BBCSE/Tsubaki Yayoi/Frame Data

From Dustloop Wiki

System Data

Health: 11000

Combo Rate: 70%

Guard Primers: 5

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

Jump Startup: 4

Backdash Time: 20

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 300 108 100 82 all 0 HB 6 3 9 -2 14 12 Click!
5B SJR 520 187 85 89 HL 3 HB 10 5 17 -5 24 17 Click!
  • 17F~ can cancel into 5B > B
5B > B S(J)R 400 144 100 89 HL 3 HB 11 3 19 -5 26 17 Click!
5C S(J)R 640 230 90 89 HL 3 HB 8 3 23 -9 27 19 Click!
  • 11F~ can cancel into 5C > C
5C > C S(J)R 620 223 100 92 HL 4 HB 13 3 27 -11 28 19 Click!
2A CSR 300 108 80 82 all 0 F 7 2 8 0 11 12 Click!
2B SR 560 144 80 86 L 2 F 13 3 12 -1 21 14 Click!
  • 16F~ can cancel into 2B > B
2B > B SR 480 172 70 86 L 2 F 10 3 18 -7 15 14 Click!
2C SJR 660 237 80 89 HL 3 HB 13 5 18 -6 23 25 Click!
  • 7~14F Head attribute invulnerable
  • 23F hitstun
  • staggers opponent for 48F on CH
  • 21~35F can cancel into 2C > C
2C > C SJR 680 244 80 89 HL 3 HB 16 3 24 -10 24 32 Click!
  • 12F hitstop
6A SR 620 223 70 89 H 3 HBF 26 2 24 -9 29 26 Click!
  • Forces crouch on ground hit
  • grounds opponent on air hit
  • fatal counter possible
6B SR 400 144 80 92 L 4 F 21 3 15 +1 26 19 Click!
  • 24F~ can cancel into 6B > B
6B > B SR 420 151 80 92 L 4 F 15 4 20 -5 28 19 Click!
6C (S)JR 250×6 90×6 100 90(once)* HL 5 HBF 23 1×6 38 -15 35 21 Click!
  • Counter carries
  • 22F blockstun
  • 80% repeat proration
  • 33F~ can cancel into 6C > C
  • 2F hitstop on Tsubaki, 7F hitstop on opponent on hit, 3F hitstop on opponent on guard
6C > C (SJ)R 300×3 108×3 100 94(once) HL 5 HBF 22 1×3 35 -15 29 27 Click!
  • Floats on hit
  • counter carries
  • breaks 1 guard primer
3C R 720 259 80 92 L 4 F 18 10 22 -13 27 40 Click!
  • Downs on hit
  • 24F~ can cancel into 3C > C
  • fatal counter possible
3C > C R 980 352 100 92* HL 4 HB 17 2 43 -26 24 54 Click!
  • 23~31F in the air
  • floats opponent on hit
  • 120% bonus proration
j.A CSJR 300 108 90 84 HA 1 H 8 2 6 - 13 14 Click!
j.B SJR 560 201 90 86 HA 2 H 8 4 12 - 13 14 Click!
  • 12F~ can cancel into j.B > B
j.B > B S(J)R 480 172 90 86 HA 2 H 7 3 24 - during move 16 Click!
j.C SJR 680 244 90 89 HA 3 H 13 5 20 - 24 22 Click!
  • 18F~ can cancel into j.C > C
j.C > C SR 480 172 90 89 HA 3 H 10 2 31 - 24 22 Click!
  • 22F hitstun
Forward Throw -, SR 0, 1300 0, 468 90 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 50 Click!
  • 2nd attack slides opponent on hit
  • 100% minimum damage
Back Throw -, SR 0, 1300 0, 468 90 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 50 Click!
  • 2nd attack slides opponent on hit
  • 100% minimum damage
Air Throw -, SR 0, 1400 0, 504 100 100, 55 100 0, 4 air throw 7 3 17 - during move 12, 60 Click!
  • 2nd attack ground bounces opponent
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • vertical range for throw is -60~280
Counter Assault R 0 0 50 92 all 4 HB 10 4 39 -24 - 34 Click!
  • 1~20F fully invincible
  • blows opponent back on hit
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Install
  • Install gauge holds 5 stocks, each stock is 10000 points.
  • Timing for followups refer to when you can input a followup special
  • D Versions of Specials consume one bar of install gauge
5D - - - - - - - - - - total 18~50F - during move - Click!
  • 9F recovery after button release
  • gauge fills 7F~ until 42F or 1F after button release
  • gauge builds 295 points per frame normally
  • when canceled from other attacks gauge rates are: 7~15F = 700 per frame; 16~30F = 50 per frame; 31F~ = 295 per frame
2D - - - - - - - - - - total 18~96F - during move - Click!
  • 6F recovery after button release
  • gauge fills 8F~ until 90F or 1F after button release
  • gauge normally gains at:8~60F = 190 per frame; 61F~ = 670 per frame
  • when canceled from other attacks gauge rates are: 8~19F = 560 per frame; 20~60F = 60 per frame; 61F~ = 670 per frame
j.D - - - - - - - - - - total 14F - during move - Click!
  • 9F landing recovery, 15F landing recovery if Tsubaki lands while charging
  • cannot jump for 2F after animation ends
  • can only be used once per jump
  • has a height restriction
  • gauge fills 4F~ 1F after button release
  • gauge gains at: 4~93F = 275 per frame; 94F~ = 220 per frame

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Sanctus Aequum
236A
R 600 216 75 70 all 3 HB 18 6 18 -7 39 20 Click!
  • Blows back opponent on aerial hit
  • 21F hitstun
  • 22F~ can cancel into followup specials ONLY on hit
B Sanctus Aequum
236B
R 650 234 75 70 all 3 HB 18 10 20 -13 41 28 Click!
  • Blows back opponent on aerial hit
  • 22F hitstun
  • 26F~ can cancel into followup specials ONLY on hit
C Sanctus Aequum
236C
R 700 252 75 70 all 3 HB 19 10 20 -13 42 35 Click!
  • Blows back opponent on aerial hit
  • 22F hitstun
  • 26F~ can cancel into followup specials ONLY on hit
D Sanctus Aequum
236D
R 800 (900) 288 (324) 75 89 (92)* all 3 HB 16 10 24 -4 42 45 Click!
  • Staggers opponent for 35F on ground hit
  • blows back opponent on aerial hit
  • 24F blockstun
  • 50% repeat proration
  • crosses up on hit or guard (duration 20F, CH state throughout)
  • 26F~ can cancel into followup specials on hit or block
A Sanctus Veritas
214A
R 600 216 70 70 HL 4 HB 17 3 25 -7 34 42 Click!
  • 8~14F Head and Body attribute invincible
  • floats opponent on aerial hit or CH
  • 20F~ can cancel into followup specials ONLY on hit
B Sanctus Veritas
214B
R 650 234 75 70 HL 4 HB 22 3 23 -7 41 45 Click!
  • 8~14F Head and Body attribute invincible
  • floats opponent on aerial hit or CH
  • 20F~ can cancel into followup specials ONLY on hit
C Sanctus Veritas
214C
R 700 252 80 70 HL 4 HB 30 3 24 -7 49 50 Click!
  • 13~29F Head and Body attribute invincible
  • floats opponent on aerial hit or CH
  • 43F~ can cancel into followup specials ONLY on hit
D Sanctus Veritas
214D
R 900 (1000) 324 (360) 80 92 (94)* HL 4 HB 22 3 23 -7 26 60 Click!
  • 10~24F Head and Body attribute invincible
  • floats opponent on aerial hit or CH
  • 50% repeat proration
  • 25F~ can cancel into followup specials on hit or block
A Sanctus Veritas (followup)
⇒ 214A
R 600 216 70 70 HL 4 HB 17 3 23 -7 34 42 Click!
  • Floats on aerial hit or CH (normal version has a smaller float effect)
  • 16F hitstun
  • 22F blockstun
  • 20F~ can cancel into followup specials ONLY on hit
B Sanctus Veritas (followup)
⇒ 214B
R 650 234 75 70 HL 4 HB 22 3 23 -7 41 42 Click!
  • 8~19F Head and Body attribute invincible
  • Floats on aerial hit or CH (normal version has a smaller float effect)
  • 18F hitstun
  • 25F~ can cancel into followup specials ONLY on hit
C Sanctus Veritas (followup)
⇒ 214C
R 700 252 80 70 HL 4 HB 28 3 24 -7 47 42 Click!
  • 17~27F Head and Body attribute invincible
  • Floats on aerial hit or CH (normal version has a smaller float effect)
  • 20F hitstun
  • breaks 1 guard primer
  • 34F~ can cancel into followup specials ONLY on hit
D Sanctus Veritas (followup)
⇒ 214D
R 900 (1000) 324 (360) 80 92(94)* HL 4 HB 17 3 23 -7 26 60 Click!
  • 8~19F Head and Body attribute invincible
  • Floats on aerial hit or CH (normal version has a smaller float effect)
  • 50% repeat proration
  • 25F~ can cancel into followup specials on hit or block
A Sanctus Decus
22A
R 600 216 70 70* all 3 HB 10 4 30 -9 31 35 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • 20% repeat proration
  • 29F blockstun
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 37F changes attack to Sanctus Decus A (charge)
B Sanctus Decus
22B
R 650 234 70 70* all 3 HBP 17 4 26 -5 24 45 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • 20% repeat proration
  • 29F blockstun
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 39F changes attack to Sanctus Decus B (charge)
C Sanctus Decus
22C
R 700 252 70 70* all 3 HB 19 4 26 -5 27 45 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • 20% repeat proration
  • 29F blockstun
  • breaks 1 guard primer
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 39F changes attack to Sanctus Decus B (charge)
D Sanctus Decus
22D
R 750 (850) 270 (306) 80 89 (92)* all 3 HB 14 4 20 -7 27 60 Click!
  • blows opponent away on hit
  • wall bounces opponent in corner
  • 50% repeat proration
  • canot emergency tech
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 33F changes attack to Sanctus Decus D (charge)
A Sanctus Decus (charged)
22A
R 600 216 70 70* all 5 HB 40 4 30 -9 61 35 Click!
  • Slides opponent on hit
  • wall bounces on CH, cannot emergency tech
  • 29F blockstun
  • 20% repeat proration
B Sanctus Decus (charged)
22B
R 650 234 70 70* all 5 HBP 43 4 22 -5 50 45 Click!
  • Slides opponent on hit
  • wall bounces on CH, cannot emergency tech
  • 29F blockstun
  • 20% repeat proration
C Sanctus Decus (charged)
22C
R 700 252 70 70* all 5 HB 45 4 26 -5 53 45 Click!
  • Slides opponent on hit
  • wall bounces on CH, cannot emergency tech
  • breaks 1 guard primer
  • 29F blockstun
  • 20% repeat proration
D Sanctus Decus (charged)
22D
R 750 (850) 270 (306) 80 94 (92)* unblockable 5 HB 39 4 20 - 52 70 Click!
  • blows opponent away on hit
  • wall bounces on CH

cannot emergency tech

  • 50% repeat proration
A Sanctus Decus (followup)
⇒ 22A
R 600 216 70 55* all 4 HB 10 4 30 -9 19 31 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • 20% repeat proration
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 34F changes attack to Sanctus Decus A (followup, charged)
B Sanctus Decus (followup)
⇒ 22B
R 650 234 70 55* all 4 HB 17 4 26 -5 24 45 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • 20% repeat proration
  • 29F blockstun
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 37F changes attack to Sanctus Decus B (followup, charged)
C Sanctus Decus (followup)
⇒ 22C
R 700 252 70 55 all 4 HB 19 4 26 -5 27 45 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • 20% repeat proration
  • 29F blockstun
  • breaks 1 guard primer
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 39F changes attack to Sanctus Decus C (followup, charged)
D Sanctus Decus (followup)
⇒ 22D
R 750 (850) 270 (306) 80 89 (92)* all 3 HB 14 3 20 -7 27 60 Click!
  • Slides opponent on hit
  • wall bounces opponent on CH
  • cannot emergency tech
  • 50% repeat proration
  • can charge by holding down button; attack comes out 4F after button release
  • charging for at least 33F changes attack to Sanctus Decus D (followup, charged)
A Sanctus Decus (charged followup)
⇒ 22A
R 600 216 70 55* all 5 HB 40 4 30 -9 61 35 Click!
  • Slides opponent on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • 20% repeat proration
B Sanctus Decus (charge followup)
⇒ 22B
R 650 234 70 55* all 5 HB 43 4 22 -5 50 45 Click!
  • Slides opponent on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • 20% repeat proration
C Sanctus Decus (charge followup)
⇒ 22C
R 700 252 70 55* all 5 HB 45 4 26 -5 53 45 Click!
  • Slides opponent on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • breaks 1 guard primer
  • 20% repeat proration
D Sanctus Decus (charged followup)
⇒ 22D
R 750 (850) 270 (306) 80 94 (92)* unblockable 5 HB 39 4 20 - 52 70 Click!
  • blows opponent away hit
  • wall bounces in corner
  • cannot emergency tech
  • 50% repeat proration
A Benedictus Rex
623A
R 600 216 70 74 all 4 HBFP 10 7 24+15F landing -13 40 40 Click!
  • 1~9F fully invincible
  • 8F~ in the air
  • floats opponent on hit
  • 29F blockstun
  • projectile Lv 1
  • guaranteed to come out after 10F
  • 22F~ able to cancel into followup specials ONLY on hit
B Benedictus Rex
623B
R 700 252 70 74 HL 4 HBFP 10 7 30+15F landing -18 46 40 Click!
  • 11~18F fully invincible
  • 8F~ in the air
  • floats opponent on hit
  • 29F blockstun
  • projectile Lv 1
  • guaranteed to come out after 3F
  • 23F~ able to cancel into followup specials ONLY on hit
C Benedictus Rex
623C
R 800 288 70 84 HL 5 HBFP 10 - total 60F -17 50 52 Click!
  • 8~50F in the air
  • floats opponent on hit
  • 29F blockstun
  • projectile Lv 1
  • projectile disappears if Tsubaki gets hit or cancels into another special
  • 23F~ able to cancel into followup specials ONLY on hit
D Benedictus Rex
623D
R 430×3 (522×3) 169×3 (187×3) 70 92(once) (94(once))* HL 4 HBF 10 9* 24+23F after landing -9 43 40 Click!
  • 1~10F fully invincible
  • 10F~ in the air
  • floats opponent on hit
  • 29F blockstun
  • 50% repeat proration
  • active frames listed is only for 1st attack; if 1st attack hits or is blocked, 2nd attack and onward start up
  • 23F~ able to cancel into followup specials ONLY on hit
A Aequum Eleison
j.236A
R 600 216 60 85 all 3 H 13 3 9F after landing - 25 20 Click!
  • 20F~ can cancel into followup specials ONLY on hit
B Aequum Eleison
j.236B
R 650 234 60 85 all 3 H 21 5 12F after landing - 33 20 Click!
  • 24F~ can cancel into followup specials ONLY on hit
C Aequum Eleison
j.236C
R 700 252 100 85 all 3 H 21 5 12F after landing - 33 20 Click!
  • 24F~ can cancel into followup specials ONLY on hit
D Aequum Eleison
j.236D
R 750, 300 (850, 300) 270, 72 (306, 108) 100, 90 92, 90 (94, 90)* all 4, 3 H, HBP 17 3(6)- 67F total - till landing 60, 20 Click!
  • ??F landing recovery
  • 1st attack ground bounces opponent on aerial hit
  • 1st attack has 29F blockstun
  • 1st attack has 50% repeat proration
  • 2nd attack is projectile, disappears if Tsubaki gets hit
  • 39F~ can cancel into followup specials on hit or block
A Aequum Eleison (followup)
⇒ j.236A
R 600 216 60 85 all 3 H 13 3 9F after landing - 25 20 Click!
  • 20F~ can cancel into followup specials ONLY on hit
B Aequum Eleison (followup)
⇒ j.236B
R 400 144 60 85 all 3 H 21 5 12F after landing - 33 20 Click!
  • 24F~ can cancel into followup specials ONLY on hit
C Aequum Eleison (followup)
⇒ j.236C
R 450 162 100 85 all 3 H 21 5 12F after landing - 33 20 Click!
  • 24F~ can cancel into followup specials ONLY on hit
D Aequum Eleison (followup)
⇒ j.236D
R 750, 300 (850, 300) 270, 72 (306, 108) 100, 90 92, 90 (94, 90)* all 4, 3 H, HBP 17 3(6)- 67 total - till landing 60, 20 Click!
  • ??F landing recovery
  • 1st attack ground bounces on aerial hit
  • 1st attack has 29F blockstun
  • 1st attack has 50% repeat proration
  • 2nd attack is projectile, disappears if Tsubaki gets hit
  • 39F~ can cancel into followup specials on hit or block
A Lux Aeterna
j.214A
R 700 252 100 85 all 4 H 17 till landing 21F after landing - during move 22 Click!
  • Tsubaki is knocked back on hit or block (duration 15F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
B Lux Aeterna
j.214B
R 750 270 100 85 all 4 H 15 till landing 21F after landing - during move 19 Click!
  • Tsubaki is knocked back on hit or block (duration 15F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
C Lux Aeterna
j.214C
R 800 288 100 85 all 4 H 15 till landing 21F after landing - during move 20 Click!
  • Tsubaki is knocked back on hit or block (duration 17F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
D Lux Aeterna
j.214D
R 850 (950) 306 (342) 90 92 (94)* all 4 H 9 till landing 21F after landing - during move 70 Click!
  • Slides opponent on hit
  • 50% repeat proration
  • Tsubaki is knocked back on hit or block (duration 18F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
A Lux Aeterna (followup)
⇒ j.214A
R 300 108 100 85 all 4 H 9 till landing 21F after landing - during move 25 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • Tsubaki is knocked back on hit or block (duration 15F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
B Lux Aeterna (followup)
⇒ j.214B
R 300 108 100 85 all 4 H 9 till landing 21F after landing - during move 25 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • Tsubaki is knocked back on hit or block (duration 15F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
C Lux Aeterna (followup)
⇒ j.214C
R 300 108 100 85 all 4 H 9 till landing 21F after landing - during move 25 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • Tsubaki is knocked back on hit or block (duration 17F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
D Lux Aeterna (followup)
⇒ j.214D
R 850 (950) 306 (342) 90 92 (94)* all 4 H 9 till landing 21F after landing - during move 70 Click!
  • Grounds opponent on hit
  • 50% repeat proration
  • Tsubaki is knocked back on hit or block (duration 18F, CH state throughout)
  • 12F~ of knockback animation able to cancel into j.D, landing recovery switches to that of j.D
D Aequum Eleison > D Lux Aeterna (aura)
j.236D ⇒ j.214D
R 100×7 (200×7) 36×7 (72×7) 80 99 all 3 HBP 1F after projectile contact till landing 21F after landing - during move 30
  • Can only be done if D Lux Aeterna comes into contact with a projectile from D Aequum Eleison
  • counter carries
  • breaks 1 guard primer
  • projectile Lv 1
  • projectile disappears if Tsubaki gets hit
  • 5F hitstop
  • diving part has same properties as D Lux Aeterna
  • 110% bonus proration while in Macto Maledictis
Values in ( ) refer to moves' characteristics when Macto Maledictis is in effect

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
C Confutatis Maledictis
236236C
R* 300, 2600 0 100 92 all 4 HBP 5+4 15 26 -22 23 40, 50 Click!
  • 1~11F fully invincible
  • 1st attack wall bounces opponent on hit
  • 2nd attack downs opponent on hit
  • breaks 1 guard primer
  • can only Rapid Cancel on guard
  • projectile Lv 2
  • 20% minimum damage
  • 180F Heat Gauge Cooldown
D Confutatis Maledictis
236236D
R 300, N* 0 100 92 all 4 HBP 5+0 15 26 -22 19 40, 50 Click!
  • Consumes all Install Gauge
  • 4F~ in the air
  • 1st attack wall bounces opponent on hit
  • 2nd attack downs opponent on hit
  • breaks 1 guard primer
  • projectile Lv 2
  • 180F Heat Gauge Cooldown
  • can only Rapid Cancel on guard
  • 2nd attack changes depending on the number of Install stocks
  • 1st attack has 20% minimum damage
  • damage depending on number of bars: 0 bars = 1600, 1 bar = 2100, 2 bars = 2700, 3 bars = 3350, 4 bars = 880×5, 5 bars = 630×9
  • 2nd attack minimum depending on number of bars: 0~3 bars = 30%, 4 bars = 35%, 5 bars = 40%
Macto Maledictis
214214D
- - - - - - - - - - total 7F+0 +3 during move - Click!
  • requires at least 1 install gauge bar to use
  • install gauge points decrease by 100 points per frame (freezes during hitstop and superflash)
  • can use D moves without consuming Install Gauge while in Macto Maledictis
  • all D specials have repeat proration changed to 84%
  • Opponent can perform actions 3F earlier than Tsubaki
  • 180F Heat Gauge Cooldown

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Requiem Aeternam
632146C
- death 0 - - - - H 3+9 10 24 -20 during move - Click!
  • 1~18F after superflash fully invincible
  • 15F blockstun
  • 180F Heat Gauge Cooldown


Revolver Action Table

Note: 5A and 2A can only be done three times in any string of normals, even on whiff.

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 2B, 5B, 6B 2C, 3C, 5C, 6C Yes Throw, Jump, Special
5B 6A 5BB, 2B, 6B 2C, 3C, 5C, 6C Yes Jump, Special
5BB 6A 2B, 6B 2C, 3C, 5C, 6C Yes Jump, Special
5C - 6B 5CC, 2C, 6C Yes Jump, Special
5CC - 6B 2C, 6C Yes Jump, Special
2A 5A, 2A, 6A 5B, 2B, 6B 2C, 3C, 5C, 6C Yes Throw, Special
2B 6A 2BB, 5B 2C, 3C, 5C, 6C Yes Special
2BB - 5B 2C, 5C, 6C Yes Special
2C - - 2CC - Jump, Special
2CC - - 5C - Jump, Special
6A - - 5C - Special
6B - 6BB - - Special
6BB - - - - Special
6C - - 6CC - Jump, Special
6CC - - - - Jump, Special
3C - - 3CC - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Jump, Throw, Special
j.B - j.BB j.C - Jump, Special
j.BB - - j.C - Jump, Special
j.C - - j.CC - Jump, Special
j.CC - - - - 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

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Click [*] for character's frame data
System Explanations

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