BBCSE/Lambda/Frame Data

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< BBCSE‎ | Lambda
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System Data

Health: 10000

Combo Rate: 85%

Guard Primers: 4

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

Jump Startup: 4

Backdash Time: 25

Backdash Startup Invincibility: 5

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 124 80 84 all 1 HB 6 6 9 -3 14 11 Click!
5B SJR 410 169 90 86 HL 2 HB 8 1 14 -1 18 14 Click!
5C (1) CSR 125 51 90 98 all 3 HBP 16 4 total 52F -14 during move 19 Click!
  • Projectile Lv 1
  • attack disappears if Lambda gets hit
  • can cancel into followup 5Cs 19~28F
5C (2-8) CSR 125 51 90 98 all 3 HBP 10 4 total 40F -8 during move 19 Click!
  • Projectile Lv 1
  • attack disappears if Lambda gets hit
  • can cancel into followup 5Cs 7~16F
2A CSR 300 124 80 84 all 1 F 8 4 12 -4 17 14 Click!
2B SR 380 157 80 86 L 2 F 9 4 10 0 16 14 Click!
2C SJR 112×8 46×8 80 89(once) HLx2, allx6 3 HB 14 1×6, 2×2 24 -8 34 24 Click!
  • Floats opponent on counter-hit
  • counter carries
  • 24F hitstun on ground
  • 11~34F Head attribute invincible
6A SJR 620 256 80 89 HL 3 HB 11 3 20 -6 23 26 Click!
  • 5~13F Head attribute invulnerable
6B SJR 640 264 85 89 HL 3 HB 10 3 17 -3 20 17 Click!
4B R 300, 800 124, 364 65 94* 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
  • 2nd attack floats opponent on hit
  • counter carries
  • if 1st attack hits, 2nd attack's P2 becomes 100
  • 2nd attack has 75% repeat proration
6C SR 125×8 51×8 100 92(once)* HLx2, allx6 4 HBF 22 1×8 24 -3 41 44 Click!
  • 22F hitstun
  • 21F blockstun
  • blows back opponent on air hit
  • wall bounces in corner on air hit
  • counter carries
  • 75% repeat proration
3C SR 96×8 39×8 70 92(once) Lx3, allx5 3 F 11 1×7, 2 23 -8 34 36 Click!
  • Downs on hit
  • counter carries
  • cannot emergency tech on CH for first 3 hits
j.A SR 300 124 90 84 HA 1 H 8 2 15 - 18 14 Click!
j.B SJR 440 182 90 86 HA 2 H 9 4 12 - 16 14 Click!
j.C SJR 112×8 46×8 90 86(once) HA 2 H 11 1×2, 2×6 25 - 39 20 Click!
  • Counter carries
  • 7th and 8th attacks can hit behind Lambda
j.2C SJR 120×8 49×8 90 89(once) HA 3 H 15 1×8 10 - 26 20 Click!
  • Counter carries
Forward Throw - 0, 1000 0, 414 90, 100 100, 55 100 0, 4 ground throw 7 3 26 - 27 23, 56 Click!
  • 2nd attack floats opponent on hit
  • 2nd attack wall bounces in corner on hit (adds 60F of untechable time)
  • 100% minimum damage
Back Throw - 0, 1000 0, 414 90, 100 100, 55 100 0, 4 ground throw 7 3 26 - 27 23, 56 Click!
  • 2nd attack floats opponent 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 23, 50 Click!
  • 2nd attack downs opponent on hit
  • cannot emergency tech
  • 100% minimum damage
  • vertical range for throw is -60~280
Counter Assault R 0 0 50 92 all 4 HB 9 3 32 -15 27 19 Click!
  • 1~20F fully invulnerable
  • blows back opponent on hit
  • 180F Heat gain Cooldown

Drives

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.
  • projectile disappears if Lambda gets hit.
5D SR 480 198 85 89 all 3 HBP 15 12 total 48F -17 36 22 Click!
  • 22F hitstun
  • projectile Lv 1
  • 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
  • 23F blockstun
  • projectile Lv 1
2D SJR 480 198 85 89 all 3 HBP 11 15 total 45F -18 19 22 Click!
  • Projectile Lv 1
  • can cancel into followup on hit or guard until 19F
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
  • 26F blockstun
  • projectile Lv 1
6D SJR 480 198 85 89 all 3 HBP 13 9 total 45F -16 36 22 Click!
  • Projectile Lv 1
  • 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
  • 26F blockstun
  • projectile Lv 1
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 Lv 1
  • 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
  • 23F blockstun
  • projectile Lv 1
j.D SR 480 198 85 89 all 3 HBP 13 8 total 47F - 27 22 Click!
  • Projectile Lv 1
  • 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
  • 26F blockstun
  • projectile Lv 1
j.2D SR 480 198 85 89 all 3 HBP 13 8 total 47F - 32 22 Click!
  • Projectile Lv 1
  • 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 block
  • 27F hitstun
  • 26F blockstun
  • projectile Lv 1

Specials

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 opponent on hit
  • breaks 1 guard primer
  • projectile Lv 1
  • guaranteed to come out after startup
  • 16F 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 opponent on hit
  • breaks 1 guard primer
  • projectile Lv 1
  • guaranteed to come out after startup
  • 16F hitstop
Sickle Storm
236D
R 250×6 103×6 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 Lv 1
  • attack disappears if Lambda blocks or gets hit
  • 4% chip damage
  • can change into C version by pressing C until 16F
  • cannot use again until 89F after attack disappears
Sickle Storm (C)
236D~C
R 250×6 103×6 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 Lv 1
  • attack disappears if Lambda blocks or gets hit
  • 4% chip damage
  • 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 opponent on hit
  • fatal possible
  • 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 block and barrier 18F~
  • can only use once per jump
Gravity Seed
214A/B/C
R 100 41 90 99 all 4 HBP 13 3 18 -2 22 50 Click!
  • 1~15F throw invincible
  • forces opponent to crouch on ground hit
  • 44F hitstun
  • 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
  • can not use Gravity Seed until Gauge is full
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 if Lambda gets 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 90 80 LA 5 F 18~27 2 20 -1 10F of recovery 30 Click!
  • Blows back opponent 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 opponent on hit
  • breaks 1 guard primer
  • 40% repeat proration

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Legacy Edge
236236D
R 93×22 0 100 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
  • 375F Heat gain cooldown
  • projectiles appear in intervals of 4F
Calamity Sword
632146D
R 2000 0 50 80 H 4 HBP 10+1 9 49 -25 56 164 Click!
  • 1~1F after superflash fully invincible
  • ground bounces opponent 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 0 72 20 all 4 HBP 8+5 9 5F after landing - 56 164 Click!
  • Ground bounces opponent 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

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 invulnerable


Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5A 5A, 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5B 6A 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5C 4B 5C eight times, 2C, 6C, 3C Special
2A 5A, 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2B - 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2C - - 5C, 6C, 3C Jump, Special
6A - 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
6B - 4B 5C, 2C, 6C, 3C Throw, Jump, Special
4B - - - -
6C - - - Special
3C - - - Special
Drive Revolver Action Table
B C D Cancels
5D - - Followup, 4D Special
5D > D - - Followup, 2D, 6D, 4D Special
2D - - Followup Jump, Special
2D > D 4B 6C 6D, 4D Jump, Special
6D - - Followup Jump, Special
6D > D - - 2D Jump, Special
4D - - Followup Special
4D > D 4B - - 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.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
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

Navigation

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc