BBCF/Amane Nishiki/Frame Data

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System Data[edit]

Health

10,500

Combo Rate

60%

Prejump

4F

Backdash

28F (1-7F Inv)

Normal Moves[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300*2 CSOJR 100 80 Normal All 1 B 6 3(4)3 9 ±0 11 12 12 16 23 9 +0 +0 - Click!
5B 280*3 SOR 100 89 Long Mid 3 B 11 2,2,2 25 -10 16 17 23 22 37 3*2, 7 +0 +2 - Click!
5C 700*2 SOR 80 89 Long All 3 B 20 2(4)2 15 ±0 16 Crumple 27 28 Crumple 54 42 11 +0 +2 - Click!
4C 700 SOR 100 89 Long All 3 B 17 2 21 -6 16 17 28 22 42 11 +0 +2 - Click!
2A 300 SOJR 100 80 Normal All 1 F 7 3 9 ±0 11 12 12 16 23 9 +0 +0 - Click!
2AA 300 SOJR 100 80 Normal ALL 1 F 7 3 9 ±0 11 12 12 16 23 9 +0 +0 - Click!
2AAA 300*2 SOJR 100 80 Normal All 1 F 5 3(2)3 9 ±0 11 12 12 16 23 9 +0 +0 - Click!
2B 540 SOR 90 85 Long Low 3 F 10 3 19 -5 16 17 17 22 31 11 +0 +2 - Click!
2C 650*2 SOR 80 89 (Once) Long Low/Air 3 F 21 2(4)2 23 -8 16 Spin Fall 33 28 Spin Fall 38 42 11 +0 +2 - Click!
1C 650 SOR 90 89 Long Low/Air 3 F 17 2 29 -14 16 17 28 22 42 11 +0 +2 - Click!
6A 600 SOJR 90 89 Long Mid 3 B 12 4 21 -8 16 17 28 Launch 42 11 +0 +2 5-15 H Click!
6B 800 R 80 94 Long All 5 H 15 3 21 -2 20 21 40 + Slide 34 30 59 + Slide 37 13 +0 +8 1-17 T
5-17 F
Click!
  • Fatal Counter
  • 110% Bonus Proration
6C 800 SOR 80 89 Long Mid 3 B 23 2 (6) 4 24 -11 16 Launch 38 + Slide 54 Launch 55 + Slide 57 11 +0 +2 - Click!
  • Fatal Counter
3C 800 SOR 100 82 Long Low 4 F 14 4 21 -6 18 Launch 40 Launch 55 + Down 23 12 +0 +5 - Click!
j.A 300 CSOJR 80 80 Normal High/Air 1 H 6 3(4)3 11 - 11 12 16 16 27 9 +0 +0 - Click!
j.AA 300 CSOJR 80 80 Normal High/Air 1 H 6 4 9 - 11 12 16 16 27 9 +0 +0 - Click!
j.B 280*3 (S)(O)JR 80 89 Long All 3 H 14 2,2,3 20 - 16 17 20 22 34 3*2, 7 +0 +2 - Click!
j.2B 700 SOR 80 89 Long All 3 H 16 9 21 - 16 Launch 36 + GBounce Launch 50 + GBounce 11 +0 +2 - Click!
j.C 700*2 SOR 80 89 Long All 3 H 18 2(4)2 28+5L - 16 Spin Fall 33 28 Launch 42 11 +0 +2 - Click!
j.6C 780*2 SOR 80 89 Long All 3 H 19 2(4)2 24+5L - 16 Spin Fall 33 28 Launch 42 11 +0 +2 - Click!
j.2C 700 SOR 80 89 Long All 3 H 18 2 30+5L - 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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D
Lv1/2/3
120*3 SOR 80 99 Normal All 3 B 15 9~32 25 -9 16 17 24 Crumple 43 39 2/+1 +1 +0 - Click!
120*4 SOR 80 99 Normal All 4 B 15 9~32 25 -7 18 19 24 Crumple 43 41 1/+1 +1 +0 - Click!
120*7 SOR 80 99 Normal All 5 B 15 9~32 25 -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)
2D
Lv1/2/3
140*3 SOR 80 99 Normal All 3 B 13 9~32 28 -12 16 Launch 30 + WBounce Launch 44 + WBounce 2/+1 +1 +0 12-Active End H Click!
140*4 SOR 80 99 Normal All 4 B 13 9~32 28 -10 18 Launch 34 + WBounce Launch 49 + WBounce 1/+1 +1 +0 12-Active End H Click!
140*7 SOR 80 99 Normal All 5 B 13 9~32 28 -8 18 Launch 38 + WBounce Launch 54 + WBounce 0/+1 +1 +0 12-?? H 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)
6D
Lv1/2/3
250*N R 90 65 Normal - 3 P1* 44 - Total 73~ - 16 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2 - Click!
250*N R 95 65 Normal - 3 P1* 44 - Total 73~ - 18 Launch 17 + Down 23 Launch 31 + Down 23 0/+2 +0 +2 - Click!
250*N R 100 65 Normal - 3 P1* 44 - Total 73~ - 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.D
Lv1/2/3
100*N SOR 80 99 Normal All 3 H 13 9~32 24+9L - 16 17 17 Crumple 40 31 2/+1 +1 +0 - Click!
100*4 SOR 80 99 Normal All 4 H 13 9~32 24 - 18 19 19 Crumple 40 33 1/+1 +1 +0 - Click!
100*7 SOR 80 99 Normal All 5 H 13 9~32 24 - 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.6D
Lv1/2/3
150*3 SOR 80 99 Normal All 3 H 17 9~32 21 - 16 Launch 36 + WBounce Launch 50 + WBounce 2/+1 +1 +0 - Click!
150*4 SOR 80 99 Normal All 4 H 17 9~32 21 - 20 Launch 40 + WBounce Launch 54 + WBounce 1/+1 +1 +0 - Click!
150*7 SOR 80 99 Normal All 5 H 17 9~32 21 - 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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Foward Throw 0, 1500 SOR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 50 + WBounce - - - 0, 3 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SOR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 50 + WBounce - - - 0, 3 +0 - Click!
  • Minimum Damage 100%
Air Throw 750*2 SOR 100 50 (Once) Normal Throw(90) 0, 4 T 7 3 23 - - Launch 80 + GBounce + WBounce - - - 0, 16 +0, +5 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 25 -12 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 Crumple 100 74 12 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 Crumple 100 74 12 +0 +2 - Click!

Specials[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ninpu Sengeki: Hariken
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)
Hariken > A/B/C
700 R - - Long All 4 F 20 2 31 - 18 Launch 30 + GBounce + Slide 29 Launch 45 + GBounce + Slide 29 12 +0 +5 1-11 Guard P Click!
  • 0% Chip Damage
  • On Guard Point, hitstop for Amane and Opponent unchanged
Hariken > Attack (drill)
Hariken > A/B/C
Lv 1/2/3
1000 - 100 89 Long All 3 P1* 30 - - - 18 Launch 30 Launch 44 0/+2 +11 +2 - Click!
1000 - 100 92 Long All 4 P1* 30 - - - 18 Launch 40 Launch 54 0/+2 +12 +5 - Click!
1000 - 100 94 Long All 5 P1* 30 - - - 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 Cancel
236D > D
- - - - - - - - - - 13T - - - - - - - - - - Click!
Choujyuu Rengeki: Raibu
236C
200*6,750 R 100 75 (Once) Long All 2*6,4 B 12 3*6(4)3 21 -5 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: Gosei
j.236C
200*N, 900 R 80 89 Long All 3 H*N,F 11 Untl L (12) 3 24 -10 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: Ginga
214C
800 R 90 79 Normal Mid 3 P1 15 33 Total 50 -8 16 Launch 39 Launch 53 0/+11 +0 +2 - Click!
Jyuuken Dageki: Gekiren
623C
0, 2700 R 100 70 Long Air Unblockable 0, 3 PT* 25 6 Total 60 - - - 17 + Down 23 - - - 0 +0 - Click!
Choujin Kaihi: Zettou A
236A/214A
- - - - - - - - - - Total 34+3L - - - - - - - - - - Click!
  • Can cancel into certain moves 14F
Choujin Kaihi: Zettou B
236B/214B
- - - - - - - - - - Total 36+3L - - - - - - - - - - Click!
  • Can cancel into certain moves 16F
Air Choujin Kaihi: Zettou
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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Kyouryuu Tokkou: Seijyuu Rensoukyaku
236236D
Lv 1/2/3
800, 3500
[800, 400*2, 3500]
R 80 82 Normal All 4 B 5+(30 Flash)+5 1*8 41 -23 18 Launch 100 Launch 115 3 +0, +30 +5 1-14 All Click!
800, 4000
[800, 300*3, 4000]
R 80 82 Normal All 4 B 5+(30 Flash)+5 1*8 41 -23 18 Launch 100 Launch 115 3 +0, +30 +5 1-14 All Click!
800, 4500
[800, 200*6, 4500]
R 80 82 Normal All 4 B 5+(30 Flash)+5 1*8 41 -23 18 Launch 100 Launch 115 3 +0, +30 +5 1-14 All 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 Renpa
632146D
(180+40*Lv)*N R 100 94 Normal All 2 P2* 9+(36 Flash)+3 Until Offscreen Total 66 - 13 Launch 60 Launch 72 0 +0 +1 9-9 All 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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Hazan Gekisou: Jakua Dengekitai
ABCD during OD
600,0,800,500,1000
{600,0,800,500,3750}
- 100 100 - All 4 B 20 [10] 3 34 -10 26 Launch 100 + Down 28 - - 20 20, 0, 13*2, 23 +0 1-22 All
[1-12 All]
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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Jyatoku Meika: Gouha Houyou
222D
0,10,20990 - - - - - - P2* 1+(60 Flash)+15 9 Total 66 -20 18 - - - - 12 - - 1-24 All 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. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc