BBCF/Azrael/Frame Data: Difference between revisions

From Dustloop Wiki
< BBCF‎ | Azrael
(removing roadmap links)
No edit summary
Line 8: Line 8:
|-
|-
! Health
! Health
|| {{#lst:BBCF/Azrael/Data|health}}
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
|-
! Combo Rate
! Combo Rate
|| {{#lst:BBCF/Azrael/Data|comborate}}
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
|-
! Prejump
! Prejump
|| {{#lst:BBCF/Azrael/Data|prejump}}
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
|-
! Backdash
! Backdash
|| {{#lst:BBCF/Azrael/Data|backdash}}
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|-
! Forward Dash
! Forward Dash
|| {{#lst:BBCF/Azrael/Data|forwarddash}}
|| {{#lst:{{BASEPAGENAME}}/Data|forwarddash}}
|-
|-
|}
|}
Line 30: Line 30:
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Azrael/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Azrael/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lst:BBCF/Azrael/Data|5BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
Line 47: Line 47:
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Azrael/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Azrael/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*110% Bonus Proration
{{Description|22|text={{ColumnList |text=*110% Bonus Proration
Line 61: Line 61:
|-
|-
{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lst:BBCF/Azrael/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lst:BBCF/Azrael/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
|-
|-
{{Description|22|text=After 12 frames of normal recovery:
{{Description|22|text=After 12 frames of normal recovery:
Line 76: Line 76:
|-
|-
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter  
{{Description|22|text={{ColumnList |text=*Fatal Counter  
Line 84: Line 84:
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Azrael/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Does 1 hit. Can crossup on last set of active frames  
{{Description|22|text={{ColumnList |text=*Does 1 hit. Can crossup on last set of active frames  
Line 94: Line 94:
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBCF/Azrael/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:BBCF/Azrael/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
|-
|-
|}
|}
Line 107: Line 107:
|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
{{Description|22|text={{ColumnList |text=*Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
Line 116: Line 116:
|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 125: Line 125:
|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 134: Line 134:
|-
|-
{{AttackVersion|name=3D|subtitle=|rowspan=2}}
{{AttackVersion|name=3D|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|3D Full}}
{{#lst:{{BASEPAGENAME}}/Data|3D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 143: Line 143:
|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 152: Line 152:
|-
|-
{{AttackVersion|name=j.2D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.2D|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|j.2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 168: Line 168:
|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
Line 175: Line 175:
|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
Line 182: Line 182:
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Azrael/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
Line 189: Line 189:
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:BBCF/Azrael/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:BBCF/Azrael/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lst:BBCF/Azrael/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
|}
|}
Line 204: Line 204:
|-
|-
{{AttackVersion|name=Tiger Magnum|subtitle=236C|rowspan=2}}
{{AttackVersion|name=Tiger Magnum|subtitle=236C|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff
{{Description|22|text={{ColumnList |text=*Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff
Line 211: Line 211:
|-
|-
{{AttackVersion|name=Cobra Spike|subtitle=Tiger > 6C|rowspan=2}}
{{AttackVersion|name=Cobra Spike|subtitle=Tiger > 6C|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236C 6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C 6C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff
{{Description|22|text={{ColumnList |text=*Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff
Line 218: Line 218:
|-
|-
{{AttackVersion|name=Leopard Launcher|subtitle=Cobra > 6C|rowspan=2}}
{{AttackVersion|name=Leopard Launcher|subtitle=Cobra > 6C|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236C 6C 6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C 6C 6C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 225: Line 225:
|-
|-
{{AttackVersion|name=Panzer Strike|subtitle=623B|rowspan=2}}
{{AttackVersion|name=Panzer Strike|subtitle=623B|rowspan=2}}
{{#lst:BBCF/Azrael/Data|623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|623B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 232: Line 232:
|-
|-
{{AttackVersion|name=Growler Field|subtitle=214B|rowspan=2}}
{{AttackVersion|name=Growler Field|subtitle=214B|rowspan=2}}
{{#lst:BBCF/Azrael/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Hold button to prolong stance
{{Description|22|text={{ColumnList |text=*Hold button to prolong stance
Line 243: Line 243:
|-
|-
{{AttackVersion|name=Phalanx Cannon|subtitle=236B|rowspan=2}}
{{AttackVersion|name=Phalanx Cannon|subtitle=236B|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Only available if has 214B absorbed a projectile
{{Description|22|text={{ColumnList |text=*Only available if has 214B absorbed a projectile
Line 250: Line 250:
|-
|-
{{AttackVersion|name=Gustav Buster|subtitle=236A|rowspan=2}}
{{AttackVersion|name=Gustav Buster|subtitle=236A|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 257: Line 257:
|-
|-
{{AttackVersion|name=Sentinel Dump|subtitle=214C|rowspan=2}}
{{AttackVersion|name=Sentinel Dump|subtitle=214C|rowspan=2}}
{{#lst:BBCF/Azrael/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 265: Line 265:
|-
|-
{{AttackVersion|name=Sentinel Dump|subtitle=Knockdown > 22C|rowspan=2}}
{{AttackVersion|name=Sentinel Dump|subtitle=Knockdown > 22C|rowspan=2}}
{{#lst:BBCF/Azrael/Data|Knockdown 22C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Knockdown 22C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 273: Line 273:
|-
|-
{{AttackVersion|name=Hornet Bunker|subtitle=214D|rowspan=2}}
{{AttackVersion|name=Hornet Bunker|subtitle=214D|rowspan=2}}
{{#lst:BBCF/Azrael/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Full charge is Fatal Counter on normal hit and P2 = 80.
{{Description|22|text={{ColumnList |text=*Full charge is Fatal Counter on normal hit and P2 = 80.
Line 285: Line 285:
|-
|-
{{AttackVersion|name=Hornet Chaser|subtitle=214D > 8|rowspan=2}}
{{AttackVersion|name=Hornet Chaser|subtitle=214D > 8|rowspan=2}}
{{#lst:BBCF/Azrael/Data|214D 8 Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D 8 Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 292: Line 292:
|-
|-
{{AttackVersion|name=Valiant Crash|subtitle=236D|rowspan=2}}
{{AttackVersion|name=Valiant Crash|subtitle=236D|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Full charge is Fatal Counter on normal hit and P2 = 80.
{{Description|22|text={{ColumnList |text=*Full charge is Fatal Counter on normal hit and P2 = 80.
Line 303: Line 303:
|-
|-
{{AttackVersion|name=Valiant Charger|subtitle=236D > 6|rowspan=2}}
{{AttackVersion|name=Valiant Charger|subtitle=236D > 6|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236D 6 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D 6 Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 310: Line 310:
|-
|-
{{AttackVersion|name=Taunt|subtitle=Taunt|rowspan=2}}
{{AttackVersion|name=Taunt|subtitle=Taunt|rowspan=2}}
{{#lst:BBCF/Azrael/Data|Taunt Full}}
{{#lst:{{BASEPAGENAME}}/Data|Taunt Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
Line 327: Line 327:
|-
|-
{{AttackVersion|name=Black Hawk Stinger|subtitle=236236D|rowspan=2}}
{{AttackVersion|name=Black Hawk Stinger|subtitle=236236D|rowspan=2}}
{{#lst:BBCF/Azrael/Data|236236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
Line 338: Line 338:
|-
|-
{{AttackVersion|name=Scud Punishment|subtitle=214214D|rowspan=2}}
{{AttackVersion|name=Scud Punishment|subtitle=214214D|rowspan=2}}
{{#lst:BBCF/Azrael/Data|214214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
Line 355: Line 355:
|-
|-
{{AttackVersion|name=Full Spartan|subtitle=ABCD during Overdrive|rowspan=2}}
{{AttackVersion|name=Full Spartan|subtitle=ABCD during Overdrive|rowspan=2}}
{{#lst:BBCF/Azrael/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
Line 371: Line 371:
|-
|-
{{AttackVersion|name=Patriot Apocalypse|subtitle=632146C|rowspan=2}}
{{AttackVersion|name=Patriot Apocalypse|subtitle=632146C|rowspan=2}}
{{#lst:BBCF/Azrael/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*100% Minimum damage
{{Description|22|text={{ColumnList |text=*100% Minimum damage
Line 465: Line 465:
: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lst:BBCF/Azrael/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 08:13, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data

Health
Combo Rate
Prejump
Backdash
Forward Dash

Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5BB
5C
  • Fatal Counter
  • Hitbox fully extended on frame 18
2A
2B
2C
  • 110% Bonus Proration
  • Counter-hit has +5 hitstop.
3C
6A
6B

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
  • Fatal Counter
  • 110% Bonus Proration
j.A
j.B
  • Does 1 hit. Can crossup on last set of active frames
j.C
j.2C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • 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
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
6D
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
3D
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
j.D
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
j.2D
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Tiger Magnum
236C
  • Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff
Cobra Spike
Tiger > 6C
  • Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff
Leopard Launcher
Cobra > 6C
Panzer Strike
623B
Growler Field
214B
  • 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
  • Only available if has 214B absorbed a projectile
Gustav Buster
236A
Sentinel Dump
214C
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Sentinel Dump
Knockdown > 22C
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Hornet Bunker
214D
  • 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
Valiant Crash
236D
  • 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
Taunt
Taunt

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Black Hawk Stinger
236236D
  • 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
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Full Spartan
ABCD during Overdrive
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Patriot Apocalypse
632146C
  • 100% Minimum damage

Revolver Action Table

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

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