BBCF/Valkenhayn R. Hellsing/Frame Data

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Valkenhayn R. Hellsing

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
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 (Crumple Hits Only) 20 22 24 27 29 31
Crumple Fall (Crumple Hits Only) 30 32 34 37 39 41
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 (Counter Hit) = Crumple × 2
  • Crumple Fall (Counter Hit) = Crumple Fall Start × 1.5
  • 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

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Valkenhayn R. Hellsing 10,500 Human: 4F/ Wolf: 4F Human: 22F (1-7F Inv All)
Wolf: 25F (1-7F Inv All)
Human: 23F Wolf Movement
  • Can cancel Forward Dash into jump 1~4F
    • Forward dash momentum begins on frame 3
  • Can cancel Forward Dash into attacks 16~23F (on landing)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 9 0 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 10 3 15 -1 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +3
5C 900 Mid 14 6 22 -9 B 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 7 2 10 0 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 4 13 -3 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 820 Mid 12 3 26 -10 B 100 92 Long SJR 4 18 19 23 24 38 12 +0 +5
6A 800 Mid 10 3 27 -13 B 5~12 Guard HB 80 89 Normal R 3 16 Launch 40 Launch 54 4 +0 +2
6B 800 High 21 3 23 -7 B 90 92 Short R 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5
6C 600×2 Mid 19 6 (4) 2 13 +4 B 100 92×2 Long R 4 18 19 24 27 42 12 +0 +5
3C 860 Low 12 3 18 -2 F 90 82 Long SR 4 18 Launch 40 Launch 55 + Down 26 12 +0 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 9 3 14 H 80 85 Long SJR 2 13 14 18 18 30 10 +0 +1
j.C 900 High/Air 11 3 24+1L H 80 89 Long SJR 3 16 21 40 26 54 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Human > Wolf 12
5D[w] Wolf > Human 9
j.D Air Human > Wolf 12
j.5D[w] Air Wolf > Human 9
4D 30 4~10 All
5A[w] 300 All 6 3 12 -3 F 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B[w] 600 Mid 7 6 20 -12 B 4~6 H 80 85 Long SJR 2 13 14 24 18 36 10 +0 +1
5C[w] 900 Low 10 3 21 -5 F 80 92 Long SJR 4 18 Launch 24 Launch 39 + Down 23 12 +0 +5
j.A[w] 300 High/Air 6 4 10 H 80 80 Normal SJR 1 11 12 24 16 35 9 +0 +0
j.AA[w] 300 High/Air 6 2 7 H 80 100 Normal SJR 1 11 12 24 16 35 9 +0 +0
j.AAA[w] 300 High/Air 6 3 9 H 80 100 Normal SJR 1 11 12 24 16 35 9 +0 +0
j.B[w] 650 High/Air 9 3 12 H 80 85 Normal SJR 2 13 17 26 21 38 10 +0 +1
j.C[w] 900 High/Air 15 3 16 H 80 89 Normal SJR 3 16 17 26 22 40 11 +0 +2
6D[w] Rasen Wolf (6)
4D[w] Rasen Wolf (4) 1~10 All
2D[w] Rasen Wolf (2)
8D[w] Rasen Wolf (8)
7D[w] Rasen Wolf (7) 1~10 All
9D[w] Rasen Wolf (9)
6D Cancel Geschwind Wolf (6)
4D Cancel Geschwind Wolf (4)
2D Cancel Geschwind Wolf (2)
8D Cancel Geschwind Wolf (8)
7D Cancel Geschwind Wolf (7)
9D Cancel Geschwind Wolf (9)
xD 4C Break 5

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 100 + WBounce + Slide 20 0 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 100 + WBounce + Slide 20 0 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 60 + WBounce 60 0 +0
6A+B Counter Assault 0 All 14 6 28 -15 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 100 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 100 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
B+C[w] Himmel Wolf 0, 1400 Throw(70) 7 3 22 T 100 60 Normal SR 0, 4 Launch 50 + WBounce 60 0, 15 +0
j.B+C[w] Air Himmel Wolf 0, 1400 Throw(90) 7 3 22+11L T 100 60 Normal SR 0, 4 50 + WBounce 60 0, 15 +0

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Nacht Jager 900 All 14 15 23 0 B 90 79 Long R 3 23 25 35 30 49 11 +0 +2
236B Schwarz Jagd 900 Low/Air 19 4 21 -8 F 90 89 Long R 3 16 Launch 40 Launch 57 11 +0 +2
236B~236B Weiss Jagd 1000 All 15 5 25 -13 B 100 89 Long R 3 16 Launch 27 + Slide 40 Launch 41 + Slide 40 11 +0 +2
236C Nacht Rosen 1050 Mid 21 4 25 -10 B 90 92 Long R 4 18 Launch 42 Launch 57 12 +0 +5
j.214B Mondlicht 900 All 13 5 Until L+16 H 90 82 Long R 4 18 Launch 40 + WBounce 42 + WStick 20 Launch 55 + WBounce 42 + WStick 20 12 +0 +5
236A[w] A Konig Wolf 1000 All 20 8 19 H 80 89 Long R 3 16 Launch 42 Launch 56 6 +0 +2
j.236A[w] Air A Konig Wolf 1000 All 20 8 Until L+12 H 80 89 Long R 3 16 Launch 42 Launch 56 6 +0 +2
236B[w] B Konig Wolf 1000 All 20 8 Until L+12 H 80 89 Long R 3 16 Launch 50 Launch 64 6 +0 +2
j.236B[w] Air B Konig Wolf 1000 All 22 8 Until L+12 H 80 89 Long R 3 16 Launch 50 Launch 64 6 +0 +2
236C[w] C Konig Wolf 1000 All 20 8 Until L+12 H 80 89 Long R 3 16 Launch 50 Launch 64 6 +0 +2
j.236C[w] Air C Konig Wolf 1000 All 22 8 Until L+12 H 80 89 Long R 3 16 Launch 50 Launch 64 6 +0 +2
j.214A[w] A Eisen Wolf 1000 All 22 Until L 18L H 80 89 Long R 3 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2
j.214B[w] B Eisen Wolf 1000 All 22 Until L 18L H 80 89 Long R 3 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2
j.214C[w] C Eisen Wolf 1000 All 22 Until L 18L H 80 89 Long R 3 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Sturm Wolf 800, 180×17, 1200
[800, 180×20, 1000×2]
All 1+(69 Flash)+9 3 38 -22 B 1~12 All 80 82, 100×18
[82, 100×22]
Normal R 4, 3×17, 5
[4, 3×20, 5×2]
18 40×11, Launch×7 Stand, 40 + GBounce×17, 40
[Stand, 40 + GBounce×20, 40×2]
30 30, 10, 8, 6, 4, 2×7, 1×6, 20
[30, 10, 8, 6, 4, 2×7, 1×9, 10, 20]
+5, +2×17, +8
[+5, +2×20, +8×2]
j.236236C Konig Flug 1000×2, 3000
[1000×2, 350×4, 3000]
All 4+(53 Flash)+2 Until L+ 3 37 H 100 60 Normal R 4 18 Launch 60, 180, 120 [×4, 120 + GBounce] 6, 3 6, 3, 4
[6, 3, 0×4, 0/+4]
+0

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Sieg Nagel 600×3, 0, 1150
{600,1200×2, 0, 2700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 100 + GBounce + Down 23 20 20, 13×2, 0×2
{20, 20×2, 0×2}
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214214C Blut Vollmond 0,800,900×21,6000 Mid 7+(55 Flash)+7 1,1,1 15+55L -52 B 1~19 All 4 18 15

Revolver Action Table

Human Ground Revolver Action Table
A B C D Cancels
5ABBCF Valkenhayn R Hellsing 5A.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
0
[3]
5A[+], 2A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D/2D, 4D Throw, Jump, Special/Super
5BBBCF Valkenhayn R Hellsing 5B.pngGuard:
Mid
Startup:
10
Recovery:
15
Advantage:
-1
[1]
- 2B 5C, 2C, 6C, 3C - Jump, Special/Super
5CBBCF Valkenhayn R Hellsing 5C.pngGuard:
Mid
Startup:
14
Recovery:
22
Advantage:
-9
- - 6C Wolf Dash[+] Jump[-], Special/Super
2ABBCF Valkenhayn R Hellsing 2A.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
0
[3]
5A, 2A[+] 5B, 2B, 6B 5C, 2C, 6C, 3C 5D/2D, 4D Throw, Special/Super
2BBBCF Valkenhayn R Hellsing 2B.pngGuard:
Low
Startup:
9
Recovery:
13
Advantage:
-3
[1]
- 5B 5C, 2C, 6C, 3C - Special/Super
2CBBCF Valkenhayn R Hellsing 2C.pngGuard:
Mid
Startup:
12
Recovery:
26
Advantage:
-10
- 6B 5C, 6C, 3C Wolf Dash[+] Jump, Special/Super
6ABBCF Valkenhayn R Hellsing 6A.pngGuard:
Mid
Startup:
10
Recovery:
27
Advantage:
-13
- - - - -
6BBBCF Valkenhayn R Hellsing 6B.pngGuard:
High
Startup:
21
Recovery:
23
Advantage:
-7
- - - 5D/2D, 4D -
6CBBCF Valkenhayn R Hellsing 6C.pngGuard:
Mid
Startup:
19
Recovery:
13
Advantage:
+4
- 6B 3C Wolf Dash[+] Special/Super
3CBBCF Valkenhayn R Hellsing 3C.pngGuard:
Low
Startup:
12
Recovery:
18
Advantage:
-2
- - - Wolf Dash[+] Special/Super
Human Air Revolver Action Table
A B C D Cancels
j.ABBCF Valkenhayn R Hellsing jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
j.A j.B j.C j.D Throw, Jump, Special/Super
j.BBBCF Valkenhayn R Hellsing jB.pngGuard:
High/Air
Startup:
9
Recovery:
14
Advantage:
j.A - j.C - Jump, Special/Super
j.CBBCF Valkenhayn R Hellsing jC.pngGuard:
High/Air
Startup:
11
Recovery:
24+1L
Advantage:
- - - Wolf Dash[+] (OD) Special/Super
Wolf Ground Revolver Action Table
A B C D Cancels
5ABBCF Valkenhayn R Hellsing w5A.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
[3]
5A 5B 5C Wolf Dash Throw, Jump, Special
5BBBCF Valkenhayn R Hellsing w5B.pngGuard:
Mid
Startup:
7
Recovery:
20
Advantage:
-12
- - 5C Wolf Dash Jump, Special
5CBBCF Valkenhayn R Hellsing w5C.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-5
- - - Wolf Dash Special
Wolf Air Revolver Action Table
A B C D Cancels
j.ABBCF Valkenhayn R Hellsing wjA.pngGuard:
High/Air
Startup:
6
Recovery:
10
Advantage:
j.AA j.B j.C Wolf Dash Throw, Jump, Special/Super
j.AABBCF Valkenhayn R Hellsing wjA.pngGuard:
High/Air
Startup:
6
Recovery:
7
Advantage:
j.AAA j.B j.C Wolf Dash Throw, Jump, Special/Super
j.AAABBCF Valkenhayn R Hellsing wjA.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
- j.B j.C Wolf Dash Throw, Jump, Special/Super
j.BBBCF Valkenhayn R Hellsing wjB.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
- - j.C Wolf Dash Jump, Special/Super
j.CBBCF Valkenhayn R Hellsing wjC.pngGuard:
High/Air
Startup:
15
Recovery:
16
Advantage:
- - - Wolf Dash Jump, Special/Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

External References


Navigation

Valkenhayn R. Hellsing
To edit frame data, edit values in BBCF/Valkenhayn R. Hellsing/Data.
System Links