BBCF/Bullet/Frame Data

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System Data[edit]

Health

11,500

Combo Rate

60%

Prejump

5F

Backdash

25F (1-7F Inv)

Forward Dash

20F

Normals[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 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
5B 550 SJR 100 89 Long Mid 3 B 10 3 15 -1 16 17 17 22 31 11 +0 +2 - Click!
5C 800 SR 100 89 Long Mid 3 BP 16 6 12 -1 16 20 23 + Slide 30 Crumple 42 40 + Slide 30 6 +0 +2 - Click!
2A 300 CSJR 100 80 Normal All 1 F 6 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 520 SR 90 89 Long Low 3 F 9 5 18 -6 16 17 17 22 31 11 +0 +2 - Click!
2C 500, 600 SR 90 89 Long Low 3 F 14 3 (9) 3 16 -2 16 Launch 30 Launch 44 + Down 23 7, 10 +0 +2 - Click!
3C 860 SR 90 89 Long Low 3 F 21 3 21 -6 16 Launch 40 Launch 57 + Down 23 11 +0 +2 10-20 B Click!
6A 750 SR 90 92 Normal High 4 B 24 3 19 -4 18 19 34 + GBounce 24 49 + GBounce 12 +0 +5 - Click!
6B 650 SJR 90 79 Long Mid 3 B 12 3 21 -7 16 Launch 24 Launch 38 11 +0 +2 5-14 H Click!
6C 1200 SJR 90 82 Long All 4 H 22 6 14+8L -9 18 Launch 37 + WBounce 60 Launch 55 + WBounce 60 12 +0 +5 5-41 FT Click!
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 14 16 25 9 +0 +0 - Click!
j.B 540 SJR 80 85 Long - 2 H 10 3 15 - 13 14 17 18 29 10 +0 +1 - Click!
j.C 810 SJR 80 89 Long High/Air 3 H 12 3 21 - 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 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
Lv 0/1+2
450, 900 (S)R 90 69, 100 Long All 3 H 30~?? 9 14 -5 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 +0 Active Frames PT Click!
600, 900 (S)R 90 69, 100 Long All 3 H 30~?? 9 14 -5 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 - Active Frames All 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!
6D
Lv 0/1/2
800 (S)R 80 89 Normal High/Air 3 H 38 7 14 0 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 18-40 FT Click!
1000 (S)R 80 89 Normal High/Air 4 H 38 7 14 +4 24 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 18-40 FT Click!
1000 (S)R 80 89 Normal High/Air 5 H 38 7 14 +4 24 Launch 60 + GBounce Launch 75 + GBounce 13 +0 +6 18-40 FT 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%
2D
Lv 0/1/2
800 (S)R 80 89 Long Low/Air 3 F 42 3 18 0 20 Launch 60 Launch 75 11 +0 +5 22-44 FT Click!
1000 (S)R 80 89 Long Low/Air 4 F 42 3 18 +4 24 Launch 60 Launch 75 12 +0 +5 22-44 FT Click!
1000 (S)R 80 89 Long Low/Air 5 F 42 3 18 +4 24 Launch 60 Launch 75 13 +0 +6 22-44 FT Click!
  • Invincibility listed is on fastest startup.
j.D
Lv 0/1+2
450, 900 (S)R 90 69, 100 Long All - H 20~?? 9 14 - 20 Launch 50, 60 + GBounce - - 9/+3, 6 +0 +0 - Click!
600, 900 (S)R 90 69, 100 Long All - H 20~?? 9 14 - 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
Wadcut Engage
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 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*2, 1500 SR 100 50 (Once) Normal T(70) 0*2, 4 T 7 3 23 - - Launch 30 + WBounce 50 + WStick 33 + Slide 30 - - - 0, 6 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal T(70) 0, 4 T 7 3 23 - - Launch 19 + Down 33 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR - 50 Normal T(120) 4 T 7 3 23+3L - - - 60 + WBounce - - - 0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 30 -14 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - BP 20 1 25 0 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - BP 30~61 1 25 0 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 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
Cutting Sear
623B
400, 0, 1500 R 70 80, 52 Very Short All 3, 0, 4 B 14 2 38 -23 16 Launch 100 - - 11 11, 0, 12 +2, +0*2 1-15 All Click!
Explode Engage
Cutting Shear > D
Lv1: 0, 1800, 50
Lv2: 0, 3500, 50
R 100 Lv1: 82 (Once)
Lv2: 84 (Once)
Long - 4 - 4 12 3 - - Launch 40 + WBounce 50 - - - 0, 10, 0
[0, 20, 0]
+0 - Click!
  • Second hit has 100% Minimum Damage
Miquelet Capture
41236C
0, 1700 R 100 100, 82 Long Unblockable 4 T(180) 20~37 3 21 - - Launch 44 - - - 0 - 5-End of Active P Click!
  • Invincibility lasts until end of active frames
  • Hits standing or aerial opponents only.
Piercing Engage
Miquelet > 236D
Lv1: 1500
Lv2: 3350
R 100 Lv1: 72
Lv2: 74
Long - 4 - 18 3 29 - - Launch Lv1: 35 + WBounce 45 + WStick 27
Lv2: 40 + WBounce 45 + WStick 27
- - - +0 - - Click!
Miquelet Capture > Brake
Miquelet > B
- - - - - - - - - - 21 - - - - - - - - - - Click!
Crossfire Wheel
360B
0*2, 300, 700 R 80 100, 89, 92 Normal T(100) 0*2, 3, 4 T 10 3 34 - - Crumple 50, Launch*2 17*2, 19 + Down 38 - - - 0, 1, 6*2 - - Click!
  • 100% Minimum Damage
Shot Shell Engage
Firewheel > 63214D
Lv1: 0, 300, 0, 1700
Lv2: 0, 300, 0, 2700
R 100 Lv1: 89, 82
Lv2: 89, 84
Long - Lv2: 0, 3, 0, 4
Lv3: 0, 3, 0, 5
- 13 3 25 - - - 30 + WBounce 40 - - 0 +0 +0 - Click!
Flint Shooter Lv 0
236A
700 R 80 89 Normal All 3 P1 17 Until Hit Total: 46 -5 16 17 22 22 36 0/+8 +8 +10 - Click!
Flint Shooter Lv 1
236A
700, 350 R 80 89 Normal All 3 P1 17 Until Hit,2 Total: 46 -2 16 17 22 22 36 0/+8, 0/+7 +8, +6 +10, +8 - Click!
Flint Shooter Lv 2
236A
700, 350*2 R 80 89 Normal All 3 P1 17 Until Hit,2,2 Total: 46 0 16 17 22 22 36 0/+8, 0/+7, 0/+5 +8, +6, +4 +10, +8, +6 - Click!
Flint Shooter Charged Lv 0
236[A]
900 R 80 92 Normal All 4 P1 25 9 Total: 58 +3 18 Launch 38 Launch 53 0/+18 +18 +20 - Click!
Flint Shooter Charged Lv 1
236[A]
700*2 R 80 92 Normal All 4 P1 25 29 [(3)9] Total: 58 +3 18 Launch 22, 38 Launch 37, 53 0/+8, 0/+14 +8, +14 +10, +16 - Click!
Flint Shooter Charged Lv 2
236[A]
800*2 R 80 92 Normal All 4 P1 25 29 [(3)9] Total: 58 +3 18 Launch 22, 38 Launch 37, 53 0/+8 +8 +10 - Click!
Snaphance Fist
623C
0, 2200 R 90 90 Long T(250) 4 T 13 4 Until L+10 - - - 62 + WBounce 60 + WStick 13 - - - 0 +0 4-16 H Click!
Air Snaphance Fist
j.623C
0, 2200 R 90 90 Long T(250) 4 H 12 2 27 - - - 62 + WBounce 60 + WStick 13 - - - 0 +0 - Click!
Flechette Engage
Snaphance > 623D
Lv1: 0, 1900
Lv2: 0, 4200
R 100 Lv1: 82
Lv2: 84
Long - 4 - 13 2 - - - - 60 - - - Lv1: 0, 10
Lv2: 0, 15
+0 - Click!
Afterburner
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 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
Rage Aggressor
2363214C
400*3, 800*2, 300*7, 1200 R 80 80 Normal All 4*3, 3*9, 5 B 1+(52 Flash)+11~23 3*3 10+19L -15 18 Launch 90 + Down 23 Launch - 6 6*5, 2*8 +5 1-1 All Click!
  • Minimum Damage 20%: 1220
Rage Aggressor OD Followup 550*5 R - 100 Long - 5 B 6+(32 Flash)+1 14 57 - - Launch 60 + Down 43 - - - 2 - - Click!
  • Minimum Damage 20%: 550
Serpentine Assault
720A
0*N, 320*2, 1420 R 100 60 Long T(150) 4*2, 5 T 5+(34 Flash)+0 5 42 - - Launch WBounce 40 + Down 39 - - - 0*N, 18, 20 +0 1-9 All Click!
  • 100% Minimum Damage: 2060
Frangible Engage
Sepentine > 720D
0, 250 - - - Long - 4 - 1+(20 Flash)+0 1 - - - Launch 100 - - 0 0, 12 +0 - Click!
  • 100% Minimum Damage: 250
  • Requires Heat Lv1
Blackout
Frangible > 1080D
100*4, 1910
[100*10, 1910]
- - - Long - 5 - 1+(26 Flash)+47 - - - - 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 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
Execution Maneuver
ABCD during OD
600, 0, 300, 120*6, 1500
{600, 0, 300, 180*14, 2600}
- 100 100 - ALL - B 20 [10] 3 34 -10 26 Launch 60 - - 20 20, 0, 12, 2*6 {*14}, 12 +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: 312 {602+49}

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
Hard Kill Bringer
632146D
11000 - - - - ALL 5 B 4+21 3 31 -12 20 - - - - 0 - - 1-22 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]


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BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc