BBCF/Bullet/Frame Data

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System Data[edit]

Health:11,500
Prejump:4F
Backdash:25F (1~7F Inv All)
Forward Dash:20F
Unique Movements:Forward Dash, Lock-On


Normals[edit]

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
5ABBCP Bullet 5A.png 300 All 6 3 10 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Bullet 5B.png 550 Mid 10 3 15 -1 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCP Bullet 5C.png 800 Mid 16 6 12 -1 BP - SR 100 89 Long 3 16 20 23 + Slide 30 Crumple 42 40 + Slide 30 6 +0 +2 Click!
2ABBCP Bullet 2A.png 300 All 6 3 10 -1 F - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Bullet 2B.png 520 Low 9 5 18 -6 F - SR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCP Bullet 2C.png 500, 600 Low 14 3 (9) 3 16 -2 F - SR 90 89 Long 3 16 Launch 30 Launch 44 + Down 23 7, 10 +0 +2 Click!
3CBBCP Bullet 3C.png 860 Low 21 3 21 -6 F 10~20 B SR 90 89 Long 3 16 Launch 40 Launch 57 + Down 23 11 +0 +2 Click!
6ABBCP Bullet 6A.png 750 High 24 3 19 -4 B - SR 90 92 Normal 4 18 19 34 + GBounce 24 49 + GBounce 12 +0 +5 Click!
6BBBCP Bullet 6B.png 650 Mid 12 3 21 -7 B 5~14 H SJR 90 79 Long 3 16 Launch 24 Launch 38 11 +0 +2 Click!
6CBBCP Bullet 6C.png 1200 All 22 6 14+8L -9 H 5~41 FT SJR 90 82 Long 4 18 Launch 37 + WBounce 60 Launch 55 + WBounce 60 12 +0 +5 Click!
  • Fatal Counter
j.ABBCP Bullet jA.png 300 High/Air 7 3 9 - H - CSJR 80 80 Normal 1 11 12 14 16 25 9 +0 +0 Click!
j.BBBCP Bullet jB.png 540 - 10 3 15 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCP Bullet jC.png 810 High/Air 12 3 21 - H - SJR 80 89 Long 3 16 17 22 22 60 + Down 23 11 +0 +2 Click!

Drive Moves[edit]

  • Bullet starts each round with the Lock On Lv0.
  • All Drive normals can be charged.
  • All Drive normals increase the Lock-On level by 1 on hit.
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
5DBBCP Bullet 5D.png
Lv 0/1+2
450, 0, 334 All 30~?? 9 14 -5 H Active Frames PT (S)R 90 69, 100 Long 3 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 +0 Click!
600, 900 All 30~?? 9 14 -5 H Active Frames All (S)R 90 69, 100 Long 3 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 - Click!
  • When attack is blocked, Bullet goes into recovery.
  • Recovery for ground forward/backward dash is until landing + 7. Recovery for all other versions is 13F
4[D] - - ?? - 10 - - - - - - - - - - - - - - - - Click!
6DBBCP Bullet 6D.png
Lv 0/1/2
800 High/Air 38 7 14 0 H 18~40 FT (S)R 80 89 Normal 3 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 Click!
1000 High/Air 38 7 14 +4 H 18~40 FT (S)R 80 89 Normal 4 24 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 Click!
1000 High/Air 38 7 14 +4 H 18~40 FT (S)R 80 89 Normal 5 24 Launch 60 + GBounce Launch 75 + GBounce 13 +0 +6 Click!
  • Invincibility listed is on fastest startup from neutral
  • Invincibilty lasts from when Bullet starts moving forward until end of active frames
  • Bonus Proration 110%
2DBBCP Bullet 2D.png
Lv 0/1/2
800 Low/Air 42 3 18 0 F 22~44 FT (S)R 80 89 Long 3 20 Launch 60 Launch 75 11 +0 +5 Click!
1000 Low/Air 42 3 18 +4 F 22~44 FT (S)R 80 89 Long 4 24 Launch 60 Launch 75 12 +0 +5 Click!
1000 Low/Air 42 3 18 +4 F 22~44 FT (S)R 80 89 Long 5 24 Launch 60 Launch 75 13 +0 +6 Click!
  • Invincibility listed is on fastest startup.
j.DBBCP Bullet 5D.png
Lv 0/1+2
450, 0, 334 All 20~?? 9 14 - H Active Frames PT (S)R 90 69, 100 Long - 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 +0 Click!
600, 0, 334 All 20~?? 9 14 - H Active Frames All (S)R 90 69, 100 Long - 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 +0 Click!
  • On block, Bullet goes into recovery animation which lasts until landing + 5
j.4[D] - - ?? - 10 - - - - - - - - - - - - - - - - Click!
Lock On Cancel
4 during Lock On


  • Available only when opponent isn't locked on
Wadcutter EngageBBCP Bullet 5DD.png
5D~D
0, 800
[0, 2400]
- - - - - - - R 100 92 Long Lv1: 0, 4
[0, 5]
- - 19 + WBounce 50
[21 + WBounce 50]
- - - 0, 10
[0, 15/+3]
+0 Click!

R* - Can only be canceled on block.

Universal Mechanics[edit]

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 ThrowBBCP Bullet BC.png 0*2, 1500 T(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 30 + WBounce 50 + WStick 33 + Slide 30 - - - 0, 6 +0 Click!
  • Minimum Damage 100%
Back Throw200x200px 0, 1500 T(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 19 + Down 33 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Bullet jBC.png 0, 1500 T(120) 7 3 23+3L - T - SR - 50 Normal 4 - - 60 + WBounce - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Bullet 6B.png 0 All 13 3 30 -14 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Bullet AB.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 BP - R 80 60 Normal - 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 BP - R 80 100 Long - 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!
Dash Cancel - - - - 20 - - - - - - - - - - - - - - - - Click!

Specials[edit]

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
Cutting SheerBBCP Bullet 623B.png
623B
400, 0, 1500 All 14 2 38 -23 B 1~15 All R 70 80, 52 Very Short 3, 0, 4 16 Launch 100 - - 11 11, 0, 12 +2, +0*2 Click!
Explode EngageBBCP Bullet 22D.png
Cutting Shear > D
Lv1: 0, 1800, 50
Lv2: 0, 3500, 50
- 4 12 3 - - - R 100 Lv1: 82 (Once)
Lv2: 84 (Once)
Long 4 - Launch 40 + WBounce 50 - - - 0, 10, 0
[0, 20, 0]
+0 Click!
  • Second hit has 100% Minimum Damage
Miquelet CaptureBBCP Bullet 41236C.png
41236C
0, 1700 Unblockable 20~37 3 21 - T(180) 5~End of Active P R 100 100, 82 Long 4 - Launch 44 - - - 0 - Click!
  • Invincibility lasts until end of active frames
  • Hits standing or aerial opponents only.
Piercing EngageBBCP Bullet 236D.png
Miquelet > 236D
Lv1: 1500
Lv2: 3350
- 18 3 29 - - - R 100 Lv1: 72
Lv2: 74
Long 4 - Launch Lv1: 35 + WBounce 45 + WStick 27
Lv2: 40 + WBounce 45 + WStick 27
- - - +0 - Click!
Miquelet Capture > Brake
Miquelet > B
- - - - 21 - - - - - - - - - - - - - - - - Click!
Cross FirewheelBBCF Bullet CrossfireWheel.png
360B
0*2, 300, 700 T(100) 10 3 34 - T - R 80 100, 89, 92 Normal 0*2, 3, 4 - Crumple 50, Launch*2 17*2, 19 + Down 38 - - - 0, 1, 6*2 - Click!
  • 100% Minimum Damage
Shot Shell EngageBBCF Bullet Shot Shell Engage.png
Firewheel > 63214D
Lv1: 0, 300, 0, 1700
Lv2: 0, 300, 0, 2700
- 13 3 25 - - - R 100 Lv1: 89, 82
Lv2: 89, 84
Long Lv2: 0, 3, 0, 4
Lv3: 0, 3, 0, 5
- - 30 + WBounce 40 - - 0 +0 +0 Click!
Flint Shooter Lv 0BBCP Bullet 236A.png
236A
700 All 17 Until Hit Total: 46 -5 P1 - R 80 89 Normal 3 16 17 22 22 36 0/+8 +8 +10 Click!
Flint Shooter Lv 1BBCP Bullet 236A.png
236A
700, 350 All 17 Until Hit,2 Total: 46 -2 P1 - R 80 89 Normal 3 16 17 22 22 36 0/+8, 0/+7 +8, +6 +10, +8 Click!
Flint Shooter Lv 2BBCP Bullet 236A.png
236A
700, 350*2 All 17 Until Hit,2,2 Total: 46 0 P1 - R 80 89 Normal 3 16 17 22 22 36 0/+8, 0/+7, 0/+5 +8, +6, +4 +10, +8, +6 Click!
Flint Shooter Charged Lv 0BBCP Bullet 236A charged.png
236[A]
900 All 25 9 Total: 58 +3 P1 - R 80 92 Normal 4 18 Launch 38 Launch 53 0/+18 +18 +20 Click!
Flint Shooter Charged Lv 1BBCP Bullet 236A charged.png
236[A]
700*2 All 25 29 [(3)9] Total: 58 +3 P1 - R 80 92 Normal 4 18 Launch 22, 38 Launch 37, 53 0/+8, 0/+14 +8, +14 +10, +16 Click!
Flint Shooter Charged Lv 2BBCP Bullet 236A charged.png
236[A]
800*2 All 25 29 [(3)9] Total: 58 +3 P1 - R 80 92 Normal 4 18 Launch 22, 38 Launch 37, 53 0/+8 +8 +10 Click!
Snap Hands FistBBCP Bullet 623C.png
623C
0, 2200 T(250) 13 4 Until L+10 - T 4~16 H R 90 90, 82 Long 4 - - 62 + WBounce 60 + WStick 13 - - - 0 +0 Click!
Air Snap Hands FistBBCP Bullet 623C.png
j.623C
0, 2200 T(250) 12 2 27 - H - R 100 100, 82 Long 4 - - 62 + WBounce 60 + WStick 13 - - - 0 +0 Click!
Flechette EngageBBCP Bullet 623D.png
Snaphance > 623D
Lv1: 0, 1900
Lv2: 0, 4200
- 13 2 - - - - R 100 Lv1: 82
Lv2: 84
Long 4 - - 60 - - - Lv1: 0, 10
Lv2: 0, 15
+0 Click!
After BurnerBBCP Bullet 214D.png
214D
- - - - Total: 45~61 - - 5~Until Last 23F Guard P - - - - - - - - - - - - - Click!
  • Hitstop on Guard Point for Bullet and Opponent projectile unchanged

Distortion Drives[edit]

  • 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
Rage AggressorBBCP Bullet 2363214C.png
2363214C
400*3, 800*2, 300*7, 1200 All 1+(52 Flash)+11~23 3*3 10+19L -15 B 1~1 All R 80 80 Normal 4*3, 3*9, 5 18 Launch 90 + Down 23 Launch - 6 6*5, 2*8 +5 Click!
  • Minimum Damage 20%: 1220
Rage Aggressor OD FollowupBBCP Bullet 2363214C.png 550*5 - 6+(32 Flash)+1 14 57 - B - R - 100 Long 5 - Launch 60 + Down 43 - - - 2 - Click!
  • Minimum Damage 20%: 550
Serpentine AssaultBBCP Bullet 720A.png
720A
0*N, 320*2, 1420 T(150) 5+(34 Flash)+0 5 42 - T 1~9 All R 100 60 Long 4*2, 5 - Launch WBounce 40 + Down 39 - - - 0*N, 18, 20 +0 Click!
  • 100% Minimum Damage: 2060
Frangible EngageBBCP Bullet 720D.png
Sepentine > 720D
0, 250 - 1+(20 Flash)+0 1 - - - - - - - Long 4 - Launch 100 - - 0 0, 12 +0 Click!
  • 100% Minimum Damage: 250
  • Requires Heat Lv1
BlackoutBBCP Bullet 1080D.png
Frangible > 1080D
100*4, 1910
[100*10, 1910]
- 1+(26 Flash)+47 - - - - - - - - Long 5 - Launch 100 + Down 63 - - - 3*4 [*10], 20 +0 Click!
  • Values in [] are during OD
  • 100% Minimum Damage: 2310 [2910]
  • Requires Heat Lv2

Exceed Accel[edit]

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
Execution ManeuverBBCF Bullet ExecutionManeuver.png
ABCD during OD
600, 0, 300, 120*6, 1500
{600, 0, 300, 180*14, 2600}
ALL 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 - - 26 Launch 60 - - 20 20, 0, 12, 2*6 {*14}, 12 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 312 {602+49}

Astral Heat[edit]

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
Hard Kill BringerBBCP Bullet AH.png
632146D
11000 ALL 4+21 3 31 -12 B 1~22 All - - - - 5 20 - - - - 0 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special, Dash (Heat1/2)
5C - - 2C, 6C, 3C 5D, 2D, 6D Special
5D - - 2C, 6C, 3C 5D, 2D, 6D Special[-]
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - - - 5D, 2D, 6D Special
2D - - - - Special
6A - 6B 2C, 6C, 3C 5D, 2D, 6D Special
6B - - - 5D, 2D, 6D Jump, Special, Dash (Heat1/2)
6C - - - - Jump Special
6D - - - - Special
3C - - - 5D, 2D, 6D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump[-], Special
j.D - - - - Special[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

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