BBCF/Bullet/Frame Data

From Dustloop Wiki
< BBCF‎ | Bullet
Revision as of 07:32, 9 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)


System Data


Normals

Template:FullFrameDataHeader-BBCF
5ABBCP Bullet 5A.png


5BBBCP Bullet 5B.png


5CBBCP Bullet 5C.png


2ABBCP Bullet 2A.png


2BBBCP Bullet 2B.png


2CBBCP Bullet 2C.png


3CBBCP Bullet 3C.png


6ABBCP Bullet 6A.png


6BBBCP Bullet 6B.png


6CBBCP Bullet 6C.png


  • Fatal Counter
j.ABBCP Bullet jA.png


j.BBBCP Bullet jB.png


j.CBBCP Bullet jC.png


Drive Moves

  • 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.
Template:FullFrameDataHeader-BBCF
5DBBCP Bullet 5D.png
Lv 0/1+2


  • 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]


6DBBCP Bullet 6D.png
Lv 0/1/2


  • 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


  • Invincibility listed is on fastest startup.
j.DBBCP Bullet 5D.png
Lv 0/1+2


  • On block, Bullet goes into recovery animation which lasts until landing + 5
j.4[D]


Lock On Cancel
4 during Lock On


  • Available only when opponent isn't locked on
Wadcutter EngageBBCP Bullet 5DD.png
5D~D


R* - Can only be canceled on block.

Universal Mechanics

Template:FullFrameDataHeader-BBCF
Forward ThrowBBCP Bullet BC.png


  • Minimum Damage 100%
Back ThrowFile:BBCP Bullet 4BD.png


  • Minimum Damage 100%
Air ThrowBBCP Bullet jBC.png


  • Minimum Damage 100%
Counter AssaultBBCP Bullet 6B.png


Crush TriggerBBCP Bullet AB.png
Uncharged/Charged


Dash Cancel


Specials

Template:FullFrameDataHeader-BBCF
Cutting SheerBBCP Bullet 623B.png
623B


Explode EngageBBCP Bullet 22D.png
Cutting Shear > D


  • Second hit has 100% Minimum Damage
Miquelet CaptureBBCP Bullet 41236C.png
41236C


  • Invincibility lasts until end of active frames
  • Hits standing or aerial opponents only.
Piercing EngageBBCP Bullet 236D.png
Miquelet > 236D


Miquelet Capture > Brake
Miquelet > B


Cross FirewheelBBCF Bullet CrossfireWheel.png
360B


  • 100% Minimum Damage
Shot Shell EngageBBCF Bullet Shot Shell Engage.png
Firewheel > 63214D


Flint Shooter Lv 0BBCP Bullet 236A.png
236A


Flint Shooter Lv 1BBCP Bullet 236A.png
236A


Flint Shooter Lv 2BBCP Bullet 236A.png
236A


Flint Shooter Charged Lv 0BBCP Bullet 236A charged.png
236[A]


Flint Shooter Charged Lv 1BBCP Bullet 236A charged.png
236[A]


Flint Shooter Charged Lv 2BBCP Bullet 236A charged.png
236[A]


Snap Hands FistBBCP Bullet 623C.png
623C


Air Snap Hands FistBBCP Bullet 623C.png
j.623C


Flechette EngageBBCP Bullet 623D.png
Snaphance > 623D


After BurnerBBCP Bullet 214D.png
214D


  • Hitstop on Guard Point for Bullet and Opponent projectile unchanged

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Template:FullFrameDataHeader-BBCF
Rage AggressorBBCP Bullet 2363214C.png
2363214C


  • Minimum Damage 20%: 1220
Rage Aggressor OD FollowupBBCP Bullet 2363214C.png


  • Minimum Damage 20%: 550
Serpentine AssaultBBCP Bullet 720A.png
720A


  • 100% Minimum Damage: 2060
Frangible EngageBBCP Bullet 720D.png
Sepentine > 720D


  • 100% Minimum Damage: 250
  • Requires Heat Lv1
BlackoutBBCP Bullet 1080D.png
Frangible > 1080D


  • Values in [] are during OD
  • 100% Minimum Damage: 2310 [2910]
  • Requires Heat Lv2

Exceed Accel

Template:FullFrameDataHeader-BBCF
Execution ManeuverBBCF Bullet ExecutionManeuver.png
ABCD during OD


  • 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

Template:FullFrameDataHeader-BBCF
Hard Kill BringerBBCP Bullet AH.png
632146D


Revolver Action Table

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

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