BBCF/Azrael/Frame Data

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System Data[edit]

Health

12,000

Combo Rate

60%

Prejump

5F

Backdash

28F (1-20F Inv)

Forward Dash

20F (7-10F 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 CSOJR 100 85 Normal Mid 2 B 6 6 9 -1 13 17 17 21 29 10 +0 +1 - Click!
5B 750 SOJR 100 89 Long Mid 3 B 9 7 10 ±0 16 19 19 24 33 11 +0 +2 - Click!
5BB 750 SOR 100 89 Long Mid 3 B 11 3 9 +5 16 19 24 Launch 38 + GBounce 11 +0 +2 - Click!
5C 1050 SOR 100 92 Long Mid 4 B 15 6 16 -3 18 19 19 27 37 + WBounce 12 +0 +5 - Click!
  • Fatal Counter
  • Hitbox fully extended on frame 18
2A 300 SOR 90 85 Normal Low/Air 2 F 9 3 9 +2 13 17 17 21 29 10 +0 +1 - Click!
2B 750 SOR 100 89 Long Mid 3 F 12 6 18 -7 16 17 17 22 31 11 +0 +2 - Click!
2C 1100 R 90 79 Long All 3 BP 13 6 Total: 50 -9 16 Launch 50 Launch 64 0/+12 +12 +5 9-18 H Click!
  • 110% Bonus Proration
  • Counter-hit has +5 hitstop.
3C 1120 R 90 92 Long Low 4 F 15 9 18 -9 18 Launch 42 + Down 35 Launch 57 + Down 35 12 +0 +5 11-23 F Click!
6A 1060 R 90 92 Long Mid 4 B 19 9 14 -4 18 Launch 42 + WBounce 40 Launch 57 + WBounce 40 12 +0 +5 7-24 B Click!
6B 1100 JR 90 82 Long Mid 4 B 13 6 37 -24 18 Launch 44 Launch 59 12 +0 +5 6-18 H Click!

After 12 frames of normal recovery:

  • Can Jump cancel on Hit or Block
  • Can cancel into 6C, 6D, or 3D on Whiff, Hit, or Block
6C 1300 R 80 92 Long Mid 4 H 28 8 9L +2 18 19 24 27 42 + GBounce 12 +0 +5 - Click!
  • Fatal Counter
  • 110% Bonus Proration
j.A 450 COJR 80 85 Normal High/Air 2 H 7 3 9 - 13 14 50 18 62 10 +0 +1 - Click!
j.B 780 OJR 80 89 Long High/Air 3 H 9 3(2)3 12 - 16 17 50 22 64 11 +0 +2 - Click!
  • Does 1 hit. Can crossup on last set of active frames
j.C 990 OJR 80 89 Long High/Air 3 H 12 6 15 - 16 17 50 22 64 11 +0 +2 - Click!
j.2C 1000 OR 80 89 Long All 3 H 22 Until L 10 - 16 17 50 22 64 11 +0 +2 - Click!

Drive 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
5D 900 [1080] R 90 92 Normal High 4 B 21 3 20 -4 18 Crumple 23 [Crumple 36] 19 [60] Crumple 46 [Crumple 72] 34 + Down 33 [75 + Down 33] 12 [15] +0 +5 - Click!
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Values in [] are during High Weak Point
  • On High Weak Point Counter-hit, adds +5 hitstop.
2D 700 [840] R 90 89 Long Low 3 F 15 3 12 +2 16 Launch 40 [40 + Down 23] Launch 54 + Down 23 11 [15] +0 +2 - Click!
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
6D 1000 [1200] R 90 92 Normal High 4 B 27 7 14 -2 18 Launch 40 [60 + GBounce] Launch 55 + GBounce [70 + GBounce] 12 [15] +0 +5 - Click!
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
3D 1000 [1200] R 90 92 Long Low 4 F 24 6 15 -2 18 Launch 40 [60 + Down 23] Launch 55 + GBounce [70 + GBounce + Down 23] 12 [15] +0 +5 - Click!
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
j.D 900 [1080] OR 80 89 Long High/Air 3 H 19 5 16+4L - 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2 - Click!
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
j.2D 900 [1080] OR 80 89 Long High/Air 3 H 19 3 18+4L - 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2 - Click!
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F

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
Forward Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 40 + GBounce - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - - 19 + Down 33 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 19 6 30 -17 18 Launch 19 + WBounce Launch 34 + WBounce 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 11 +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 11 +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
Tiger Magnum
236C
800 SR 100 89 Long All 3 B 13 3 18 -4 16 17 17 22 31 11 +0 +2 - Click!
  • Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff
Cobra Spike
Tiger > 6C
800 SR 100 89 Long All 3 B 10 5 18 -6 16 23 36 Crumple 54 50 11 +0 +2 - Click!
  • Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff
Leopard Launcher
Cobra > 6C
1300 R 100 72 Long All 4 B 16 3 30 -14 18 Launch 60 + WBounce 16 + WStick 35 + Slide 20 Launch 75 + WBounce 16 + WStick 35 + Slide 20 20 +0 +5 - Click!
Panzer Strike
623B
1000*2 R 60, 80 92, 92 Very Short High/Low, All 4 B, H 18 12 (14) Until L+4 30 - 18 Launch 60, 60 + GBounce Launch 75, 75 + GBounce 14 +0 +0 1-20 All
21-29 H
Click!
Growler Field
214B
900 R 70 89 Normal All 3 B 5 7 36~122 -26~102 16 Launch 45 Launch 59 11 +0 +2 1-36~111 Guard P Click!
  • Hold button to prolong stance
  • After releasing button, Azrael goes into 11F recovery animation
  • Blocking a projectile adds one to phalanx cannon stock (Maximum of 3)
  • Counterhit state for entire move
  • On Guard Point, hitstop for Azrael and Opponent projectile unchanged
Phalanx Cannon
236B
1400 R 80 89 Normal All 3 P2* 5 Until Offscreen Total 26 -2 16 Launch 30 + WBounce Launch 44 + WBounce 0/+3 +3 +2 - Click!
  • Only available if has 214B absorbed a projectile
Gustav Buster
236A
800 R 80 89 Long All 3 B 13~22 6 24 +1 30 Crumple 27 24 Crumple 40 38 11 +0 +2 - Click!
Sentinel Dump
214C
1000 R 100 89 Long All 3 P1* 47 3 Total: 55 +12 16 Launch 40 Launch 54 0/+3 +3 +2 1-10 Guard All Click!
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Sentinel Dump
Knockdown > 22C
900 R 100 89 Long - 3 P1* - 3 Total: ?? +10 16 Launch 40 Launch 54 0/+3 +3 +2 1-10 All Click!
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Hornet Bunker
214D
1200 [1440] R 100 70 Long Low/Air 4 F 27~57 10 24 -15 18 Launch 60 [65] Launch 75 [80] 12 +0 +5 10-12F Before Active Guard HBFP Click!
  • Full charge is Fatal Counter on normal hit and P2 = 80.
  • Loses Guard Point 9F before becoming active
  • Hitbox fully extends 2F after going active
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Hornet Chaser
214D > 8
- - - - - - - - - - 106T - - Launch 30 + WStick 30 Launch 30 + WStick 30 - - - - Click!
Valiant Crash
236D
1200 [1440] R 100 70 Long High/Air 5 B 25~56 9 38 -26 20 Launch 60 + WBounce [60 + WStick 30] Launch 76 + WBounce [76 + WStick 30] 13 +0 +8 11-6F Before Active Guard HBFP Click!
  • Full charge is Fatal Counter on normal hit and P2 = 80.
  • Loses Guard Point 6F before becoming active
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
Valiant Charger
236D > 6
- - - - - - - - - - 101T - - Launch 30 + WStick 30 Launch 30 + WStick 30 - - - - Click!
Taunt
Taunt
100 R 100 89 Long All 3 B 24 4 114 -101 16 17 17 22 31 11 +0 +2 - Click!

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
Black Hawk Stinger
236236D
3000 [3700] R 70 92 Normal All 4 B 7+(122 Flash)+4 3 54 -38 18 Launch 60 [60 + Slide 40] Launch 75 [75, Slide 40] 20 +0 +5 7-12 Guard HBFPT Click!
  • Values in [] are during OD
  • Unblockable with standing block if high weakpoint is active
  • Unblockable with crouching block if low weakpoint is active
  • Minimum Damage 35% [40%]: 1050 [1480]
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
Scud Punishment
214214D
600, 1500
[600, 300*2, 1500]
R 100 60 Very Short All 5 B 6+(129 Flash)+10 3 45 -27 20 Crumple 51 Stand - Stand 6 +0 +0 1-18 All Click!
  • Values in [] are during OD
  • Applies both weakpoints on hit
  • Minimum Damage 20%: 420 [540]
  • For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F.

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
Full Spartan
ABCD during Overdrive
600*3, 1400
{600, 1200*2, 3100}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 360 + WBounce + Down 24 - - 20 20, 13*2, 30
{20, 13*2, 40}
+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
  • 10% Minimum Damage: 320 {610+61}

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
Patriot Apocalypse
632146C
0,32000 - 100 94 Long All 5 B 7+(55 Flash)+5 19 128 -126 20 - - - - 3 - - 1-30 All Click!
  • 100% Minimum damage

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A[*], 2A[*], 6A[*] 5B[*], 2B[*] 2C[*], 6C[*] 5D[*], 2D[*] Throw, Jump, Special
5B 6A[*] 5BB[*] 2C[*], 6C[*], 3C[*] 5D[*], 2D[*] Jump, Special
5BB - - - 5D[*], 2D[*], 6D[*], 3D[*] Special
5C - - 6C 6D[*], 3D[*] Special
5D - - - - -
2A 5A[*], 6A[*] 2B[*] 6C[*] 5D[*], 2D[*], 6D[*], 3D[*] Throw, Special
2B - - 2C[*] 5D[*], 2D[*], 6D[*], 3D[*] Special
2C - - 3C[*] 6D[*], 3D[*]
2D - - - - -
6A - - - - -
6B - - 6C[*] 6D[*], 3D[*] Jump, Special
6C - - - - -
3C - - - - Sentinel Dump[*]
6D - - - - -
3D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump
j.B j.A - j.C j.D, j.2D Jump
j.C - - - j.D, j.2D Jump
j.D - - - - -
j.2D - - - - -
j.2C - - - - -
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
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation[edit]


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BlazBlue: Central Fictione
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc