BBCF/Es/Frame Data

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System Data[edit]

Health

10,500

Combo Rate

60%

Prejump

4F

Backdash

26F (1-5F Inv)

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

Drive Moves[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
5D 730 SR 100 89 Long Mid 3 B 25 [23] 5 29 0 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 Crest 740 [740*2] - 80 89 Normal All 1 P1 49 [47] 3 [3(7)3] - - 11 17 21 21 32 0/+9 +9 +11 - Click!
  • Values in [] are during OD
2D 760 SR 90 89 Long Mid 3 B 30 [27] 6 17 -5 16 Launch 30 Launch 44 11 +0 +2 - Click!
  • Values in [] are during OD
2D Crest 740 [740*2] - 80 89 Normal All 1 P1 113 [110] 3 [3(7)3] - - 11 17 21 21 32 0/+9 +9 +11 - Click!
6D 850 SR 90 92 Long Mid 4 B 25 [23] 6 14+10L -11 18 24 26 36 41 12 +0 +5 6-44 FT
[6-42 FT]
Click!
  • Values in [] are during OD
6D Crest 740 [740*2] - 80 89 Normal All 1 P1 78 [76] 3 [3(7)3] - - 11 17 21 21 32 0/+9 +9 +11 - Click!
  • Values in [] are during OD
j.D 800 SR 80 89 Long High/Air 3 H 23 [21] 5 23+8L - 16 Launch 35 Launch 49 11 +0 +2 - Click!
  • Values in [] are during OD
j.D Crest 740 [740*2] - 80 89 Normal All 1 P1 141 [139] 3 [3(7)3] - - 11 17 21 21 32 0/+9 +9 +11 - Click!
  • Values in [] are during OD

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, 500*3 SR 100 50 (Once) Normal Throw(70) 0, 3*3 T 7 3 23 - - Launch 60 - - - 0, 2/-2*2, 8/-2 +1 - Click!
  • Minimum Damge 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Spin Fall 36 - - - - 0, 12 +0 - Click!
  • Minimum Damge 100%
Air Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(120) 0*2, 3 T 7 3 23+3L - - - 200 + Down 63 - - - 0*2, 2 +0 - Click!
  • Minimum Damge 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 32 -16 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger 1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + WBounce 60 Crumple 100 74 + WBounce 60 + WStick 35 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + WBounce 60 Crumple 100 74 + WBounce 60 + WStick 35 11 +0 +2 - 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
Type:Shooter "Breunor" A
236A
800 R 80 85 Long All 2 P1 15 30? Total: 44 -8 13 17 20 21 32 0/+8 +8 +9 - Click!
Type:Shooter "Breunor" B
236B
800 R 80 85 Long All 2 P1 27 122? Total: 48 0 13 17 20 21 32 0/+8 +8 +9 - Click!
Additional Projectile A/B
Breunor > 236A/B
800 R 80 85 Long All 2 P1 16 30? Total: 42 -5 13 17 20 21 32 0/+8 +8 +9 - Click!
  • If followup shot touches first shot, it becomes a powered up shot
Powered Up Projectile 1200 R 80 85 Short All 3 P2 1 103 - - 16 Launch 36 + Slide 10 Launch 50 + Slide 10 0/+11 +11 +12 - Click!
Air Type:Shooter "Breunor" A
j.236A
800 R 80 85 Long All 2 P1 17 Until Hit Total: 47 + 9L - 13 17 20 21 32 0/+8 +8 +9 - Click!
Air Type:Shooter "Breunor" B
j.236B
800 R 80 85 Long All 2 P1 26 Until Hit Total: 47 + 9L - 13 17 20 21 32 0/+8 +8 +9 - Click!
Air Additinal Projectile A/B
Breunor > j.236A/B
800 R 80 85 Long All 2 P1 13 Until Hit Total: 39 + 9L - 13 17 20 21 32 0/+8 +8 +9 - Click!
Type: Slasher "Griflet"
623C
880*2 R 60 82 Very Short All 4 B 13 3 (12) 9 Until L+12 -33 18 19,Launch 45 24, Launch 60 12 +0 +5 1-15 All Click!
  • Enhanced version cancels into Griflet Followup on 46 on hit
Air Type: Slasher "Griflet"
j.623C
880*2 R 60 82 Very Short All 4 H 10 3 (12) 6 Until L+12 - 18 19,Launch 45 24, Launch 60 12 +0 +5 1-12 All Click!
  • Enhanced version cancels into Griflet Followup on 46 on hit
Griflet Crest
Enhanced
800 - 60 100 Long All 1 P1 Ground: 56
Air: 53
6 - -18 11 17 40 21 51 0/+9 +9 +9 - Click!
Griflet Followup
Enhanced
600 R 60 100 Long - 4 P1 22 8 40 Total - 16 Launch 60 + GBounce 60 Launch 75 + GBounce 60 0/+9 +9 +14 - Click!
Type: Slasher "Mordred"
214C
1000 R 90 82 Long All 4 B 16~22 4 22 -7 18 24 40 29 55 12 +0 +5 - Click!
Mordred Crest
Enhanced
800 - 70 100 Long All 1 P1 21 6 - +3 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 Followup
Mordred > 214C
1000 R 80 82 Long All 4 B 11 4 23+7L -16 18 Spin Fall 35 55 Spin Fall 43 73 12 +0 +5 - Click!
  • Fatal Counter
Morded Followup Crest
Enhanced
800 - 70 100 Long All 1 P1 23 4 - +4 11 Crumple 55 55 Crumple 71 66 0/+9 +9 +9 - Click!
Type: Slasher "Gawain"
214B
1000 R 90 82 Normal High/Air 4 H 27 4 Until L+13 -3 18 22 40 + GBounce 37 55 + GBounce 12 +0 +5 9-30 FT Click!
Type: Slasher "Gawain" (Charged)
214[B]
1300 R 90 82 Normal High/Air 4 H 36 3 13 +3 18 24 40 + GBounce 29 55 + GBounce 12 +0 +0 9-38 FT Click!
  • Fatal Counter
Gawain Crest
Enhanced
800 - 70 100 Long All 1 P1 12 - - +4 [+10] 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"
214A
0, 3000 R 80 100,70 Normal Throw(70) 0, 3 HT 31 9 Until L+24 - - Launch 100 Launch 100 - 0 +0 - Click!
Type: Enchanter "Bors"
214D
- - - - - - - - - - 36 - - - - - - - - - - Click!
Type: Assaulter "Tristan"
j.2B
600 R 80 90 Long All 2 H 10 12 8+4L - 13 14 20 18 32 10 +0 +1 - Click!
  • Can cancel into Tristan 2 on 41
Type: Assaulter "Tristan" 2
Tristan > j.2B
600 R 80 90 Long All 2 H 10 6 7+4L - 13 19 25 23 37 10 +0 +1 - Click!
  • Can cancel into Tristan 3 on 16
Type: Assaulter "Tristan" 3
Tristan 2 > j.2B
900 R 80 90 Long All 3 H 15 4 12+8L - 16 Launch 60 + Down 23 Launch 74 + Down 23 11 +0 +2 - Click!

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

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
Type: Braver Lancelot
ABCD during OD
600*5 {600*5, 550*5} - 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 + Down 43 - - 20 20, 6*2, 0/+2, 0/+12
{20, 6*5, 0/+3*4, 0/+20}
+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
  • Minimum Damage 10%: 300 {575+55}

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
Type: Exterminator "Artorius"
236236C
30000 - - - Long All 5 B 4+(55 Flash)+14 3 64 -26 20 - - - - 0/+20 - - 1-18 All 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] - 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[edit]


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BlazBlue: Central Fictione
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc