BBCF/Es/Frame Data

From Dustloop Wiki
< BBCF‎ | Es
Jump to navigation Jump to search

System Data

Health:10,500
Prejump:4F
Backdash:26F (1~5F Inv All)
Forward Dash:23F
Unique Movements:Arched Forward Air Dash


Normals

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
5ABBCF Es 5A.png 300 All 6 3 10 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCF Es 5B.png 600 Mid 8 5 18 -9 B - S(J)R 100 85 Long 2 13 14 16 18 28 10 +0 +1 Click!
5CBBCF Es 5C.png 750 Mid 12 3 21 -7 B - S(J)R 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2ABBCF Es 2A.png 300 All 7 3 9 ±0 F - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCF Es 2B.png 530 Low 10 3 20 -9 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCF Es 2C.png 800 Mid 10 3 32 -18 B 10~12 H SJR 90 89 Long 3 16 17 22 Crumple 54 36 11 +0 +2 Click!
3CBBCF Es 3C.png 790 Low 13 3 24 -10 F - SR 90 79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
6ABBCF Es 6A.png 650 High 26 3 20 -6 B 4~28F SR 80 89 Normal 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 Click!
  • Bonus Proration 110%
6BBBCF Es 6B.png 760 Mid 14 4 22 -9 B 8~17 H S(J)R 90 79 Long 3 16 Launch 27 Launch 41 11 +0 +2 Click!
6CBBCF Es 6C.png 700 Mid 17 3 18 -4 B - SR 90 89 Long 3 16 24 60 29 74 + WBounce 11 +0 +2 Click!
6CBBCF Es 6C.png
dashing
700 Mid 7 3 18 -4 B - SR 90 89 Long 3 16 Launch 60 + WBounce Launch 77 + WBounce 11 +0 +2 Click!
  • Fatal Counter
  • Bonus Proration 110%
j.ABBCF Es jA.png 300 High/Air 7 6 7 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCF Es jB.png 630 High/Air 9 3 18 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.BBBBCF Es jBB.png 770 High/Air 7 3 19 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCF Es jC.png 850 High/Air 12 4 26 - H - SR 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!

Drive Moves

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
5DBBCF Es 5D.png 730 Mid 25 [23] 5 29 0 B - SR 100 89 Long 3 16 17 17 22 31 + Down 23 11 +0 +2 Click!
  • Values in [] are during OD
  • Frame Adv listed assumes 5D Crest hits aftewards
  • If Crest does not hit, then Frame Adv -18
5D CrestBBCF Es 5D.png 740 [740*2] All 49 [47] 3 [3(7)3] - - P1 - - 80 89 Normal 1 11 17 21 21 32 0/+9 +9 +11 Click!
  • Values in [] are during OD
2DBBCF Es 2D.png 760 Mid 30 [27] 6 17 -5 B - SR 90 89 Long 3 16 Launch 30 Launch 44 11 +0 +2 Click!
  • Values in [] are during OD
2D CrestBBCF Es 2D.png 740 [740*2] All 113 [110] 3 [3(7)3] - - P1 - - 80 89 Normal 1 11 17 21 21 32 0/+9 +9 +11 Click!
6DBBCF Es 6D.png 850 Mid 25 [23] 6 14+10L -11 B 6~44 FT
[6~42 FT]
SR 90 92 Long 4 18 24 26 36 41 12 +0 +5 Click!
  • Values in [] are during OD
6D CrestBBCF Es 6D.png 740 [740*2] All 78 [76] 3 [3(7)3] - - P1 - - 80 89 Normal 1 11 17 21 21 32 0/+9 +9 +11 Click!
  • Values in [] are during OD
j.DBBCF Es jD.png 800 High/Air 23 [21] 5 23+8L - H - SR 80 89 Long 3 16 Launch 35 Launch 49 11 +0 +2 Click!
  • Values in [] are during OD
j.D CrestBBCF Es jD.png 740 [740*2] All 141 [139] 3 [3(7)3] - - P1 - - 80 89 Normal 1 11 17 21 21 32 0/+9 +9 +11 Click!
  • Values in [] are during OD

Universal Mechanics

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 ThrowBBCF Es FThrow.png 0, 500*3 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 3*3 - Launch 60 - - - 0, 2/-2*2, 8/-2 +1 Click!
  • Minimum Damge 100%
Back ThrowBBCF Es BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Spin Fall 36 - - - - 0, 12 +0 Click!
  • Minimum Damge 100%
Air ThrowBBCF Es AThrow.png 0*2, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0*2, 3 - - 200 + Down 63 - - - 0*2, 2 +0 Click!
  • Minimum Damge 100%
Counter AssaultBBCF Es 5C.png 0 All 13 3 32 -16 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
CrushTriggerBBCF Es CT.png 1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + WBounce 60 Crumple 100 74 + WBounce 60 + WStick 35 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + WBounce 60 Crumple 100 74 + WBounce 60 + WStick 35 11 +0 +2 Click!

Specials

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
Type:Shooter "Breunor" ABBCF Es ShooterBreunor.png
236A
800 All 15 30? Total: 44 -8 P1 - R 80 85 Long 2 13 17 20 21 32 0/+8 +8 +9 Click!
Type:Shooter "Breunor" BBBCF Es ShooterBreunor.png
236B
800 All 27 122? Total: 48 0 P1 - R 80 85 Long 2 13 17 20 21 32 0/+8 +8 +9 Click!
Additional Projectile A/BBBCF Es ShooterBreunor.png
Breunor > 236A/B
800 All 16 30? Total: 42 -5 P1 - R 80 85 Long 2 13 17 20 21 32 0/+8 +8 +9 Click!
  • If followup shot touches first shot, it becomes a powered up shot
Powered Up ProjectileBBCF Es ShooterBreunor.png 1200 All 1 103 - - P2 - R 80 85 Short 3 16 Launch 36 + Slide 10 Launch 50 + Slide 10 0/+11 +11 +12 Click!
Air Type:Shooter "Breunor" ABBCF Es ShooterBreunorAir.png
j.236A
800 All 17 Until Hit Total: 47 + 9L - P1 - R 80 85 Long 2 13 17 20 21 32 0/+8 +8 +9 Click!
Air Type:Shooter "Breunor" BBBCF Es ShooterBreunorAir.png
j.236B
800 All 26 Until Hit Total: 47 + 9L - P1 - R 80 85 Long 2 13 17 20 21 32 0/+8 +8 +9 Click!
Air Additinal Projectile A/BBBCF Es ShooterBreunorAir.png
Breunor > j.236A/B
800 All 13 Until Hit Total: 39 + 9L - P1 - R 80 85 Long 2 13 17 20 21 32 0/+8 +8 +9 Click!
Type: Slasher "Griflet"BBCF Es SlasherGriflet.png
623C
880*2 All 13 3(12)9 Until L+12 -33 B 1~15 All R 60 82 Very Short 4 18 19,Launch 45 24, Launch 60 12 +0 +5 Click!
  • Enhanced version cancels into Griflet Followup on 46 on hit
Air Type: Slasher "Griflet"BBCF Es SlasherGriflet.png
j.623C
880*2 All 10 3 (12) 6 Until L+12 - H 1~12 All R 60 82 Very Short 4 18 19,Launch 45 24, Launch 60 12 +0 +5 Click!
  • Enhanced version cancels into Griflet Followup on 46 on hit
Griflet CrestBBCF Es SlasherGriflet.png
Enhanced
800 All Ground: 56
Air: 53
6 - -18 P1 - - 60 100 Long 1 11 17 40 21 51 0/+9 +9 +9 Click!
Griflet FollowupBBCF Es SlasherGriflet.png
Enhanced
600 - 22 8 40 Total - P1 - R 60 100 Long 4 16 Launch 60 + GBounce 60 Launch 75 + GBounce 60 0/+9 +9 +14 Click!
Type: Slasher "Mordred"BBCF Es SlasherMordred.png
214C
1000 All 16~22 4 22 -7 B - R 90 82 Long 4 18 24 40 29 55 12 +0 +5 Click!
Mordred CrestBBCF Es SlasherMordred.png
Enhanced
800 All 21 6 - +3 P1 - - 70 100 Long 1 11 17 40 21 51 0/+9 +9 +9 Click!
  • Crest activates 21F after Mordred becomes active
  • Crest does not come out if Mordred Followup is used
  • Crest comes out on the 21st frame
Mordred FollowupBBCF Es SlasherMordred2.png
Mordred > 214C
1000 All 11 4 23+7L -16 B - R 80 82 Long 4 18 Spin Fall 35 55 Spin Fall 43 73 12 +0 +5 Click!
  • Fatal Counter
Morded Followup CrestBBCF Es SlasherMordred2.png
Enhanced
800 All 23 4 - -4 P1 - - 70 100 Long 1 11 Crumple 55 55 Crumple 71 66 0/+9 +9 +9 Click!
Type: Slasher "Gawain"BBCF Es Gawain.png
214B
1000 High/Air 27 4 Until L+13 -3 H 9~30 FT R 90 82 Normal 4 18 22 40 + GBounce 37 55 + GBounce 12 +0 +5 Click!
Type: Slasher "Gawain" (Charged)BBCF Es Gawain.png
214[B]
1300 High/Air 36 3 13 +3 H 9~38 FT R 90 82 Normal 4 18 24 40 + GBounce 29 55 + GBounce 12 +0 +0 Click!
  • Fatal Counter
Gawain CrestBBCF Es Gawain.png
Enhanced
800 All 12 - - +4 [+10] P1 - - 70 100 Long 1 11 17 40 21 51 0/+9 +9 +9 Click!
  • Values in [] are for full charge
  • Crest activates 12F after slash becomes active
Type: Assaulter "Erec"BBCF Es AssaulterErec.png
214A
0, 3000 Throw(70) 31 9 Until L+24 - HT - R 80 100,70 Normal 0, 3 - Launch 100 Launch 100 - 0 +0 Click!
Type: Enchanter "Bors"BBCF Es EnchanterBors.png
214D
- - - - 36 - - - - - - - - - - - - - - - - Click!
Type: Assaulter "Tristan"BBCF Es j2B.png
j.2B
600 All 10 12 8+4L - H - R 80 90 Long 2 13 14 20 18 32 10 +0 +1 Click!
  • Can cancel into Tristan 2 on 41
Type: Assaulter "Tristan" 2BBCF Es j2B.png
Tristan > j.2B
600 All 10 6 7+4L - H - R 80 90 Long 2 13 19 25 23 37 10 +0 +1 Click!
  • Can cancel into Tristan 3 on 16
Type: Assaulter "Tristan" 3BBCF Es j2BBB.png
Tristan 2 > j.2B
900 All 15 4 12+8L - H - R 80 90 Long 3 16 Launch + Down 23 60 Launch + Down 23 74 11 +0 +2 Click!

Distortion Drives

  • 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
Type: Shooter "Palamedes"BBCF Es ShooterPalamedes.png
632146A/B
2200
[2200, 220*N]
All 3+(50 Flash)+6 Until Hit 23+12L -10 P2 1~2 P
3 All
4~12 P
R 70 72 Very Short 4 18 Launch 40 Launch 55 0/+6 [0/+1] +6 [+0] +11 [+0] Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 660 [660 + 66*N]
Air Type: Shooter "Palamedes"BBCF Es ShooterPalamedes.png
j.632146A/B
2200
[2200, 220*N]
All 3+(50 Flash)+6 Until Hit Until L+15 - P2 1~2 P
3 All
4~12 P
R 70 72 Very Short 4 18 Launch 40 Launch 55 0/+6 [0/+1] +6 [+0] +11 [+0] Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 660 [660 + 66*N]
Type: Slasher "Galahad"BBCF Es SlasherGalahad.png
632146C
1000, 2500
[1000, 150*6, 2500]
All 6+(40 Flash)+15 9 24 -14 B 1~23 All R 100 70 Very Short 4 18 Stagger 74 Stand Stagger 74 Stand 12, 0 +0 +5, +0 Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 1050 [1320]
Type: Enchanter "Percival"BBCF Es EnchanterPercival.png
632146D
- - - - 4+(109 Flash)+16 - - 4~End All - - - - - - - - - - - - - Click!
  • Lasts for 450F, 900F during OD
  • Activating again refreshes duration.

Exceed Accel

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
Type: Braver LancelotBBCF Es BraverLancelot.png
ABCD during OD
600*5 {600*5, 550*5} All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 + Down 43 - - 20 20, 6*2, 0/+2, 0/+12
{20, 6*5, 0/+3*4, 0/+20}
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {575+55}

Astral Heat

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
Type: Exterminator "Artorius"BBCF Es AH.png
236236C
30000 All 4+(55 Flash)+14 3 64 -26 B 1~18 All - - - Long 5 20 - - - - 0/+20 - - Click!

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] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special
5C[1] - - 2C, 3C 5D, 2D, 6D Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C , 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C[1] - - 5C, 3C 5D, 2D, 6D Jump, Special
6A - 6B 3C 5D. 2D. 6D Special
6B - - - - Jump[-], Special
6C - - - 5D, 2D, 6D Special
3C - - - 5D, 2D, 6D Special
5D - - - - Special
2D - - - - Jump, Special
6D - - - - Jump[-], 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.BB[+] j.C j.D Jump, Special
j.BB - - j.C j.D Jump, Special
j.C - - - j.D[-] 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

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