BBCF/Frame Data

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< BBCF
Revision as of 15:01, 8 June 2022 by Worldjem (talk | contribs) (→‎Ground Recovery: Quick Tech actually only allows special/super cancels after 13 frames, can't cancel into normals. Tested with IM frame advance.)

How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data

BBCF Amane Icon.png BBCF Arakune Icon.png BBCF Azrael Icon.png BBCF Bang Icon.png BBCF Bullet Icon.png BBCF Carl Icon.png

BBCF Celica Icon.png BBCF Es Icon.png BBCF Hakumen Icon.png BBCF Hazama Icon.png BBCF Hibiki Icon.png BBCF Izanami Icon.png

BBCF Izayoi Icon.png BBCF Jin Icon.png BBCF Jubei Icon.png BBCF Kagura Icon.png BBCF Kokonoe Icon.png BBCF Litchi Icon.png

BBCF Mai Icon.png BBCF Makoto Icon.png BBCF Naoto Icon.png BBCF Nine Icon.png BBCF Noel Icon.png BBCF Platinum Icon.png

BBCF Rachel Icon.png BBCF Ragna Icon.png BBCF Relius Icon.png BBCF Susanoo Icon.png BBCF Tager Icon.png BBCF Taokaka Icon.png

BBCF Tsubaki Icon.png BBCF Terumi Icon.png BBCF Valkenhayn Icon.png BBCF Lambda Icon.png BBCF Mu Icon.png BBCF Nu Icon.png


Character Comparisons

Character Data

Character Health Combo Rate Negative Penalty Resistance Prejump Backdash Ground Throw Range Air Throw Range
Amane 10,500 60 4 4F 28F (1~7F Inv All) 266 344
Arakune 10,500 60 5 5F 32F (1~24F Inv All) 266 344
Azrael 12,000 60 5 4F 28F (1~20F Inv All) 266 344
Bang 11,500 60 4 4F 36F (1~9F Inv All) 266 344
Bullet 11,500 60 5 4F 25F (1~7F Inv All) 266 344
Carl 10,000 60 5 4F 22F (1~7F Inv All) 266 344
Celica 10,000 60 4 4F 25F (1~7F Inv All) 266 344
Es 10,500 60 4 4F 26F (1~5F Inv All) 266 344
Hakumen 12,000 60 5 4F 16F (1~4F Inv Throw) 266 344
Hazama 11,000 60 4 4F 21F (1~7F Inv All) 266 344
Hibiki 11,000 60 4 4F 22F (1~4F Inv All) 266 344
Izanami 10,500 60 4 4F 22F (1~7F Inv All) 266 344
Izayoi 11,000 60 4 4F 22F (1~5F Inv All) 266 344
Jin 11,000 60 4 4F 22F (1~5F Inv All) 266 344
Jubei 11,000 60 4 4F 28F (1~7F Inv All) 266 344
Kagura 11,500 60 5 4F 25F (1~7F Inv All) 266 344
Kokonoe 10,500 60 4 4F 21F (1~5F Inv All) 266 344
Lambda 10,500 60 4 4F 25F (1-7F Inv All) 266 344
Litchi 11,000 60 4 4F 30F (1~5F Inv All) 266 344
Mai 11,000 60 4 4F 25F (1~7F Inv All) 266 344
Makoto 11,000 60 4 4F 22F (1~5F Inv All) 266 344
Mu 10,000 60 4 4F 25F (1~5F Inv All) 266 344
Naoto 11,500 60 4 4F 22F (1~4F Inv All) 266 344
Nine 10,500 60 4 4F 40F (1-4F Inv P, 5-32F Inv All) 266 344
Noel 11,000 60 4 4F 22F (1~5F Inv All) 266 344
Nu 10,000 60 4 4F 24F (1~7F Inv All) 266 344
Platinum 11,000 60 4 4F 22F (1~7F Inv All) 266 344
Rachel 11,000 60 4 4F 23F (1~7F Inv All) 266 344
Ragna 10,000 60 4 4F 22F (1~5F Inv All) 266 344
Relius 11,000 60 4 4F 22F (1~7F Inv All) 266 344
Susanoo 12,500 60 4 4F 22F (1~5F Inv All) 296 344
Tager 13,000 60 6 6F 27F (1~20F Inv All) 401 453
Taokaka 10,000 60 4 4F 22F (1~7F Inv All) 266 344
Terumi 10,500 60 3 4F 22F (1~5F Inv All) 266 344
Tsubaki 11,000 60 4 4F 22F (1~5F Inv All) 266 344
Valkenhayn 10,500 60 5 Human: 4F
Wolf: 4F
Human: 22F (1-5F Inv All)
Wolf: 25F (1-7F Inv All)
Human: 266
Wolf: 357
Human: 344
Wolf: 383
  • Combo Rate still being looked at
  • Throw range is horizontal distance in pixels between each character's origin point at 1080p
    • It's likely that the actual throw ranges are neater numbers, but doing in game measurements is imprecise.

System Data

Ground Recovery

Roll Options When Knocked Down
Forward Roll

6 + A/B/C

  • 1~3F Fully invincible
  • 4~17F Throw invincible, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
  • 1~10F can pass through opponent
Back Roll

4 + A/B/C

  • 1~10F Fully invincible
  • 11~17F Throw invincible, if hit you will be in the air
  • 18~30F Guard possible, if hit will be in crouching position
  • 1~10F can pass through the opponent
Quick Tech

2 + A/B/C

  • 1~13F Throw invincible, if hit you will be in the air
  • 14~19F Throw invincible, guard possible, cancellable into any grounded special attack, if hit will be in standing position
  • Will automatically Quick Tech after lying on the ground for 68 frames
Neutral Tech

no direction + A/B/C

  • 1~32F Fully invincible
Emergency Tech
1~32F Fully invincible

Air Recovery

The following time table shows a character's options and status during a knockdown.

BBCFKnockdown-TimelineFixed.png

Air Ukemi
1~15F Fully invincible

Overdrive

Overdrive Activation

Overdrive Activation
Type Recovery
Normal 3+13F
Overdrive Cancel 3+3F
Guard Cancel 3+23F
  • All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3)

Overdrive Duration

Overdrive Duration vs. Remaining Health (in Frames)
100% - 91% 90% - 82% 81% - 73% 72% - 63% 62% - 54% 53% - 45% 44% - 35% 34% - 0%
240 270 300 330 360 390 420 480
  • Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel

Burst

Burst Frame Data
P1 P2 Startup Active Recovery Frame Advantage Untechable Invuln.
10 80 6 6 43 -24 300 1-48 All
  • Air Burst is vulnerable until landing
  • Ends Active Flow and disables it for the rest of the round

Hitstun Decay

Hitstun/Untechable Decay vs. Time
Combo Duration 120F~ 300F~ 480F~ 660F~
Decay -2F -5F -10F Reduced to 1F

Starter Rating

Starter's Effect on Combo Duration
Starter Long Normal Short Very Short
Time Consumed 0F 60F 120F 300F

Attack Level

Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple (Crumple Hits Only) 20 22 24 27 29 31
Crumple Fall (Crumple Hits Only) 30 32 34 37 39 41
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple (Counter Hit) = Crumple × 2
  • Crumple Fall (Counter Hit) = Crumple Fall Start × 1.5
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

Heat Gain Table

Heat Gain Table
Situation Formula
Opponent getting hit Scaled Damage × 0.72
Getting hit Scaled Damage × 0.4
Opponent blocking attack Base Damage × 0.18
Normal blocking attack Base Damage × 0.1
Instant blocking attack (Base Damage × 0.2) + 100
  • Heat Gauge is 10,000 units, so 100 units = 1 Heat
  • Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.
    • Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units)
  • Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker
  • Using Barrier does not affect Heat Gain
  • Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block

Building Active Flow

In order to get Active Flow you must reach 1000p while performing an action that is an Active Flow Catalyst. This meter resets to zero at the start of each round.

Building Active Flow
Action Catalyst Value Notes
Pressing An Attack Button No 1p This means missing in neutral or during a combo. Move must have active frames to count.
Attack Hit Yes 85p Only applies to isolated hits or ones that start a combo. Does not require the move to inflict damage.
Counter Hit Yes 85p + 50p
Fatal Counter Hit Yes 85p + 100p
Additional Hit Yes 5p Applies to all hits during a combo
Attack Blocked No 5p
Moving Forward No Distance Value x0.5p
Moving Backward No 0p
Negative Penalty No -1000p
Opponent Getting Negative Penalty Yes 1000p
Blocking No 3p
Blocking Standing Overhead No 85p Applies to grounded overheads only
Instant Blocking No 3p + 1p
Barrier No 3p + 1p
Instant Barrier No 3p + 1p + 1p
Getting Hit No 4p
Using Attribute Invul Successfully No 100p Anything that makes the blue/white invul circle appear and the opponent's active frames go through it.

Ex: backdashing through an attack, using a DP through an attack, using head invuln against a jump in, etc.

Burst No -999999p Locks out Active Flow for the rest of the round
Active Flow Ends No -999999p Locks out Active Flow for the rest of the round
Overdrive Activation Yes 10p
Exceed Accel Yes 999999p
Spending 25 Heat No 50p
Successful Guard Break No 250p Because spending 25 meter gets you 50p already, getting a successful guard break with Crush Trigger nets you 300p
Spending 50 Heat (Rapid/Super) No 100p
Spending 100 Heat (Astral) No 200p
Throw Yes 142p
Throw Break Yes 170p
During OD No x2 multiplier (stacks)
During <35% HP No x2 multiplier (stacks)

Navigation

Click [★] for character's full frame data

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