BBCF/Amane Nishiki/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data[edit]

Health:10,500
Prejump:4F
Backdash:28F (1~7F Inv All)
Unique Movements:Command Hops


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Amane 5A.png 300*2 All 6 3(4)3 9 ±0 B - CSOJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Amane 5B.png 280*3 Mid 11 2,2,2 25 -10 B - SOR 100 89 Long 3 16 17 23 22 37 3*2, 7 +0 +2 Click!
5CBBCP Amane 5C.png 700*2 All 20 2(4)2 15 ±0 B - SOR 80 89 Long 3 16 Crumple 27 28 Crumple 54 42 11 +0 +2 Click!
4CBBCF Amane 4C.png 700 All 17 2 21 -6 B - SOR 100 89 Long 3 16 17 28 22 42 11 +0 +2 Click!
2ABBCP Amane 2A.png 300 All 7 3 9 ±0 F - SOJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2AABBCP Amane 2A.png 300 ALL 7 3 9 ±0 F - SOJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2AAABBCP Amane 2A.png 300*2 All 5 3(2)3 9 ±0 F - SOJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Amane 2B.png 540 Low 10 3 19 -5 F - SOR 90 85 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Bonus Proration 110%
2CBBCP Amane 2C.png 650*2 Low/Air 21 2(4)2 23 -8 F - SOR 80 89 (Once) Long 3 16 Spin Fall 33 28 Spin Fall 38 42 11 +0 +2 Click!
1CBBCF Amane 1C.png 650 Low/Air 17 2 29 -14 F - SOR 90 89 Long 3 16 17 28 22 42 11 +0 +2 Click!
6ABBCP Amane 6A.png 600 Mid 12 4 21 -8 B 5~15 H SOJR 90 89 Long 3 16 17 28 Launch 42 11 +0 +2 Click!
6BBBCP Amane 6B.png 800 All 15 3 21 -2 H 1~17 T
5~17 F
R 80 94 Long 5 20 21 40 + Slide 34 30 59 + Slide 37 13 +0 +8 Click!
  • Fatal Counter
  • 110% Bonus Proration
6CBBCP Amane 6C.png 800 Mid 23 2 (6) 4 24 -11 B - SOR 80 89 Long 3 16 Launch 38 + Slide 54 Launch 55 + Slide 57 11 +0 +2 Click!
  • Fatal Counter
3CBBCP Amane 3C.png 800 Low 14 4 21 -6 F - SOR 100 82 Long 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5 Click!
j.ABBCP Amane jA.png 300 High/Air 6 3(4)3 11 - H - CSOJR 80 80 Normal 1 11 12 16 16 27 9 +0 +0 Click!
j.AABBCP Amane jA.png 300 High/Air 6 4 9 - H - CSOJR 80 80 Normal 1 11 12 16 16 27 9 +0 +0 Click!
j.BBBCP Amane jB.png 280*3 All 14 2,2,3 20 - H - (S)(O)JR 80 89 Long 3 16 17 20 22 34 3*2, 7 +0 +2 Click!
j.2BBBCP Amane j2B.png 700 All 16 9 21 - H - SOR 80 89 Long 3 16 Launch 36 + GBounce Launch 50 + GBounce 11 +0 +2 Click!
j.CBBCP Amane jC.png 700*2 All 18 2(4)2 28+5L - H - SOR 80 89 Long 3 16 Spin Fall 33 28 Launch 42 11 +0 +2 Click!
j.6CBBCP Amane j6C.png 780*2 All 19 2(4)2 24+5L - H - SOR 80 89 Long 3 16 Spin Fall 33 28 Launch 42 11 +0 +2 Click!
j.2C200x200px 700 All 18 2 30+5L - H - SOR 80 89 Long 3 16 Spin Fall 33 28 Launch 42 11 +0 +2 Click!

Drive Moves[edit]

  • 1 gauge has total 6000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset)
  • During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCP Amane 5D.png
Lv1/2/3
120*3 All 15 9~32 25 -9 B - SOR 80 99 Normal 3 16 17 24 Crumple 43 39 2/+1 +1 +0 Click!
120*4 All 15 9~32 25 -7 B - SOR 80 99 Normal 4 18 19 24 Crumple 43 41 1/+1 +1 +0 Click!
120*7 All 15 9~32 25 -5 B - SOR 80 99 Normal 5 20 11 24 Crumple 43 43 0/+1 +1 +0 Click!
  • Fatal Counter.
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (6*N)
2DBBCP Amane 2D.png
Lv1/2/3
140*3 All 13 9~32 28 -12 B 12~(21~44) H SOR 80 99 Normal 3 16 Launch 30 + WBounce Launch 44 + WBounce 2/+1 +1 +0 Click!
140*4 All 13 9~32 28 -10 B 12~(21~44) H SOR 80 99 Normal 4 18 Launch 34 + WBounce Launch 49 + WBounce 1/+1 +1 +0 Click!
140*7 All 13 9~32 28 -8 B 12~(21~44) H SOR 80 99 Normal 5 18 Launch 38 + WBounce Launch 54 + WBounce 0/+1 +1 +0 Click!
  • Invincibility is through all active frames.
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (7*N)
6DBBCP Amane 6D.png
Lv1/2/3
250*N All 44 - Total 73~ - P1* - R 90 65 Normal 3 16 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2 Click!
250*N - 44 - Total 73~ - P1* - R 95 65 Normal 3 18 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2 Click!
250*N - 44 - Total 73~ - P1* - R 100 65 Normal 3 20 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2 Click!
  • Hold button for more hits.
  • Chip damage 10%/30%/50%
  • Lv 3 has Minimum Damage 5% (12*N)
j.DBBCP Amane jD.png
Lv1/2/3
100*N All 13 9~32 24+9L - H - SOR 80 99 Normal 3 16 17 17 Crumple 40 31 2/+1 +1 +0 Click!
100*4 All 13 9~32 24+9L - H - SOR 80 99 Normal 4 18 19 19 Crumple 40 33 1/+1 +1 +0 Click!
100*7 All 13 9~32 24 - H - SOR 80 99 Normal 5 20 21 21 Crumple 40 37 0/+1 +1 +0 Click!
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (5*N)
j.6DBBCP Amane j6D.png
Lv1/2/3
150*3 All 17 9~32 21 - H - SOR 80 99 Normal 3 16 Launch 36 + WBounce Launch 50 + WBounce 2/+1 +1 +0 Click!
150*4 All 17 9~32 21 - H - SOR 80 99 Normal 4 20 Launch 40 + WBounce Launch 54 + WBounce 1/+1 +1 +0 Click!
150*7 All 17 9~32 21 - H - SOR 80 99 Normal 5 22 Launch 44 + WBounce Launch 60 + WBounce 1/+1 +1 +0 Click!
  • Hold button for more hits, max 11/16/30
  • Chip damage 30%/60%/90%
  • Lv 3 has Minimum Damage 5% (7*N)

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Foward Throw200x200px 0, 1500 Throw(70) 7 3 23 - T - SOR 100 50 (Once) Normal 0, 4 - Launch 50 + WBounce - - - 0, 3 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCP Amane BackThrow.png 0, 1500 Throw(70) 7 3 23 - T - SOR 100 50 (Once) Normal 0, 4 - Launch 50 + WBounce - - - 0, 3 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Amane AirThrow.png 750*2 Throw(90) 7 3 23 - T - SOR 100 50 (Once) Normal 0, 4 - Launch 80 + GBounce + WBounce - - - 0, 16 +0, +5 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Amane 5B.png 0 All 13 6 25 -12 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Amane CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 12 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 12 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ninpu Sengeki: HarikenBBCP Amane Hariken.png
236D
- - - - - - - 5~11~24 Guard P - - - - - - - - - - - - - Click!
  • 5F onwards, can press D to cancel Hariken. Recovery 12F
  • 7F onwards can cancel Hariken into Attack
  • Guard point lasts until Recovery or until canceled into Drill
  • On Guard Point, hitstop for Amane and Opponent unchanged
Hariken > Attack (foot)BBCP Amane Hariken.png
Hariken > A/B/C
700 All 20 2 31 -14 F 1~11 Guard P R - - Long 4 18 Launch 30 + GBounce + Slide 29 Launch 45 + GBounce + Slide 29 12 +0 +5 Click!
  • 0% Chip Damage
  • On Guard Point, hitstop for Amane and Opponent unchanged
Hariken > Attack (drill)BBCP Amane Hariken.png
Hariken > A/B/C
Lv 1/2/3
1000 All 30 60 - - P1* - - 100 89 Long 3 18 Launch 30 Launch 44 0/+2 +11 +2 Click!
1000 All 30 90 - - P1* - - 100 92 Long 4 18 Launch 40 Launch 54 0/+2 +12 +5 Click!
1000 All 30 120 - - P1* - - 100 94 Long 5 20 Launch 50 Launch 66 0/+2 +13 +8 Click!
  • Does 3 hits on block at Level 1, 5 hits on block at Level 2, and 7 hits on block at Level 3.
  • 15% Chip Damage
Hariken CancelBBCP Amane Hariken.png
236D > D
- - - - 13T - - - - - - - - - - - - - - - - Click!
Choujyuu Rengeki: RaibuBBCP Amane Raibu.png
236C
200*5,750 All 12 3,3,3,3,3(4)3 21 -5 B - R 100 75 (Once) Long 2*6,4 13*6, 18 14*6, Launch 30*5, 30 + WStick 17 18*6, Launch 42*6, 42 + WStick 17 3*6, 15 +0 +1*6, +5 Click!
Tensou Rakugeki: GoseiBBCP Amane Gosei.png
j.236C
200*N, 900 All 11 2,4*N(12)3 24 -10 H*N, F - R 80 89 Long 3 16 25*N, Launch 25 + Down 38*N, 30 + Slide 5 30*N, Launch 39 + Down 38*N, 44 + Slide 5 1/-1*N, 11 -1 +0*N, +2 Click!
  • On Counter-hit, last hit has additional +2 hitstop.
Gangan Senbu: Ginga200x200px
214C
800 Mid 15 33 Total 50 -8 P1 - R 90 79 Normal 3 16 Launch 39 Launch 53 0/+11 +0 +2 Click!
Jyuuken Dageki: GekirenBBCP Amane Gekiren.png
623C
0, 2700 Air Unblockable 25 6 Total 60 - PT* - R 100 70 Long 0, 3 - - 17 + Down 23 - - - 0 +0 Click!
Choujin Kaihi: Zettou ABBCP Amane Zettou.png
236A/214A
- - - - Total 34+3L - - - - - - - - - - - - - - - - Click!
  • Can cancel into certain moves 14F
Choujin Kaihi: Zettou BBBCP Amane Zettou.png
236B/214B
- - - - Total 36+3L - - - - - - - - - - - - - - - - Click!
  • Can cancel into certain moves 16F
Air Choujin Kaihi: ZettouBBCP Amane Zettou.png
j.236A/B or j.214A/B
- - - - Total 30+3L - - - - - - - - - - - - - - - - Click!
  • Can cancel into certain moves 7F

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Kyouryuu Tokkou: Seijyuu RensoukyakuBBCP Amane SeijyuuRensoukyaku.png
236236D
Lv 1/2/3
800, 3500
[800, 400*2, 3500]
All 5+(30 Flash)+5 1*8 41 -23 B 1~14 All R 80 82 Normal 4 18 Launch 100 Launch 115 3 +0, +30 +5 Click!
800, 4000
[800, 300*3, 4000]
All 5+(30 Flash)+5 1*8 41 -23 B 1~14 All R 80 82 Normal 4 18 Launch 100 Launch 115 3 +0, +30 +5 Click!
800, 4500
[800, 200*6, 4500]
All 5+(30 Flash)+5 1*8 41 -23 B 1~14 All R 80 82 Normal 4 18 Launch 100 Launch 115 3 +0, +30 +5 Click!
  • Values in [] are during OD
  • On block, this attack has base damage 800*8
  • Minimum Damage 20% Lv1/Lv2/Lv3: 860/960/1060 [1020/1140/1300]
Kaizoku Senkou: Goukai Rasen RenpaBBCP Amane GoukaiRasenRenpa.png
632146D
(180+40*Lv)*N All 9+(36 Flash)+3 Until Offscreen Total 66 - P2* 9~9 All R 100 94 Normal 2 13 Launch 60 Launch 72 0 +0 +1 Click!
  • Minimum Damage 20% Lv1/Lv2/Lv3: 44*N/52*N/60*N
  • Chip damage Lv1/Lv2/Lv3: 20%/20%/40%

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Hazan Gekisou: Jakua DengekitaiBBCF Amane JakuaDengekitai.png
ABCD during OD
600,0,800,500,1000
{600,0,800,500,3750}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 - 4 26 Launch 100 + Down 28 - - 20 20, 0, 13*2, 23 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 290 {565+59}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Jyatoku Meika: Gouha HouyouBBCP Amane GouhaHouyou.png
222D
0,10,20990 - 1+(60 Flash)+15 9 Total 66 -20 P2* 1~24 All - - - - - 18 - - - - 12 - - Click!
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special
5C[1] 6A - 2C, 6C, 3C, 1C 5D, 2D, 6D Special
4C[1] 6A 2C, 6C, 3C, 1C 5D, 2D, 6D Special
5D - - - - Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
2B[1] 6A 5B, 6B 5C, 4C, 2C, 1C, 6C, 3C 5D, 2D, 6D Special
2C[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special
1C[1] 6A - 5C, 6C, 3C, 4C 5D, 2D, 6D Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
6B - - j.C, j.2C, j.6C, j.4C - -
6C[1] 6A - 5C, 2C 5D, 2D, 6D Special
6D - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C, j.2C, j.6C, j.4C j.D, j.6D Throw, Jump, Special
j.B j.A j.C, j.2C, j.6C, j.4C j.D, j.6D Jump, Special[-]
j.C[1] - j.2B j.2C, j.6C, j.4C j.D, j.6D Special
j.6C[1] - j.2B j.C, j.4C j.D, j.6D Special
j.4C[1] - j.2B j.C, j.6C j.D, j.6D Special
j.D - - - - Special
j.6D - - - - Special
j.2B - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Amane Nishiki/Data.