BBCS2/Arakune/Frame Data

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< BBCS2‎ | Arakune

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR* 160 66 80 84 all 1 HB 6 3 12 -3 14 14 Click!
  • Can cancel into itself 2 more times
  • Can cancel into followup 9~14F
5B SJR* 200x3 82 80 90(once) HL 3 HB 11 2, 3, 3 12 +2 21 17 Click!
  • Counter carries
  • 3F hitstop
5C SJR* 800 331 90 90* HL 4 HB 23 3 18 -2 31 24 Click!
  • 4~25F head invul
  • floats on hit
  • fatal possible
  • 60% repeat proration
2A CSR 150 62 80 85 L 1 F 10 2 12 -2 14 14 Click!
  • 8~9F low profile
  • 13F hitstun on ground
  • can cancel into itself two more time
2B CSR 400 165 80 90 L 2 F 11 2 10 +2 14 14 Click!
  • 5~10F low profile
2C R 800 331 100 92* L 4 F 13 45 16 -36 63 40 Click!
  • 3~4F low profile
  • floats on hit
  • fatal possible
  • 24F guardstun
  • breaks 1 guard primer
  • 60% repeat proration
  • 6F hitstop
6A SJR* 600 248 80 89* H 3 HB 23 2 15 0 27 17 Click!
  • Pulls opponent in on hit
  • grounds opponent on air hit
  • can emergency tech
  • 80% repeat proration
6B SJR* 500 207 100 90* HL 3 HB 10 2 25 -10 22 39 Click!
  • Blows back on hit
  • cannot emergency tech
  • 10% repeat proration (followup version doesn't count)
5A > 6B SJR* 500 207 100 90* HL 3 HB 6 2 25 -10 18 39 Click!
  • Blows back on hit
  • cannot emergency tech
  • 10% repeat proration (followup version doesn't count)
4B SJR* 600 248 80 90 L 3 F 19 3 21 -7 30 17 Click!
  • Staggers for 27F on ground hit
6C R 1000 414 85 89* H 3 HB 27 2 13+19F landing -17 41 35 Click!
  • 7F~ in the air
  • ground bounces on hit
  • breaks 1 guard primer
  • 60% repeat proration
6C > C R 1000 414 100 92* HL 4 HB 21 4 32 -17 32 44 Click!
  • 21~24F in the air
  • floats on hit
  • can cancel into followup 25~32F
  • 60% repeat proration
6C > C > 2C R 1000 414 100 92* HL 4 HBF 23 4 36 -21 41 30 Click!
  • 13~21F in the air
  • grounds opponent on air hit
  • cannot emergency tech
  • 60% repeat proration
3C S(J)R 800 331 100 60 L 4 F 26 3 37 -21 41 40 Click!
  • 13~16F fully invul
  • 7~12F, 17~45F low profile
  • downs on hit
  • cannot emergency tech on ground hit
  • breaks 1 guard primer
  • warps on 15F
j.A CSJR 180 74 80 90 HA 1 H 7 1 16 - 11 14 Click!
  • 9F hitstop
  • can cancel into itself 2 more times
j.B SJR 180x5 74x5 90 85 HA 3 H 10 3x5 21 - 33 14 Click!
  • 14F hitstun on ground
  • grounds opponent on air hit
  • counter carries
  • 3F hitstop
j.C SR 700 289 90 89* HA 3 H 12 2 20 - 21 60 Click!
  • Grounds opponent either on CH or air hit
  • cannot emergency tech
  • breaks 1 guard primer
  • 60% repeat proration
  • floats Arakune on hit or guard
j.6A SJR 600 248 80 85 HA 3 H 13 3 13 - 20 22 Click!
  • 5~18F moves forward
  • 7F landing recovery
j.6B SJR 600 248 80 85 HA 3 H 14 4 14 - 23 22 Click!
  • 5~21F moves forward
  • 7F landing recovery
j.6C SJR 600 248 80 85 HA 3 H 15 5 14 - 25 22 Click!
  • 5~23F moves forward
  • 7F landing recovery
j.2A R 600 248 80 92* all 4 H 21 till landing 21F after landing - till landing 40 Click!
  • Floats on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing; upon doing so 4F before landing and henceforth, landing animation begins (no attack comes out, no landing recovery)
j.2B R 600 248 80 92* all 4 H 22 till landing 22F after landing - till landing 40 Click!
  • Floats on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing; upon doing so 4F before landing and henceforth, landing animation begins (no attack comes out, no landing recovery)
j.2C R 600 248 80 92* all 4 H 21 till landing 21F after landing - till landing 40 Click!
  • Floats on hit
  • breaks 1 guard primer
  • 60% repeat proration (other versions don't count)
  • can cancel into other versions until landing; upon doing so 4F before landing and henceforth, landing animation begins (no attack comes out, no landing recovery)
Forward Throw -, SR 0, 1700 0, 703 90 100, 55 120 0, 2 ground throw 7 3 19 - during move 12, 34 Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
Back Throw -, SR 0, 1700 0, 703 90 100, 55 120 0, 2 ground throw 7 3 19 - during move 12, 34 Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
Air Throw -, SR 0, 1400 0, 579 100 100, 55 120 0, 4 air throw 7 3 15 - during move 12, 60 Click!
  • 2nd attack floats on hit
  • 100% minimum damage
  • 0F hitstop
  • vertical range for throw is -280~280
Dash Cancel - - - - - - - - - - total 46F - - - Click!
  • 7~30F fully invul
  • 31~34F low profile
  • passes through opponent during animation
  • vertical range for throw is -280~280
corner j.44 - - - - - - - - - - total 47F - during move - Click!
  • 22~32F fully invul
  • warps on 25F
  • cannot air dash after warp animation
Counter Assault -, SR 0 0 100 100, 86 160 0, 2 ground throw 4 2 22 - during move 12, 34 Click!
  • 1~20F fully invul
  • 2nd attack floats on hit
  • 0F hitstop
  • 180F Heat Gauge Cooldown
* Able to dash cancel, in CH state throughout animation

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Curse Gauge
  • Curse gauge total value is 100,000
  • Enters curse mode when gauge reaches max
  • Can summon Bugs when in curse mode by releasing buttons.
  • Gauge freezes during hitstop or superflash
  • During curse mode, gauge decreases 110 points per frame (910F duration); curse ends when gauge reaches 0
5D SJR 400 165 100 85 HL 4 HBP 17 18 44 -43 62 19 Click!
  • Staggers for 29F on ground hit
  • adds 40000 to curse gauge on hit, 17000 on guard
2D R 400, 520 165, 215 90 84 all 1 FP 19 11(15)12 total 46F -12* 32 14 Click!
  • 1st attack has 12F guardstun
  • 2nd attack has 10F guardstun
  • 3F hitstop
  • projectile
  • projectile guaranteed to come out after attack startup
  • adds12500x2 to curse gauge on hit, 8340x2 on guard
  • frame advantage is off of 1st attack
6D R 880 0 100 89 HA 3 HBFP 38 147 total 48F - during move 17 Click!
  • Breaks 1 guard primer
  • projectile
  • projectile disappears upon getting hit
  • 3F hitstop
  • projectile disappears 14F~ upon creating another one
  • adds 40000 to curse gauge on hit, 17000 on guard
j.D R 500 207 70 80* all 3 FP 34 3 7F after landing +8* till landing 60 Click!
  • Downs and pulls opponent in on hit
  • cannot emergency tech
  • can hold direction to change location of attack
  • projectile disappears upon getting hit
  • 3F hitstop
  • frame advantage is off of lowest jump possible (startup 40F)
  • 60% repeat proration
  • adds 30000 to curse gauge on hit, 15000 on guard
A Bug - 220 45 75 90 all 4 HBP 2 - - - - 24 Click!
  • Pulls opponent in on hit
  • projectile
  • projectile disappears upon getting hit
  • 16F hitstop
  • cannot use again until 60F after projectile disappears
  • adds 50 to opponent's gauge
B Bug - 200x3 41x3 75 85(once) all 3 HBP 5 - - - - 26 Click!
  • Floats on hit
  • counter carries
  • projectile
  • projectile disappears upon getting hit
  • 16F hitstop
  • cannot use again until 85F after projectile disappears
  • adds 46x3 to opponent's gauge
C Bug - 650 134 70 95 all 4 FP 40 24 - - - 19 Click!
  • Pulls opponent in on hit
  • projectile
  • projectile disappears upon getting hit
  • 40F hitstop
  • projectile disappears upon getting hit
  • cannot use again until 97F after projectile disappears
  • adds 149 heat to opponent's gauge
D Bug - 150xn, 500 31xn, 103 70 90(once)* all xN, HL 3 HBP 1 1x96(33)76 - - - 36xn, 50 Click!
  • Grounds opponent on hit during fall (1st portion of the attack), cannot emergency tech
  • Rise (2nd portion of the attack) breaks 1 guard primer, has 120% bonus proration
  • 0F hitstop on fall (1st portion of the attack), 14F hitstop on rise (2nd portion of the attack)
  • Floats on hit during rise (2nd portion of the attack)
  • counter carries
  • projectile disappears upon getting hit
  • cannot use again until projectile leaves screen
  • adds 34xn, 115 to opponent's gauge

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zero Vector
j.236D
- - - - - - - - 24 400 total 46F - during move - Click!
  • 11F landing recovery
  • altitude limit exists
  • cloud trajectory is random from 3 types
  • adds 30000 to curse gauge on contact
  • projectile disappears either upon getting hit (throws count), Zero Vector is inputted again (can only be inputted 20F after previous cloud was inputted), or opponent escapes throw (disappears 16F in this case)
if p then q (A)
214A
- - - - - - - - - - total 48F - 44 - Click!
  • 29~38F fully invul
  • 1~5F throw invul
  • 6F~ in the air
  • warps to ground on 38F
if p then q (B)
214B
- - - - - - - - - - total 56F - 52 - Click!
  • 35~46F fully invul
  • 1~5F throw invul
  • 6F~ in the air
  • warps to ground on 46F
if p then q (C)
214C
- - - - - - - - - - total 85F - 75 - Click!
  • 7~62F fully invul
  • 7~36F passes through opponent
if p then q (air A)
j.214A
- - - - - - - - - - total 46F - 41 - Click!
  • 24~33F fully invul
  • warps to ground on 33F
  • cannot use on second jump or air dash
if p then q (air B)
j.214B
- - - - - - - - - - total 54F - 49 - Click!
  • 30~41F fully invul
  • warps to ground on 41F
  • cannot use on second jump or air dash
if p then q (air C)
j.214C
- - - - - - - - - - total 44F - 39 - Click!
  • 16~31F fully invul
  • warps to ground on 31F
  • cannot use on second jump or air dash
y,two-dash
j.236C
R 200x8 124x8 100 90(once) HA 3 H 11 3x8 11F after landing - 38 35 Click!
  • Floats on hit
  • counter carries
  • breaks 1 guard primer
  • 60% repeat proration
  • 3F hitstop
Equals Zero
236B
- - - - - - - - - - total 30F - during move - Click!
  • Effect ends when getting hit, guarding, or attack/projectile comes in contact with opponent

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
f?g
j.214124D
R 400x14 (92x14) 80 92, 84x12, 10 LB 4, 1x12, 4 HBP 20+4 15 32F after landing -27 24F after landing 19, 14x12, 50 Click!
  • 1~6F after superflash fully invul
  • floats on hit
  • 18F guardstun
  • 10% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 2F hitstop
  • 180F Heat Gauge Cooldown
  • 14th attack adds 100000 to curse gauge
f-inverse (body)
236236C
R 640 (147) 80 92 all 4 HBP 5+2 108 33 -122 141 19 Click!
  • 1~10F after superflash fully invul
  • floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 20% minimum damage
  • 3F hitstop
  • 180F Heat Gauge Cooldown
  • can move during animation
f-inverse (laser) R 90x35 (20x35) 80 99x35 all 4 HBP 5+5 3x35 - - - 120x35 Click!
  • Floats and pulls opponent in on hit
  • 30% minimum damage
  • projectile (Lv 2)
  • projectile disappears upon getting hit5F hitstop

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
n-infinity (1 bounce)
632146D ground or air
- death 0 - - all 4 H 5+216 250 117 - 575 - Click!
  • 1~558F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F Heat Gauge Cooldown
n-infinity (3 bounce)
632146D ground or air
- death 0 - - all 4 H 5+236 163(65)126(65)127 178 - 947 - Click!
  • 1~935F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F Heat Gauge Cooldown
n-infinity (horizontal)
632146D ground or air
- death 0 - - all 4 H 5+246 66(153)66 94 - 616 - Click!
  • 1~599F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F Heat Gauge Cooldown
n-infinity (vertical)
632146D ground or air
- death 0 - - all 4 H 5+113 79(53)76(53)76 121 - 562 - Click!
  • 1~545F after superflash fully invul
  • always in the air, can pass through opponent
  • breaks 10 guard primers
  • altitude limit exists
  • 180F cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 6B 6C 5D, 6D Throw, Jump, Special, Dash
5B 5A 4B 5C, 6C, 3C 5D Jump, Special, Dash
5C - 6C 5D, 6D Jump, Special, Dash
5D - - - - Jump, Special
2A 5A, 2A 3 times 5B, 2B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2B 2A 2B 5C, 6C, 3C 2D Special
2C - - - - -
2D - - - - -
6A - 2B, 6B, 4B 5C 5D, 2D, 6D Jump, Special, Dash
6B - - - - Jump, Special, Dash
5A > 6B - - - - Jump, Special, Dash
6C - - Followup - -
6D - - - - -
3C - - - - Jump, Special
4B - - - - Jump, Special, Dash
Air Revolver Action Table
A B C D Cancels
j.A j.A 3 times, j.6A, j.2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B - j.B j.C - Jump, Special
j.C j.2A j.2B j.2C j.D Special
j.D - - - - -
j.6A/B/C - - - - Jump, Special
j.2A - - j.2B j.2C -
j.2B j.2A/span> - j.2C - -
j.2C j.2A j.2B - - -
Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only



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