 -
2B SR 230 70 84 L 1 F 9 4 10 -2 16 12 -
2C SJR 112x8 80 88 Bx2, Allx6 3 HB 14 1x6,2,2 24 -9 34 24 -
  • counter cause float
  • counter carries
  • P2 applies once
  • hitstop of 2F
6A SJR 620 75 91 HLB 3 HB 11 3 20 -6 23 26 -
  • 5-13F head invunerable
6B SJR 680 90 91 All 3 HB 11 3 20 -6 24 17 -
4B R 300,880 80 82,91 All, H 0,3 HB 9 2(6)2 30 -15 38 6,52 -
  • 3-16F below waist invun
  • 24-43F in the air
  • first hit has hitstun of 6F
  • 2nd hit floats and draws in
  • counter carries
  • 2nd hit activates on 17F
6C SR 144x8 90 88 All 4 HBF 22 1x8 24 -3 41 44 -
  • Air hit cause wall bounce
  • counter carries
  • ground guard has guard recovery of 21F
  • P2 factors once
  • hitstop of 2F
3C SR 96x8 85 88 Lx2, Allx6 3 F 11 1x7,2 23 -8 34 36 -
  • hit cause down
  • counter carries
  • P2 factors once
  • hitstop of 3F
jA cSR 110 80 82 H 0 H 8 2 15 - 18 10 -
jB SJR 340 90 84 H 1 H 9 4 12 - 16 12 -
jC SJR 112x8 90 88 H 2 H 11 1x2,2x6 25 - 39 20 -
  • counter carries
  • P2 factors once
  • hitstop of 3F
  • hit 5-8 hits behind Lambda
j2C SJR 120x8 100 88 H 2 H 17 1x8 10 - 28 20 -
  • counter carries
  • P2 factors once
  • hitstop of 4F
Forward throw - 0,1000 100 100,60 80000 0,4 ground throw 7 3 26 - 27 100 -
  • 2nd hit floats
  • 100% guaranteed dmg
Backward throw - 0,1000 100 100,60 80000 0,4 ground throw 7 3 26 - 27 100 -
  • 2nd hit floats
  • 100% guaranteed dmg
Air throw R 0,2000 100 100,60 120000 0,4 air throw 7 3 18 - 21 60 -
  • 2nd hit down
  • cannot quick tech
  • 100% guaranteed dmg
  • hitstop 0F
  • opponent is downed for 51F
Counter Assault R 0 50 82 All 0 HB 9 3 27 -20 27 10 -
  • 1-20F invun
  • hit cause blow-away

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D SR 480 85 91 All 3 HBP 15 12 total 48F -17 36 22 -
  • standing hit has hitstun of 22F
  • hitstop also applies to Lambda
  • disappear on hit
  • hitstop of 10F
  • has 32F to follow-up on hit/block
5D(2) SR 200 85 94 All 4 HBP 9 13 total 47F -10 35 22 -
  • disappear on hit
  • hitstop of 10F
2D SJR 480 85 91 All 3 HBP 11 15 total 45F -18 19 22 -
  • hitstop also applies to Lambda
  • disappear on hit
  • hitstop of 10F
  • 19F of follow-up on hit/block
2D(2) SJR 200 85 91 All 3 HBP 4 13 total 48F -14 26 28 -
  • air hit draws in
  • disappear on hit
  • hitstop of 10F
6D SJR 480 85 91 All 3 HBP 15 9 total 47F -15 38 22 -
  • hitstop also applies to Lambda
  • disappear on hit
  • hitstop of 10F
  • has 26F to follow-up on hit/block
6D(2) SJR 200 85 91 All 3 HBP 4 13 total 60F -30 45 22 -
  • air hit cause draw in
  • disappear on hit
  • hitstop of 10F
4D SR 480 85 91 H 3 HBP 30 2 total 57F -11 48 22 -
  • ground hit/guard cause draw in
  • hitstop also applies to Lambda
  • disappear on hit
  • hitstop of 10F
  • has 42F of follow-up on hit/block
4D(2) SR 200 85 94 All 4 HBP 9 13 total 50F -13 38 30 -
  • hit cause draw in
  • disappear on hit
  • hitstop of 10F
jD SR 480 85 91 All 3 HBP 13 8 total 47F - 27 22 -
  • hitstop applies to Lambda
  • disappear on hit
  • hitstop of 10F
  • landing recovery of 5F
  • 22F of follow-up on hit/block
jD(2) SJhR 200 85 91 All 3 HBP 4 13 5F after landing - 17 22 -
  • air hit cause grounding
  • disappear on hit
  • hitstop of 10F
j2D SR 480 85 91 All 3 HBP 13 8 total 47F - 17 22 -
  • hitstop applies to Lambda
  • disappear on hit
  • hitstop of 10F
  • landing recovery of 5F
  • 22F of follow-up on hit/block
j2D(2) SJhR 200 85 91 All 3 HBP 4 13 5F after landing - 17 22 -
  • hit cause draw in
  • disappear on hit
  • hitstop of 10F

Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Spike Chaser
214D
R 1200 80 90 All 4 HBP 35 - total 71F -3 51 32 -
  • hit cause float
  • breaks 1 primer
  • guaranteed after 34F
  • hitstop of 15F
  • can cancel into C version till 32F
  • 4 pieces of projectile
  • 2nd at 43F
  • 3rd at 51F
  • 4th at 59F
  • each last 21F
C Spike Chaser
214D~C
R 1200 80 90 All 4 HBP 63 - total 76F +20 66 32 -
  • hit cause float
  • breaks 1 primer
  • guaranteed after 62F
  • hitstop of 15F
  • a piece of projectile every 19F
  • each last 21F
Sickle Storm
236D
R 300x4 90 91 All 3 FP 44 5(6)5(6)5(6)5 total 68F +41 53 20 -
  • air hit cause down
  • counter carries
  • breaks 1 primer
  • disappear on hit
  • hitstop of 4F
  • can cancel into C version up till 16F
C Sickle Storm
236D~C
R 300x4 90 91 All 3 FP 50 5(6)5(6)5(6)5 total 68F +47 53 20 -
  • hit cause draw in
  • air hit cause down
  • counter carries
  • break one primer
  • disappear on hit
  • hitstop of 4F
Crescent Saber
j214D
R 1000 80 91 H 3 HBP 17 4 total 57 -8 41 40 -
  • hit cause ground bounce
  • fatal possible
  • breaks 1 primer
  • disappear on hit
  • can cancel into moves beside guard and barrier 18F after landing
  • can use once per jump
C Crescent Saber
j214D~C
- - - - - - - 12 - 21 - during move - -
  • can cancel into moves beside guard and barrier 18F after landing
  • can only use once per jump
Gravity Field
214A or B or C
R 100 60 99 All 0 HB 19 3 31 -24 39 50 -
  • 1-21F invun
  • hit cause float
  • breaks 1 primer
  • uses 1 gravity gauge
  • gauge requires 780F to max
Field
-
- - - - - - - 41 180 - - - - -
  • opponent movement slowed to 1/4
  • field last 30F with no target on top
Act Parser Zwei
236A
- - - - - - - - - total 38F - during move - -
  • can cancel into throw and astral from 31F~
Zwei Blade
236B
R 1050 100 70 L 5 F 18-27 2 19 0 38 28 -
  • hit cause blow-away
  • start-up dependent on distance
Zwei Cavalier
236C
R 1250 80 94 HLB 5 HB 30 4 21 -4 42 64 -
  • hit cause wall bounce
  • breaks 1 primer
  • 75% same move prorate

Distortion Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Legacy Edge
236236D
R 170x22 85 97 All 4 HBP 16+10 - total 57F +73 45 40 -
  • hit cause wall bounce, 20% guaranteed dmg(34x22), guaranteed after super flash, hitstop of 2F
Calamity Sword
632146D
R 2800 90 90 HB 4 HBP 11+3 9 49 -25 59 46 -
  • invincible from 1F until 3F after super flash, hit cause ground bounce, fatal possible, breaks 1 primer, 20% guaranteed dmg(560), guaranteed after super flash
Calamity Sword(air)
j632146D
R 2800 90 90 H 4 HBP 9+10 9 5F after landing - 54 46 -
  • hit cause ground bounce, fatal possible, breaks 1 primer, 20% guaranteed dmg(560), guaranteed after super flash

Astral[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Sword of Destruction
222D
- death - - 40000 0 ground throw 13+0 8 25 - 37 - -
  • invun till 7F after super flash

Revolver Action[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 4B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump, Throw, Special
2A 5A, 2A, 6A 5B, 2B, 4B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
6A - 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C - Jump, Special
5B 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump, Throw, Special
2B - 6B, 4B 5C, 2C, 6C, 3C 2D Special
6B - 4B 5C, 2C, 6C, 3C 5D, 4D Jump, Special
4B - - - - -
5C - - 5C*, 6C, 2C, 3C 5D, 2D, 4D Special
2C - - 3C, 6C 5D, 2D, 6D Jump, Special
6C - - - 5D, 2D, 4D Special
3C - - - - Special
5D - - - 5DD, 6D, 4D Special
5DD - - - 6D, 4D Special
2D - - - 2DD Jump
2DD - - - 6D, 4D Special
6D - - - 6DD Jump, Special
6DD - - - 2D Jump, Special
4D - - - 4DD Special
4DD - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.2C - Throw, Special
j.B - - j.C, j.2C - Throw, Special
j.C - - j.2C - Jump, Special
j.2C - - - - Jump, Special
j.D - - - j.D Special
j.DD - - - j.2D Jump, Special
j.2D - - - j.2DD Special
j.2DD - - - - Jump, Special
Red = On Hit only
Special = Specials and Supers
Super = Supers only



BlazBlue: Continuum Shifte
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