BBCS2/Lambda/Frame Data

From Dustloop Wiki
Jump to: navigation, search

Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 130 53 80 84 all 1 HB 6 6 9 -3 14 11 Click!
5B SJR 410 90 90 86 HL 2 HB 8 1 14 -1 18 14 Click!
5C (1) CSR 125 51 90 99 all 3 HBP 16 4 total 52F -14 during move 19 Click!
  • Projectile
  • attack disappears on hit
  • 6F hitstop
  • can cancel into followup 19~28F
5C (2-8) CSR 125 51 90 99 all 3 HBP 10 4 total 40F -8 during move 19 Click!
  • Projectile
  • attack disappears on hit
  • 6F hitstop
  • can cancel into followup 7~16F
2A CSR 110 45 80 84 all 1 F 8 4 12 -4 17 14 Click!
2B SR 230 95 80 86 L 2 F 9 4 10 0 16 14 Click!
2C SJR 112x8 46x8 100 89(once) HLx2, allx6 3 HB 14 1x6, 2x2 24 -9 34 24 Click!
  • Floats on CH
  • counter carries
  • 24F hitstun on ground
  • 2F hitstop
6A SJR 620 256 80 89 HL 3 HB 11 3 20 -6 23 26 Click!
  • 5~13F head invul
6B SJR 640 264 85 89 HL 3 HB 10 3 17 -3 20 17 Click!
4B R 300, 800 124, 364 65 94(once) HL, H 0, 4 HB 9 2(6)2 23 -6 25 6, 47 Click!
  • 21~35F in the air
  • 1st attack has 6F hitstun on ground
  • 2nd attack floats on hit
  • counter carries
  • 15F hitstop
6C SR 125x8 51x8 100 92(once)* HLx2, allx6 4 HBF 22 1x8 24 -3 41 44 Click!
  • 22F hitstun on ground
  • blows back on air hit
  • wall bounces in corner on air hit
  • counter carries
  • 21F guardstun
  • 75% repeat proration
  • 2F hitstop
3C SR 96x8 39x8 90 92(once) Lx3, allx5 3 F 11 1x7, 2 23 -8 34 36 Click!
  • Downs on hit
  • counter carries
  • 3F hitstop
j.A SR 110 45 90 84 HA 1 H 8 2 15 - 18 14 Click!
j.B SJR 340 140 90 86 HA 2 H 9 4 12 - 16 14 Click!
j.C SJR 112x8 46x8 90 86(once) HA 2 H 11 1x2, 2x6 25 - 39 20 Click!
  • Counter carries
  • 3F hitstop
  • 7th and 8th attacks can attack behind Lambda
j.2C SJR 120x8 49x8 90 89(once) HA 3 H 15 1x8 10 - 26 20 Click!
  • Counter carries
  • 4F hitstop
Forward Throw - 0, 700 0, 289 90, 100 100, 55 100 0, 4 ground throw 7 3 26 - 27 12, 56 Click!
  • 2nd attack floats on hit
  • 2nd attack wall bounces in corner on hit (adds 60F of untechable time)
  • 100% minimum damage
Back Throw - 0, 700 0, 289 90, 100 100, 44 100 0, 4 ground throw 7 3 26 - 27 12, 56 Click!
  • 2nd attack floats on hit
  • 2nd attack wall bounces in corner on hit (adds 60F of untechable time)
  • 100% minimum damage
Air Throw -, R 0, 2000 0, 828 100 100, 55 120 0, 4 ground throw 7 3 18 - 21 12, 60 Click!
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Counter Assault R 0 0 50 92 all 4 HB 9 3 27 -11 27 19 Click!
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Summon Swords
  • On D moves, Lambda receives hitstop on hit or guard as well.
  • Projectiles disappear when coming into contact with the opponent.
5D SR 480 198 85 89 all 3 HBP 15 12 total 48F -17 36 22 Click!
  • 22F hitstun on ground
  • projectile
  • 10F hitstop
  • can cancel into followup on hit or guard until 32F
5D > D SR 200 82 85 94 all 4 HBP 13 13 total 48F -12 36 35 Click!
  • 27F hitstun on ground
  • 23F guardstun
  • projectile
  • 4F hitstop
2D SJR 480 198 85 89 all 3 HBP 11 15 total 45F -18 19 22 Click!
  • Projectile
  • 10F hitstop
  • can cancel into followup on hit or guard until 32F
  • can cancel into followup on hit or guard 19F (TL note: yeah, it says almost the same exact thing twice. Not sure what to make of it)
2D > D SJR 200 82 85 94 all 3 HBP 4 13 total 48F -18 26 32 Click!
  • Pulls opponent in on air hit
  • 27F hitstun on ground
  • 26F guardstun
  • projectile
  • 4F hitstop
6D SJR 480 198 85 89 all 3 HBP 13 9 total 45F -16 36 22 Click!
  • Projectile
  • 10F hitstop
  • can cancel into followup on hit or guard until 24F
6D > D SJR 200 82 85 94 all 3 HBP 4 13 total 60F -30 45 32 Click!
  • Pulls opponent in on air hit
  • 27F hitstun on ground
  • 26F guardstun
  • projectile
  • 4F hitstop
4D SR 480 198 85 89 HA 3 HBP 30 2 total 57F -11 48 22 Click!
  • Pulls opponent in on hit or guard
  • projectile
  • 10F hitstop
  • can cancel into followup on hit or guard until 42F
4D > D SR 200 82 85 94 all 4 HBP 9 13 total 50F -18 38 35 Click!
  • Pulls opponent in on hit or guard
  • 27F hitstun on ground
  • 23F guardstun
  • projectile
  • 4F hitstop
j.D SR 480 198 85 89 all 3 HBP 13 8 total 47F - 27 22 Click!
  • Projectile
  • 10F hitstop
  • 5F landing recovery
  • can cancel into followup on hit or guard until 22F
j.D > D S(J)R 200 82 85 94 all 3 HBP 4 13 5F after landing - 17 32 Click!
  • 27F hitstun on ground
  • 26F guardstun
  • projectile
  • 4F hitstop
j.2D SR 480 198 85 89 all 3 HBP 13 8 total 47F - 32 22 Click!
  • Projectile
  • 10F hitstop
  • 5F landing recovery
  • can cancel into followup on hit or guard until 22F
j.2D > D S(J)R 200 82 85 94 all 3 HBP 4 13 5F after landing - 17 32 Click!
  • Pulls opponent in on hit or guard
  • 27F hitstun on ground
  • 26F guardstun
  • projectile
  • 4F hitstop

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 496 80 90 all 4 HBP 35 45 total 75F -7 54 40 Click!
  • Floats on hit
  • breaks 1 guard primer
  • projectile
  • guaranteed to come out after 34F
  • 15F hitstop
  • can change into C version by pressing C until 32F
Spike Chaser (C)
214D~C
R 1200 496 80 90 all 4 HBP 31+32 - total 76F +20 66 40 Click!
  • Floats on hit
  • breaks 1 guard primer
  • projectile
  • guaranteed to come out after 62F
  • 15F hitstop
Sickle Storm
236D
R 250x6 103x6 75 85(once)* all 3 FP 38 5(6)x5, 5 total 62F +71 47 10 Click!
  • Grounds opponent on air hit
  • cannot emergency tech
  • 10% repeat proration (C version counts)
  • counter carries
  • projectile, disappears when either guarding or getting hit
  • 4F hitstop
  • can change into C version by pressing C until 16F
  • deals chip damage 4 times
  • cannot use again until 89F after attack disappears
Sickle Storm (C)
236D~C
R 250x6 103x6 75 85(once)* all 3 FP 15+29 5(6)x5, 5 total 62F +77 47 10 Click!
  • Grounds opponent on air hit
  • cannot emergency tech
  • counter carries
  • 10% repeat proration (normal version counts)
  • projectile
  • disappears when either guarding or getting hit
  • 4F hitstop
  • deals chip damage 4 times
  • cannot use again until 89F after attack disappears
Crescent Saber
j.214D
R 1000 414 80 89* HA 3 HBP 17 4 total 57F -8* 41 40 Click!
  • Ground bounces on hit
  • fatal possible
  • breaks 1 guard primer
  • 85% repeat proration
  • 9F landing recovery
  • can change into C version by pressing C until 13F
  • frame advantage is off of lowest jump possible (startup 22F)
Crescent Saber (C)
j.214D~C
- - - - - - - - - - total 12+21F - during move - Click!
  • Can cancel into anything except guard and barrier 18F~
  • can only use once during a jump
Gravity Seed
214A/B/C
R 100 41 90 99 all 4 HBP 13 3 18 -2 22 50 Click!
  • 1~15F throw invul
  • forces crouch on ground hit
  • 46F hitstun on ground
  • fatal possible
  • breaks 1 guard primer
  • gravity gauge shows up on 13F
  • gravity gauge has 990 points total
  • recovers 330 gravity gauge points on successful hit
  • Gravity Gauge recovers 1 point per frame
Gravity Seed (field) - - - - - - - - 35 220 - - - -
  • Startup for field is 35F
  • reduces opponent's speed to 25%
  • field lasts for 30F if opponent is not on it
  • field is destroyed when getting hit
Act Parser Zwei
236A
- - - - - - - - - - total 34F - during move - Click!
  • 8~13F can pass through opponent
  • can cancel into throw, Gravity Seed, or Sword of Destruction 26F~
Act Parser Zwei: Blade
236B
R 1250 517 100 70 LA 5 F 18~27 2 20 -1 10F of recovery 30 Click!
  • Blows back on hit
  • startup changes depending on distance between Lambda and opponent
Act Parser Zwei: Cavalier
236C
R 1500 621 80 94* HL 5 HB 30 4 23 -6 42 64 Click!
  • Wall bounces on hit
  • breaks 1 guard primer
  • 75% repeat proration

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 93x22 (21x22) 100 75(once) all 4 HBP 16+10 - total 57F +73 45 40 Click!
  • Wall bounces on hit
  • 20% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 2F hitstop
  • 180F Heat Gauge Cooldown
  • projectiles appear in intervals of 4F
Calamity Sword
632146D
R 2000 (460) 50 80 H 4 HBP 10+1 9 49 -25 56 100 Click!
  • 1~1F after superflash fully invul
  • ground bounces on hit
  • fatal possible
  • breaks 2 guard primers
  • 20% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 180F Heat Gauge Cooldown
Calamity Sword (air)
j.632146D
R 2600 (598) 72 20 all 4 HBP 8+5 9 5F after landing - 55 100 Click!
  • Ground bounces on hit
  • fatal possible
  • breaks 2 guard primers
  • 40% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 180F Heat Gauge Cooldown

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 0 - - 40 0 ground throw 13+0 8 25 - 37 - Click!
  • Superflash~7F after superflash fully invul
  • 180F Heat Gauge Cooldown


Revolver Action Table[edit]

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


BlazBlue: Continuum Shift IIe

System Explanations

HUDControlsFrame Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc