BBCF/Azrael/Frame Data

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 Azrael


Glossary

How do I read frame data?

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

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

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Azrael 12,000 4F 28F (1~20F Inv All) 20F (7~10F Inv All) Teleport Dashes
  • Can cancel Forward Dash into jump at any point
  • Can cancel Forward Dash into Barrier Block during 1~6F

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 Mid 6 6 9 -1 +6 B 100 85 Normal CSOJR 2 13 17 17 21 29 10 +0 +1
5B 750 Mid 9 7 10 ±0 +1 B 100 89 Long SOJR 3 16 19 19 24 33 11 +0 +2
5BB 750 Mid 11 3 9 +5 +4 B 100 89 Long SOR 3 16 19 24 Launch 38 + GBounce 11 +0 +2
5C 1050 Mid 15 6 16 -3 -10 B 100 92 Long SOR 4 18 19 19 27 37 + WBounce 12 +0 +5
2A 300 Low/Air 9 3 9 +2 +6 F 90 85 Normal SOR 2 13 17 17 21 29 10 +0 +1
2B 750 Mid 12 6 18 -7 -9 F 100 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 1100 All 13 6 Total: 50 -9 -24 BP 9~18 H 90 79 Long R 3 16 Launch 50 Launch 64 0/+12 +12 +5
6A 1060 Mid 19 9 14 -4 -15 B 7~24 B 90 92 Long R 4 18 Launch 42 + WBounce 40 Launch 57 + WBounce 40 12 +0 +5
6B 1100 Mid 13 6 37 -24 -28 B 6~18 H 90 82 Long JR 4 18 Launch 44 Launch 59 12 +0 +5
6C 1300 Mid 28 8 9L +2 -18 H 10~35 F 80 92 Long R 4 18 19 24 27 42 + GBounce 12 +0 +5
3C 1120 Low 15 9 18 -9 -15 F 11~23 F 90 92 Long R 4 18 Launch + Down 35 42 Launch + Down 35 57 12 +0 +5
j.A 450 High/Air 7 3 9 H 80 85 Normal COJR 2 13 14 14 18 26 10 +0 +1
j.B 780 High/Air 9 3(2)3 12 H 80 89 Long OJR 3 16 17 17 22 31 11 +0 +2
j.C 990 High/Air 12 6 15 H 80 89 Long OJR 3 16 17 30 22 44 11 +0 +2
j.2C 1000 All 22 Until L 10 H 80 89 Long OR 3 16 17 17 22 31 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 900 [1080] High 21 3 20 -4 -17 B 90 92 Normal R 4 18 Crumple 19 [60] Crumple + Down 20 34 + Down 33 [75 + Down 33] 12 [15] +0 +5
2D 700 [840] Low 15 3 12 +2 -3 F 90 89 Long R 3 16 Launch 40 [40 + Down 23] Launch 54 + Down 23 11 [15] +0 +2
6D 1000 [1200] High 27 7 14 -2 -21 B 90 92 Normal R 4 18 Launch 40 [60 + GBounce] Launch 55 + GBounce [70 + GBounce] 12 [15] +0 +5
3D 1000 [1200] Low 24 6 15 -2 -18 F 90 92 Long R 4 18 Launch 40 [60 + Down 23] Launch 55 + GBounce [70 + GBounce + Down 23] 12 [15] +0 +5
j.D 900 [1080] High/Air 19 5 16+4L H 80 89 Long OR 3 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2
j.2D 900 [1080] High/Air 19 3 18+4L H 80 89 Long OR 3 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 60 0, 12 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 40 + GBounce 0, 12 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 19 + Down 33 0, 12 +0
6A+B Counter Assault 0 All 19 6 30 -17 B 1~20 All 50 92 Very Short R 4 18 Launch 19 + WBounce Launch 34 + WBounce 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B 80 100 Long R 24 Crumple 60 Crumple 74 11 +0 +2
Taunt Taunt 100 All 24 4 114 -101 B 100 89 Long R 3 16 17 17 22 31 11 +0 +2
66 20F 7-11 All

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Gustav Buster 800 All 13~23 6 24 +1 -16~26 B 80 89 Long R 3 30 Crumple 24 Crumple 38 11 +0 +2
236C Tiger Magnum 800 All 13 3 18 -4 -7 B 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
236C 6C Cobra Strike 800 All 10 5 18 -6 -6 B 100 89 Long SR 3 16 23 36 Crumple 50 11 +0 +2
236C 6C 6C Leopard Launcher 1300 All 16 3 30 -14 -22 B 100 72 Long R 4 18 Launch 60 + Slide + WBounce 16 + WStick 35 Launch 75 + Slide + WBounce 16 + WStick 35 20 +0 +5
623B Panzer Strike 1000×2 High/Low, All 18 12 (16) 11+4L 30 B, H 1~20 All
21~29 H
60, 80 92×2 Very Short R 4 18 Launch 60, 60 + GBounce Launch 75, 75 + GBounce 14, 14→2/+12 +0, +0→+12 +0, +0→+17
214B Growler Field 900 All 5 7 36~111 -26 -21 B 1~(36~111) Guard P 70 89 Normal R 3 16 Launch 45 Launch 59 11 +0 +2
236B Phalanx Cannon 1000 All 5 Until Offscreen Total 26 -2 +0 P2* 80 89 Normal R 3 16 Launch 30 + WBounce Launch 44 + WBounce 0/+3 +3 +2
214C Sentinel Dump 1000 All 47 3 Total: 55 +12 -29 P1* 1~10 Guard All 100 89 Long R 3 16 Launch 40 Launch 54 0/+3 +3 +2
Knockdown > 22C Sentinel Dump 900 3 Total: ?? +2 P1* 1~10 All 100 89 Long R 3 16 Launch 40 Launch 54 0/+3 +3 +2
236D Valiant Crash 1200 [1440] High/Air 25~56 9 38 -26 -45~76 B 11~(6F Before Active) Guard HBFP 100 70 Long R 5 20 Launch 60 + WBounce [60 + WStick 30] Launch 76 + WBounce [76 + WStick 30] 13 +0 +8
236D 6 Valiant Charger 90 Launch 30 + WStick 30 Launch 30 + WStick 30
214D Hornet Bunker 1200 [1440] Low/Air 27~57 8 24 -13 -34~62 F 10~(12F Before Active) Guard HBFP 100 70 Long R 4 18 Launch 60 [65] Launch 75 [80] 12 +0 +5
214D 8 Hornet Chaser 60 Launch 30 + WStick 30 Launch 30 + WStick 30

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236D Black Hawk Stinger 3000 [3700] All
(see notes)
7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 -41 B 7~13 Guard HBFPT 70 92 Normal R 4 18 Launch 60 [60 + Slide] Launch 75 [75, Slide] 20 +0 +5
214214D Scud Punishment 600, 1500
[600, 300×2, 1500]
All 6+(129 Flash)+10 3 46 -28 -38 B 1~18 All 100 100 [×3], 60 Very Short R 5 20 Crumple Stand Crumple Stand 6 +0 +0

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Full Spartan 600×3, 1400
{600, 1200×2, 3100}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 26 Launch 360 + WBounce + Down 24 20 20, 13×2, 30
{20, 13×2, 40}
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Patriot Apocalypse 0,32000 All 7+(55 Flash)+5 19 128 -126 -132 1~30 All 100 94 Long 5 20 3

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Azrael 5A.pngGuardMidStartup6Recovery9Advantage-1 5A[*], 2A[*], 6A[*] 5B[*], 2B[*] 2C[*], 6C[*] 5D[*], 2D[*] Throw, Jump, Special/Super
5BBBCP Azrael 5B.pngGuardMidStartup9Recovery10Advantage±0 6A[*] 5BB[*] 2C[*], 6C[*], 3C[*] 5D[*], 2D[*] Jump, Special/Super
5BBBBCP Azrael 5BB.pngGuardMidStartup11Recovery9Advantage+5 - - - 5D, 2D, 6D, 3D Special/Super
5CBBCP Azrael 5C.pngGuardMidStartup15Recovery16Advantage-3 - - 6C 6D[*], 3D[*] Special/Super
5DBBCP Azrael 5D.pngGuardHighStartup21Recovery20Advantage-4 - - - - -
2ABBCP Azrael 2A.pngGuardLow/AirStartup9Recovery9Advantage+2 5A[*], 6A[*] 2B[*] 6C[*] 5D[*], 2D[*], 6D[*], 3D[*] Throw, Special/Super
2BBBCP Azrael 2B.pngGuardMidStartup12Recovery18Advantage-7 - - 2C[*] 5D[*], 2D[*], 6D[*], 3D[*] Special/Super
2CBBCP Azrael 2C.pngGuardAllStartup13RecoveryTotal: 50Advantage-9 - - 3C[*] 6D[*], 3D[*]
2DBBCP Azrael 2D.pngGuardLowStartup15Recovery12Advantage+2 - - - - -
6ABBCP Azrael 6A.pngGuardMidStartup19Recovery14Advantage-4 - - - - -
6BBBCF Azrael 6B 2.pngGuardMidStartup13Recovery37Advantage-24 - - 6C[*][+] 6D[*][+], 3D[*][+] Forward Dash[*][+], Jump[*], Special/Super[*]
6CBBCP Azrael 6C.pngGuardMidStartup28Recovery9LAdvantage+2 - - - - -
3CBBCP Azrael 3C.pngGuardLowStartup15Recovery18Advantage-9 - - - - 22C[-]
6DBBCP Azrael 6D.pngGuardHighStartup27Recovery14Advantage-2 - - - - -
3DBBCP Azrael 3D.pngGuardLowStartup24Recovery15Advantage-2 - - - - -
Air Revolver Action Table
A B C D Cancels
j.ABBCP Azrael jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C j.D, j.2D Throw, Jump
j.BBBCP Azrael jB.pngGuardHigh/AirStartup9Recovery12Advantage- j.A - j.C j.D, j.2D Jump
j.CBBCP Azrael jC.pngGuardHigh/AirStartup12Recovery15Advantage- - - - j.D, j.2D Jump
j.DBBCP Azrael jD.pngGuardHigh/AirStartup19Recovery16+4LAdvantage- - - - - -
j.2DBBCP Azrael j2D.pngGuardHigh/AirStartup19Recovery18+4LAdvantage- - - - - -
j.2CBBCP Azrael j2C.pngGuardAllStartup22Recovery10Advantage- - - - - Special/Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

 Azrael


To edit frame data, edit values in BBCF/Azrael/Data.


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