BBCF/Arakune/Frame Data

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System Data

Health:10,500
Prejump:5F
Backdash:32F (1~24F Inv All)
Forward Dash:40F (7~26F Inv All)
Unique Movements:Teleport Dash, 2 Air Dashes, Command Teleports, Wall Teleport


Normal Moves

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
5ABBCS Arakune 5A.png 300 All 6 3 10 -1 B - CSOJRDa 100 80 Normal 1 11 12 14 16 25 9 +0 +0 Click!
5BBBCS Arakune 5B.png 300*8 Mid 11 1*8 12 -1~+4 B - SO(J)RDa 100 89 (Once) Long 3 16 17 17 22 31 2 +0 +2 Click!
  • Can only hit 3 times
5CBBCS Arakune 5C.png 1000 Mid 23 3 18 -2 B 4~25 H SOJRDa 80 92 Long 4 18 Launch 27 Launch 42 12 +0 +5 Click!
2ABBCS Arakune 2A.png 300 Low 10 2 11 -1 F - CSOR 90 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Arakune 2B.png 700 Low 8 2 13 -1 F - CSOR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Arakune 2C.png 300*5 Low 12 45 14 -27 F - R 90 82 (Once) Long 4 18 19*4, Launch 42 + Down 23*4, 42 24 57 + Down 23*4, 57 5 +0 +5 Click!
  • Does 5 hits max in 3F intervals. Only first hit is a low
3CBBCS Arakune 3C.png 900 Low 26 3 37 -21 F 13~16 All SOR 100 82 Long 4 18 Launch + Down 17 40 Launch + Down 17 55 12 +0 +5 Click!
6ABBCS Arakune 6A.png 600 High 25 2 15 0 B - SOJRDa 90 89 Normal 3 16 17 30 + Down 17 22 44 + Down 17 11 +0 +2 Click!
6BBBCS Arakune 6B.png 800 Mid 10 2 25 -10 B 4~11 B Guard SO(J)RDa 70 89 Long 3 16 Launch 34 + Slide 10 Launch 48 + Slide 20 11 +0 +2 Click!
  • On Guard Point, hitstop for Arakune reduced by 1F. Opponent hitstop unchanged
4BBBCS Arakune 4B.png 700 Low 19 3 21 -7 F - SOJRDa 90 89 Long 3 16 Crumple 29 29 Crumple 58 43 11 +0 +2 Click!
6C200x200px 800 High 27 2 14+19L -16 H 4~42 F R 100 84 Long 5 20 Launch 35 + GBounce Launch 51 + GBounce 13 +0 +8 Click!
6CCBBCS Arakune 6C2.png 1200 Mid 21 4 25 -8 B - R 100 84 Long 5 20 Launch 44 Launch 60 13 +0 +8 Click!
6CCCBBCS Arakune 6C3.png 1600 - 21 4 36 -19 H - R 100 84 Long 5 20 21 30 + Down 17 27 46 + Down 17 13 +0 +8 Click!
j.ABBCS Arakune jA.png 300 High/Air 7 1 16 - H - CSOJR 80 80 Normal 1 11 12 14 16 25 9 +0 +0 Click!
j.BBBCS Arakune jB.png 300*5 High/Air 10 3*4 21 - H - SOR 80 89 (Once) Normal 3 16 17 17 22 31 3 +0 +2 Click!
j.CBBCS Arakune jC.png 1000 High/Air 12 2 20 -5 H - SOR 80 89 Long 3 16 17 60 + Down 29 Launch 77 + GBounce + Down 29 11 +0 +2 Click!
  • Fatal Counter
j.2ABBCS Arakune dive.png 900 High/Air 21 Until L 20 - H - (S)R 80 92 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
j.2BBBCS Arakune dive.png 900 High/Air 22 6 21 -8 H - (S)R 80 92 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
j.2CBBCS Arakune dive.png 900 High/Air 21 6 20 -7 H - (S)R 80 92 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
j.6A/B/CBBCS Arakune bird.png 700 All 11 4 12+7L - H - (S)OJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!

Drive Moves

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
5DBBCS Arakune 5D.png 640 Mid 17 18 33 -34 BP - SOJRDa 100 79 Long 3 16 Crumple 33 45 + WStick 23 Crumple 38 59 + WStick 23 11 +0 +2 Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
2DBBCS Arakune 2D.png 640 All 36 12 Total 46 +9 P1 - - 100 79 Long 3 16 17 27 22 41 0/+3 +0 +2 Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
6DBBCS Arakune 6D.png 900, 640 Mid 14 16(9)X 15 -23 B, P1 - SOJR, R 90 89, 79 Long 3 16 Launch, 17 33, 23 Launch, 22 50, 37 11, 0/+3 +0, +3 +2 Click!
  • Fatal Counter
  • Bug Projectile: 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
j.DBBCS Arakune jD.png 640 All 28 3 Total: Until L+7 - P1 - SOJR 80 79 Long 3 16 Launch 38 Launch 52 0/+3 +3 +2 Click!
  • 1500 Curse on hit, 750 on block. During OD, 3000 Curse on hit, 1500 on block
A BugBBCS Arakune Abug.png 500 All 1 - - - P1 - - 70 89 Normal None 16 17 24 22 38 0/+16 +16 +2 Click!
B BugBBCS Arakune Bbug.png 450*3 All 13 - - - P1 - - 70 89 Normal 3 16 17 24 36 50 0/+6 +6 +2 Click!
C BugBBCS Arakune Cbug.png 940 Guard Break 35/Barrier 55 14 - - P1 - - 70 89 Normal None 16 Crumple 27 17 Crumple 54 31 25 +0 +2 Click!
D BugBBCS Arakune Dbug.png 250*N, 940 All*N, Mid 1 3*N(18)Until Hit - - P1 - - 80 79 (Once) Normal 3 16 Launch 40 + Down 23*N, 50 + Down 23 Launch 54 + Down 23*N, 64 + Down 23 0/+1*N, 0/+14*2 -1 +0 Click!

Universal Mechanics

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
Forward Throw200x200px 0, 1500 Throw(70) 7 3 23 - T - SOR 100 50 (Once) Normal 0, 2 - Launch 60 - - - 0 +0 Click!
  • Minimum Damage 100%
Back Throw200x200px 0, 1500 Throw(70) 7 3 23 - T - SOR 100 50 (Once) Normal 0, 2 - Launch 60 - - - 0 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Arakune AirThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SOR 100 50 (Once) Normal 0, 4 - - 100 - - - 0 0 Click!
  • Minimum Damage 100%
Dash Cancel - - - - 46 - - 7~30 All - - - - - - - - - - - - - Click!
Counter AssaultBBCS Arakune 6B.png 0 All 13 2 29 -12 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush Trigger200x200px
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal 3 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long 3 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

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
Equals ZeroBBCS Arakune EqualsZero.png
236B
- - - - Total: 30 - - - - - - - - - - - - - - - - Click!
Y-Two Dash200x200px
j.236C
200*8 All 11 38 Until L+11 - H - R 90 89 (Once) Normal 3 16 Launch 45 Launch 59 3 +0 +2 Click!
Zero VectorBBCS Arakune ZeroVector.png
236D
- - 33 - Total: 39 - - - - - - - - - - - - - - - - Click!
  • Cloud lasts for 15 seconds
  • If a cloud is already out, guaranteed to be a different type from last time
Air Zero VectorBBCS Arakune ZeroVector.png
j.236D
- - 28 - Total: 33+3L - - - - - - - - - - - - - - - - Click!
  • Cloud lasts for 15 seconds
  • If a cloud is already out, guaranteed to be a different type from last time
Permutation, N, RBBCP Arakune Permutation.png
22A/B/C
940 All 43 Until L Total: 48 - P1 - R 80 89 Short 3 16 Launch 30 Launch 44 0/+11 +11 +2 Click!
  • 2000 Curse on hit, 1000 on block. During OD, 3000 Curse on hit, 2000 on block
  • Hits standing Ragna on 51F
Air Permutation, N, RBBCP Arakune Permutation.png
j.22A/B/C
940 All 28 Until L Total: 57 - P1 - R 80 89 Short 3 16 Launch 30 Launch 44 0/+11 +11 +2 Click!
  • 2000 Curse on hit, 1000 on block. During OD, 3000 Curse on hit, 2000 on block
a±bBBCP Arakune AplusminusB.png
during Curse 236D
- - 23 - Total: 39 - - - - - - - - - - - - - - - - Click!
  • Cloud lasts until Curse ends
Air a±bBBCP Arakune AplusminusB.png
during Curse j.236D
- - 23 - Total: 38+3L - - - - - - - - - - - - - - - - Click!
  • Cloud lasts until Curse ends
A If p then q200x200px
214A
- - - - Total: 53 - - 1~5 T
24~37 T
38~43 All
- - - - - - - - - - - - - Click!
B If p then q200x200px
214B
- - - - Total: 83 - - 22~70 All - - - - - - - - - - - - - Click!
C If p then q200x200px
214C
- - - - Total: 59 - - 18~38 All - - - - - - - - - - - - - Click!
Air A If p then q200x200px
j.214A
- - - - Total: 51 - - 24~38 All - - - - - - - - - - - - - Click!
Air B If p then q200x200px
j.214B
- - - - Total: 57 - - 16~44 All - - - - - - - - - - - - - Click!
Air C If p then q200x200px
j.214C
- - - - Total: Until L + 21 - - 19~(Until L+6) All - - - - - - - - - - - - - Click!
Negating "p"200x200px
Near opponent during If p then q
800, 0 All 13 6 - - D 1~Until Reappear All - 80 89 Normal 3, 0 16 Launch 200 Launch 214 0/+11 0/+11, 0 +2, +0 Click!
Wall TeleportBBCS Arakune j44.png
j.44 When backed to a wall
- - - - Total: 47 - - 25~32 All - - - - - - - - - - - - - Click!
  • Costs an air option

Distortion Drives

  • 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
F Inverse (Body)BBCS Arakune FInverse.png
236236C
640 Mid 5+(28 Flash)+2 108 [162] 33 -122 [-176] B 1~15 All R 80 92 Very Short 4 18 Launch 60 Launch 75 3 +0 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 128
F Inverse (Laser)BBCS Arakune FInverse.png 90*35
[90*53]
All 5+(28 Flash)+5 3*35
[3*53]
- - P2 - R 80 99 Very Short 4 18 Launch 120 Launch 135 0/+1 +1 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 630 [954]
F of GBBCS Arakune FofG.png
j.214214D
160*24
[160*48]
All 10+(33 Flash)+35 X({3}X)*23 [*47] Total: Until L + 32 - P2 1~16 All R 100 60 Normal 2 13 Launch 60 Launch 72 0 +2 +0 Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 384 [768]
F equalsBBCF Arakune F equals.png
236236D during Curse
500*8 [500*N] per Bug All 7+(75 Flash)+31 Until Offscreen Total 31 - P2* 1~7 All - 70 - Normal 5 20 21 100 27 116 0/+3 +3 +8 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Bug lasts as long as Curse is active.
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%
Air F equalsBBCF Arakune F equals.png
j.236236D during Curse
500*8 [500*N] per Bug - 7+(75 Flash)+31 Until Offscreen Total 24+7L - P2* 1~7 All - 70 - Normal 5 20 21 100 27 116 0/+3 +3 +8 Click!
  • Values in [] are during OD
  • Bug lasts as long as Curse is active.
  • Bug attacks again 30F? after leaving screen
  • Minimum Damage 0%

Exceed Accel

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
n FactorialBBCF Arakune nFactorial.png
ABCD during OD
600, 0, 400, 1980
{600, 0, 400*4, 300*5, 2000}
All 20 [10] 3 34 -10 F 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 Launch 100 20, 0 20, 0*3 {*11} +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during AF
  • Minimum Damage 10%: 298 {570+57}

Astral Heat

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
N-InfinityBBCS Arakune NInfinity.png
BBCP Arakune NInfinity2.png
0, 14000 All 9+60Flash+81 12 24 -17 H 1~101 All - 100 92 Long 4 18 - - - - 20 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 6B[+] - 5D Throw, Jump, Dash, Special
5B[2] 5A (3rd Hit Only, Except On Whiff), 6A 2B, 4B 5C, 2C, 6C, 3C 5D, 2D Jump[-], Dash, Special
5C - - 6C 5D, 6D Jump, Dash, Special
5D - - 3C 2D, 6D Jump, Dash, Special
2A[2] 5A, 2A[+], 6A 5B 2C, 3C 2D Special
2B[2] - 5B, 2B[+] 5C, 6C, 3C 2D Special
2C - - - 6D[-] (5th hit) 214C[-] (5th hit)
3C - - - - Special
6A[1] - 2B, 6B, 4B 5C 5D, 6D Jump, Dash, Special
6B - - - 6D[-] Jump[-], Special
4B 6A 6B 6C, 3C - Jump, Dash, Special
6C - - 6CC - -
6CC - - 6CCC - -
6D - - - - Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.6A, j2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B[2] j.A - j.C - Special
j.C j.2A j.2B j.2C j.D Special
j.D[2] j.6A, j.2A j.6B, j.2B j.6C, j.2C j.D Jump, Special
j.6A/B/C - - - - Jump, Special
j.2A[1] - j.2B[-] j.2C[-] - j.214C[-]
j.2B[1] j.2A[-] - j.2C[-] - -
j.2C[1] j.2A[-] j.2B[-] - - j.214C[-]
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

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