BBCF/Frame Data

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How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data

Characters
BBCF/Amane Nishiki/Frame DataBBCF/Arakune/Frame DataBBCF/Azrael/Frame DataBBCF/Bang Shishigami/Frame DataBBCF/Bullet/Frame DataBBCF/Carl Clover/Frame DataBBCF/Celica A. Mercury/Frame DataBBCF/Es/Frame DataBBCF/Hakumen/Frame DataBBCF/Hazama/Frame DataBBCF/Hibiki Kohaku/Frame DataBBCF/Iron Tager/Frame DataBBCF/Izanami/Frame DataBBCF/Izayoi/Frame DataBBCF/Jin Kisaragi/Frame DataBBCF/Jubei/Frame DataBBCF/Kagura Mutsuki/Frame DataBBCF/Kokonoe/Frame DataBBCF/Lambda-11/Frame DataBBCF/Litchi Faye Ling/Frame DataBBCF/Mai Natsume/Frame DataBBCF/Makoto Nanaya/Frame DataBBCF/Mu-12/Frame DataBBCF/Naoto Kurogane/Frame DataBBCF/Nine the Phantom/Frame DataBBCF/Noel Vermillion/Frame DataBBCF/Nu-13/Frame DataBBCF/Platinum the Trinity/Frame DataBBCF/Rachel Alucard/Frame DataBBCF/Ragna the Bloodedge/Frame DataBBCF/Relius Clover/Frame DataBBCF/Susano'o/Frame DataBBCF/Taokaka/Frame DataBBCF/Tsubaki Yayoi/Frame DataBBCF/Valkenhayn R. Hellsing/Frame DataBBCF/Yuuki Terumi/Frame DataBBCF Roster.png


Character Comparisons

Character Data

Character Health Negative Penalty resistanceHow resistant the character is to getting a negative penalty, higher numbers mean more resistant Ground Throw rangeThrow range is measured as horizontal distance in pixels between each character's collision box in the native resolution of 1280x768. Character origins must also be within 200px of each other Air Throw rangeFor standard air throws, the target's origin must be no lower than 60px below the attacker's origin, and no higher than 280px Dash type Air jumps Air dashes WidthMeasured in pixels at native resolution of 1280x768, character origin is always 55px in from the back, characters are all 188px tall
Amane 10,500 4 70 120 Run 1 1 110
Arakune 10,500 5 70 120 Teleport 1 2 110
Azrael 12,000 5 70 120 Teleport 1 1 110
Bang 11,500 4 70 120 Run 1 2 110
Bullet 11,500 5 70 120 Step 1 1 110
Carl 10,000 5 70 120 Step 1 1 110
Celica 10,000 4 70 120 Run 1 1 110
Es 10,500 4 70 120 Run 1 1 110
Hakumen 12,000 5 70 120 Step 1 1 110
Hazama 11,000 4 70 120 Step 1 1 110
Hibiki 11,000 4 70 120 Run 1 1 110
Izanami 10,500 4 70 120 Run 0 1 110
Izayoi (normal) 11,000 4 70 120 Run 1 1 110
Izayoi (Gain Arts) 11,000 4 70 120 Hover 1 2 110
Jin 11,000 4 70 120 Run 1 1 110
Jubei 11,000 4 70 120 Run 1 1 110
Kagura 11,500 5 70 120 Run 1 1 110
Kokonoe 10,500 4 70 120 Run 1 1 110
Lambda 10,500 4 70 120 Run 1 1 110
Litchi 11,000 4 70 120 Run 1 1 110
Mai 11,000 4 70 120 Run 1 1 110
Makoto 11,000 4 70 120 Run 1 1 110
Mu 10,000 4 70 120 Run 1 1 110
Naoto 11,500 4 70 120 Run 1 1 110
Nine 10,500 4 70 120 Teleport 1 2Nine can use her two ground dashes in the air, even after a double jump. 110
Noel 11,000 4 70 120 Run 1 1 110
Nu 10,000 4 70 120 Run 1 1 110
Platinum 11,000 4 70 120 Run 1 1 110
Rachel 11,000 4 70 120 Run 1 1 110
Ragna 10,000 4 70 120 Run 1 1 110
Relius 11,000 4 70 120 Run 1 1 110
Susano'o 12,500 4 70Has a wider collision box 120 Run 1 1 135
Tager 13,000 6 125Technically 140px, this usually gets reduced to 125px due to the maximum origin distance check. Tager also has a wider bounding box, meaning other players get 20px more throw range when measured between origins. Tager can still out-reach standard throws by 65px however 140 None 0 0 145
Taokaka 10,000 4 70 120 Run 2 2 110
Terumi 10,500 3 70 120 Run 1 1 110
Tsubaki 11,000 4 70 120 Run 1 1 110
Valkenhayn (human) 10,500 5 70 120 Step 1 1 110
Valkenhayn (wolf) 10,500 5 70Wolf has a much wider bounding box again making this slightly misleading, but can still outrange other standard throws by 40px. 90 None 1 1 170

Ground movement data

Character Forward walk speed Backward walk speed Initial run speed Run acceleration Final run speed Step duration Step distance Backdash duration Backdash distance Backdash invincibility
Amane 5300 4100 13000 440 15000 - - 25F 324 1~7F All
Arakune 8000 4800 - - - 40F 640 32F 400 1~24F All
Azrael 6200 4800 - - - 20F 416 28F 336 1~20F All
Bang 8000 5000 21000 200 38000 - - 36F 480 1~9F All
Bullet 5500 4500 - - - 20F 386 22F 198 1~7F All
Carl 7700 5000 - - - 23F 450 22F 352 1~7F All
Celica 6200 4800 16000 440 28000 - - 25F 358 1~5F All
Es 6200 4800 14000 1000 32000 - - 25F 270 1~5F All
Hakumen 6400 4100 - - - 16F 349 15F 189 1~4F T
Hazama 6200 4800 - - - 19F 247 25F 324 1~7F All
Hibiki 6200 4800 18000 440 28000 - - 22F 240 1~4F All
Izanami 6200 4800 9800 660 28000 - - 22F 371 1~7F All
Izayoi (normal) 5200 3200 18000 200 28000 - - 22F 270 1~5F All
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. 6200 4800 - - - 14~34F 271~859 22~29F 377~470 1~5F All
Jin 5900 4800 16000 440 28000 - - 22F 360 1~5F All
Jubei 4200 3300 17500 2500 30000 - - 25F 433 1~7F All
Kagura 4500 3500 12000 250 25000 - - 25F 271 1~7F All
Kokonoe 4800 4800 18000 400 28000 - - 22F 247 1~5F All
Lambda 5500 5000 22000 320 30000 - - 25F 371 1~7F All
Litchi 5300 4100 14000 440 28000 - - 22F 225 1~5F All
Mai 6200 4800 16000 440 28000 - - 25F 270 1~7F All
Makoto 6200 4800 18000 440 38000 - - 22F 270 1~5F All
Mu 5500 5000 22000 320 30000 - - 22F 370 1~5F All
Naoto 5700 4300 18000 440 28000 - - 25F 270 1~4F All
Nine 6800 5300 - - - 40F 600 40F 417 1~4F P, 5~32F All
Nirvana 8000 7000 - - - - - - - -
Nirvana (Overdrive) 12000 10500 - - - - - - - -
Noel 6600 5000 18000 440 28000 - - 22F 318 1~5F All
Nu 5500 5000 22000 320 30000 - - 25F 371 1~7F All
Platinum 6200 4800 17000 440 28000 - - 22F 306 1~7F All
Rachel 4000 3800 14000 300 28000 - - 25F 375 1~7F All
Ragna 6200 4800 16000 440 28000 - - 22F 270 1~5F All
Relius 4000 3800 14000 300 28000 - - 22F 198 1~7F All
Susano'o 7000 4800 33000Susano'o's dash has 15 frames of startup, during which he starts at 0 speed and builds a small amount of speed, before the game forces it to 33000. 200 33000 - - 22F 270 1~5F All
Tager 6000 4500 - - - - - 28F 182 1~20F All
Taokaka 6000 5000 20000 440 28000 - - 22F 252 1~7F All
Terumi 6200 4800 19800 440 28000 - - 22F 270 1~5F All
Tsubaki 5500 3200 18500 400 35000 - - 22F 270 1~5F All
Valkenhayn (human) 6200 4800 - - - 23F 390 22F 270 1~5F All
Valkenhayn (wolf) 12400 11000 - - - - - 25F 504 1~7F All

Air movement data

Character Prejump Jump initial speed Super jump initial speed Gravitycharacters subtract this value every frame from their vertical velocity while not in any kind of stun Forward jump speed Forward super jump speed Backward jump speed Backward super jump speed Forward air dash duration Forward air dash speed Backward air dash duration Backward air dash speed
Amane 4F 31200 33000 1170 7875 12600 7875 12600 20F 31000 16F 24000
Arakune 5F 30000 32000 1150 9000 12600 8000 12600 45F 14500 45F 11000
Azrael 4F 34000 41000 1850 7875 12600 7875 12600 14F 28000 14F 23000
Bang 4F 37000 43000 1900 10000 12500 7875 12600 20F 30000 23F 24000
Bullet 4F 31000 42000 1800 7875 12600 7875 12600 15F 27500 12F 22000
Carl 4F 32000 39000 1650 7875 12600 7875 12600 20F 31000 16F 24000
Celica 4F 34000 42000 1800 7875 12600 7875 12600 20F 28000 20F 23000
Es 4F 30000 37000 1500 8662 13860 7875 12600 20F 23000 16F 24000
Hakumen 4F 34000 42000 1650 7875 12600 7875 12600 23F 31000 23F 24000
Hazama 4F 31000 38000 1500 7875 12600 7875 12600 16F 24000 14F 18000
Hibiki 4F 36000 44000 1900 9450 15120 7875 12600 20F 31000 16F 24000
Izanami 4F 300008000 while in float state 42000-8000 while in float state 1350 7875 12600 7875 12600 23F 28000 16F 24000
Izayoi (normal) 4F 38000 43000 1850 7875 12600 7875 12600 16F 26000 12F 24000
Izayoi (Gain Arts)Izayoi's hover dashes can be held to extend their duration. They are also programmed like step dashes, so her speed values are actually distance values. 4F 35000 42000 1850 7875 12600 7875 12600 14~38F 264~970 16~27F 310~470
Jin 4F 34000 41000 1850 7875 12600 7875 12600 20F 31000 16F 24000
JubeiJubei's jump changes height and speed when he is dashing. In boxes with two values, the latter value is used when he is dashing and the former is used when he is not. 4F 36000/29000 44000 2000 10000/5000 15000 8000/10000 15000 20F 31000 16F 24000
Kagura 4F 34000 45000 1800 7875 12600 7875 12600 23F 25000 16F 20000
Kokonoe 4F 32000 42000 1800 7875 12600 7875 12600 20F 31000 22F 22000
Lambda 4F 33000 40000 1700 7600 11000 7000 9000 18F 30000 12F 29000
Litchi 4F 36000 47000 1700 7875 7500 7875 6500 18F 33000 30F 21000
Mai 4F 34000 42000 1800 7875 12600 7875 12600 20F 31000 16F 24000
Makoto 4F 34000 41000 1850 7875 12600 7875 12600 20F 28000 12F 25000
Mu 4F 34000 42000 1700 7600 11000 7000 9000 18F 30000 12F 29000
Naoto 4F 34000 42000 1800 7875 12600 7875 12600 16F 27900 10F 24000
NineNine can use her two ground dashes in the air. To reflect this, her air dash values are identical to her ground dash values, so her speed values are actually distance values. 4F 28000 30000 1200 12500 20000 7500 12000 40F 600 40F 417
Noel 4F 34000 42000 1800 7875 12600 7875 12600 20F 31000 16F 24000
Nu 4F 33000 40000 1700 7600 11000 7000 9000 18F 30000 12F 29000
Platinum 4F 34000 41000 1850 7875 12600 7875 12600 30F 26000 24F 22000
Rachel 4F 25000 32000 1000 10000 13000 8000 11000 20F 23250 16F 21600
Ragna 4F 34000 42000 1800 7875 12600 7875 12600 20F 31000 16F 24000
Relius 4F 34000 41000 1850 7875 12600 7875 12600 20F 31000 16F 24000
Susano'o 4F 34000 42000 1650 7875 12600 7875 12600 16F 31000 16F 24000
Tager 6F 26000 36000 1250 6000 8500 5500 7500 - - - -
Taokaka 4F 35000 44000 2200 7875 12600 7875 12600 20F 31000 16F 24000
Terumi 4F 31000 44000 1800 8400 15000 7875 12600 20F 31000 16F 24000
Tsubaki 4F 32000 39000 1800 7875 12600 7875 12600 18F 30000 16F 26000
Valkenhayn (human) 4F 34000 42000 1850 7875 12600 7875 12600 20F 31000 16F 24000
Valkenhayn (wolf) 4F 41000 46000 1650 7875 12600 7875 12600 20F 31000 16F 24000

System Data

Ground Recovery

Roll Options When Knocked Down
Forward Roll

6 + A/B/C

  • 1~3F Fully invincible
  • 4~17F Throw invincible, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
  • 1~10F can pass through opponent
  • 30F Total Duration
Back Roll

4 + A/B/C

  • 1~10F Fully invincible
  • 11~17F Throw invincible, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
  • 1~10F can pass through the opponent
  • 30F Total Duration
Quick Tech

2 + A/B/C

  • 1~13F Throw invincible, if hit you will be in the air
  • 14~19F Throw invincible, guard possible, cancellable into any grounded special or super, if hit will be in standing position
  • Will automatically Quick Tech after lying on the ground for 64 frames
  • 19F Total Duration
Neutral Tech

no direction + A/B/C

  • 1~32F Fully invincible
  • 32F Total Duration

Knockdown Timeline

The following time table shows a character's options and status during a knockdown.

BBCF Knockdown Timeline.png

Air Recovery

Recovery Options When Hit In the Air
Air Recovery

4/5/6 + A/B/C when airborne

  • 1~15F Fully invincible
  • 15F Total Duration
Emergency Tech

A/B/C when landing on the ground

  • 1~32F Fully invincible
  • 32F Total Duration

Overdrive

Overdrive Activation

Overdrive Activation
Type Recovery
Normal 3+13F
Overdrive Cancel 3+3F
Guard Cancel 3+23F
  • All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3)

Overdrive Duration

Overdrive Duration vs. Remaining Health
100% - 91% 90% - 82% 81% - 73% 72% - 63% 62% - 54% 53% - 45% 44% - 35% 34% - 0%
240F 270F 300F 330F 360F 390F 420F 480F
  • Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel
  • Overdrive timer is paused during hitstop and superflash frames

Burst

Burst Frame Data
P1 P2 Startup Active Recovery Frame Advantage Untechable Invuln.
10 80 6 6 43 -24 300 1-48 All
  • Air Burst is vulnerable until landing
  • Ends Active Flow and disables it for the rest of the round

Burst Gauge

Passive Burst Gain over Time
Health Increment per frame Time to fill (seconds)
H ≥ 55% 10 166.7
40% < H ≤ 55% 15 111.1
H ≤ 40% 20 83.3
  • The Burst Gauge is 10,000 units
  • Passive Burst Gain is ×4 during Active Flow.
  • Passive Burst Gain is not paused during hitstop or super flash

Burst gained from getting hit:

(1- Current ProrationGiven as value between 1 and 0, includes the proration values of the current hit) × damageThe damage the move actually did × 10 + 100

Barrier Gauge

  • Barrier Gauge is 10,000 units.
  • Each usage of Barrier instantly consumes 100 units.
  • After the first frame of activation, holding Barrier consumes 10 units per frame.
    • Barrier Gauge is not consumed during hitstop, superflash, etc.
  • Upon defending an attack, instantly consumes (the raw damage of that attack / 2) units.
    • Consumption usually caps at 500 units per hit - meaning that an attack with damage over 1000 will only consume 500 units.
    • Charged Crush Trigger deals extra 4000 units to Barrier Gauge.
  • Barrier Gauge starts to recover 124 frames after deactivation at the rate of 16 units every 10 frames.
    • Barrier recovery is not paused during hitstop, superflash, etc.
  • When the Barrier Gauge is depleted, character enters Danger State and Barrier is disabled until Barrier Gauge fully refills (900F).
  • Entering Overdrive stops Barrier Gauge refill, re-enables Barrier, and ends Danger State.

Hitstun Decay

Hitstun/Untechable Decay vs. Time
Combo Duration 120F~ 300F~ 480F~ 660F~
Decay -2F -5F -10F Reduced to 1F

Starter Rating

Starter's Effect on Combo Duration
Starter Long Normal Short Very Short
Time Consumed 0F 60F 120F 240F

Attack Level

Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

Heat Gain Table

Heat Gain Table
Situation Formula
Opponent getting hit Scaled Damage × 0.72
Getting hit Scaled Damage × 0.4
Opponent blocking attack Base Damage × 0.18
Normal blocking attack Base Damage × 0.1
Instant blocking attack (Base Damage × 0.2) + 100
Hakumen's Heat Gain is 1/4 of the formula above.
  • Heat Gauge is 10,000 units, so 100 units = 1 Heat.
  • Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
    • Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units).
  • Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker.
    • Hakumen's Specials are the sole exception; they still generates Heat for Hakumen.
  • Using Barrier does not affect Heat Gain.
  • Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block.

Building Active Flow

In order to get Active Flow you must reach 10000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round. When a player reaches 8000p, "Attention!" appears on their side of the screen and their burst gauge will begin rotating more rapidly.

Building Active Flow
Action Catalyst Value Notes
Pressing An Attack Button No 10p This means missing in neutral or during a combo. Move must have active frames to count.
Attack Hit Yes 850p Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage.
Counter Hit Yes 850p + 500p
Fatal Counter Hit Yes 850p + 1000p
Successful Overhead Yes 850p + 1000p Occurs on any hit where the opponent was blocking low so you see the Red Exclamation mark
Additional Hit Yes 50p Applies to all hits during a combo
Attack Blocked No 50p
Attack Clash No 500p Includes projectile clashes
Moving Forward No Distance Value ×5p
Moving Backward No 0p
Negative Penalty No -10000p
Opponent Getting Negative Penalty Yes Forced Forces Active flow even if the player has used a burst or already used active flow this round.
Blocking No 30p
Blocking Standing Overhead No 850p Applies to grounded overheads only
Instant Blocking No 30p + 10p
Barrier No 30p + 10p
Instant Barrier No 30p + 10p + 10p
Getting Hit No 40p
Using Attribute Invul Successfully No 1000p Anything that makes the blue/white invul circle appear and the opponent's active frames go through it.

Ex: backdashing through an attack, using a DP through an attack, using head invuln against a jump in, etc.

Burst No -100000p Prevents Active Flow build for the rest of the round
Active Flow Ends No -10000p Prevents Active Flow build for the rest of the round
Overdrive Activation Yes 100p
Exceed Accel Yes 10000p
Spending Heat No 20p × Heat % used e.g. Will give 1000 for 50% heat use. Applies to all forms of heat loss, even Terumi's drive moves during overdrive.
Successful Guard Break No 2500p Because spending 25 meter gets you 500p already, getting a successful guard break with Crush Trigger nets you 3000p
Throw Yes 1420p Counts even if the throw is then rejected afterwards.
Throw Reject Yes 1700p
During OD No ×2 multiplier (stacks)
During <35% HP No ×2 multiplier (stacks)

Miscellaneous Properties

This just a table of various values and properties that don't go anywhere else

Miscellaneous Properties
Property Value Notes
Round start separation 520,000 units A in-game unit is defined by 1000 units per pixel when rendering at 1280x768 with no camera zoom
Corner start separation 400,000 units Used in training and challenge modes only for corner start positions.
Player front collisionMeasured from origin to front of where players can collide 55,000 units Add 25,000 for Susanno, 35,000 for Tager and 60,000 for Wolf Form Valkenhayn. Various moves can adjust this.
Player back collisionMeasured from origin to back of where players can collide 55,000 units
Player top collisionMeasured from origin to top of where players can collide 188,000 units Looks more when in game due to air sprites being noticeably above their origin points
Wall offset -5,000 units Seems the actual place bounding boxes collide with is 5px offscreen
Stage Width 3,730,000 units Measured from a player backed to the wall to the same on the other side. Some of the playable area isn't reachable by players themselves due wall collision
Stage Height 2,500,000 units Players and objects can go above this height, but the camera will not normally pan to show anything above this value.
Maximum player separation 1,422,000 units How far two players are allowed to be from each other horizontally. Also defines how far the "wall" is for wall bounces when not near a corner.
Hit/guardstun Gravity -2,000 units/F^2 Gravity for characters in hitstun or guardstun in the air.
Floor Friction Current Speed × 0.9 Deceleration experienced by grounded players when sliding. Walking and dashing aren't affected, except when ending a dash.

Navigation

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