BBCF/Izanami/Frame Data

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

System Data[edit]

Health:10,500
Prejump:4F
Backdash:22F (1~7F Inv All)
Unique Movements:Float, No Double Jump


Normal Moves[edit]

  • Listed Guard and Attribute types are for when Izanami is on the ground. During floating state, ground normals gain the following properties unless otherwise stated:
    • Strikes can be blocked All and become Head attribute attacks.
    • Can be canceled into end-float on hit/block
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 Izanami 5A.png 300 All 6 4 8 0 B - SJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCF Izanami 5B.png 650 Mid 8 5 18 -6 B - S(J)R 100 85 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Hitbox fully extended after 10 frames
5CBBCF Izanami 5C.png 840 Mid 11 3 24 -10 B - S(J)R 100 92 Long 3 16 17 25 22 39 11 +0 +2 Click!
5CCBBCF Izanami 5CC.png 600 All 13 11 Total: 37 -8 P - SR 100 89 Long 3 16 Stagger 27 29 Stagger 54 43 + Slide 10 7 +0 +2 Click!
  • Izanami is also affected by hitstop
2ABBCF Izanami 2A.png 300 All 6 3 9 0 F - SJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCF Izanami 2B.png 500 Low 9 6 24 -16 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCF Izanami 2C.png 880 Mid 19 3 27 -11 F - SR 100 92 Long 4 18 19 25 27 43 12 +0 +5 Click!
  • Fatal Counter
2CCBBCF Izanami 2CC.png 600 All 21 6 37 total 0 P1 - SR 100 89 Long 3 16 Spin Fall 33 31 Spin Fall 37 45 7 +0 +2 Click!
  • Izanami is also affected by hitstop
3CBBCF Izanami 3C.png 900 Low 14 9 33 -23 F - SR 90 82 Long 4 18 Launch 29 Launch 44 + Down 23 12 +0 +5 Click!
6ABBCF Izanami 6A.png 770 Mid 10 4 22+5L -14 B 7~13 H SJR 90 79 Long 3 16 Launch 30 Launch 44 11 +0 +2 Click!
6BBBCF Izanami 6B.png 980 High 25 4 21 -6 B 9~24 F SR 80 92 Normal 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5 Click!
  • Bonus Proration 110%
  • During float, 6B ends float and Izanami can cancel into air normals on hit/block
  • Remains an overhead if performed during float state.
6CBBCF Izanami 6C.png 650*2 Low, High 21 3 (9) 3 34 -18 F, B - S(J)R, SR 90 82 (Once) Long 4 18 Launch, Crumple 29 25, 60 + GBounce Launch, Crumple 58 40, 75 + GBounce 12 +0 +5 Click!
6CCBBCF Izanami 6CC.png 600 All 17 6 43 total -8 P1 - SR 100 92 Long 4 18 Launch 19 + Down 23 Launch 34 + Down 23 8 +0 +0 Click!
  • Izanami is also affected by hitstop
  • Bonus Proration 110%
j.ABBCF Izanami jA.png 300 High/Air 7 3 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCF Izanami jB.png 560 High/Air 9 6 12 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCF Izanami jC.png
BBCF Izanami jCC.png
800, 600 High/Air, All 13 5(8)6 11 - H, P1 - SJR 80 89 Long 3 16 17 17, 30 22 31, 44 11 +0 +2 Click!
  • Second hit (projectile) activates when Izanami has Magatama equipped
  • Izanami is also affected by hitstop of projectile
j.2CBBCF Izanami j2C.png 300*12 All 13 4*12 16 - H - SR 80 94 Long 3 16 17 17 22 31 1 +0 +2 Click!

Drive Moves[edit]

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
5D/j.DBBCF Izanami 5D.png - - - - Ground: 27
Air: 30
- - - - - - - - - - - - - - - - Click!
6DBBCF Izanami 6D.png 400*3 All 37 - - - P1 - - 80 85 Long 2 13 14 14 18 30 0/+3 +3 +4 Click!
1D/2D/3DBBCF Izanami 2D.png 400 per shot All 10 - - - P1 - - 80 85 Long 1 11 12 12 12 32 0 +0 - Click!
4DBBCF Izanami 4D.png 400 per shot All 10 20 - - P1 - - 80 85 Long 1 11 12 12 12 32 0 +0 - Click!

Universal Mechanics[edit]

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 Izanami ForwardThrow.png 0, 1500 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 80 + Down 23 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Back ThrowBBCF Izanami BackThrow.png 0*2, 1500 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 5 - Launch 60 + WBounce 60 - - - 0*2, 10 +0 Click!
  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Air ThrowBBCF Izanami AirThrow.png 0*2, 1500 Throw 7 3 23+3L - T - SJR 100 50 (Once) Normal 0*2, 4 - - 100 + GBounce 100 - - - 0*2, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Izanami 5B.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!
Crush TriggerBBCF Izanami CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 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 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!

Specials[edit]

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
Thunderbolt Lance ABBCF Izanami Tourai no Hoko A.png
214A
1200 All 25 4 16 -2 B - R 80 92 Long 4 18 Launch 50 + WBounce Launch 68 + WBounce + Down 23 12 +0 +5 Click!
  • Fatal Counter
Thunderbolt Lance BBBCF Izanami Tourai no Hoko B.png
214B
1000 Low 28 12 16 -9 F - R 80 92 Normal 4 18 Launch + Down 23 40 Launch + Down 23 55 12 +0 +5 Click!
Ghost Peak StrikeBBCF Izanami Gaihou no Geki.png
236A
800 All 14 6 Total: 45 -1 P1 - R 100 82 Long 4 18 19 19 24 34 12 +0 +5 Click!
Arms of SympathyBBCF Izanami Renge no Kai.png
j.63214B
900 All 14 Until L 5 - H - JR 80 89 Long 3 16 Launch 60 + GBounce Launch 74 + GBounce + Down 23 11 +0 +2 Click!
  • On hit/block, Izanami bounces back and is in recovery until landing+5
Shield of DreamsBBCF Izanami Mujuu no Tate Activate.png
623B
- - - - 46 - - - - - - - - - - - - - - - - Click!
  • Appears on 17?
  • On shield Guard Point, hitstop for Izanami reduced by 1F. Opponent hitstop unchanged
BulwarkBBCF Izanami Mujuu no Tate Deactivate.png
Shield > 623B
950 All 12 24 6 -9 P 1~15 All R 80 79 Very Short 3 16 Launch 60 Launch 74 4 +0 +2 Click!
  • Counterhit state for entire move
Distant AffectionBBCF Izanami Jiai no Yuu.png
63214C
0, 1000 Throw 13 3 40 - T - R 100 50 Normal 0, 4 18 Launch 100 - - - 0, 4 +0 Click!
DropletBBCF Izanami Shizuku.png
63214D
300*6 All 22 [10] - Total: 67 [0] - P1 - - 80 75 (Once) Normal 2 13 14 25 18 37 0/+1 +1 +2 Click!
OrchidBBCF Izanami Araragi.png
41236D
1000 All 68 [64] 12 Total: 36 [0] - P1 - R 80 92 Long 4 18 Launch 46 Launch 61 0/+12 +12 +14 Click!
  • Projectile moves forward until button is released
Flaming DomeBBCF Izanami Tengai no Hi.png
BBCF Izanami Tengai no Hi 2.png

41236C
See notes All 15 - - - P1 - R 100 94 Normal 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0/-1*N, 0 -1 - Click!
  • Hold button to charge shot
  • Damage when charging shot increases from 500*N > 600*N > 700*N > 800*N. During Timestop, damage is set to 300*N
  • When firing shot damage is 300*N,500*5

Distortion Drives[edit]

  • 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
Stake of SupremacyBBCF Izanami Hazen no Kui.png
236236B
800, 500*3, 2500
[800, 500*5, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All R 100 72 (Once) Normal 4 18 Launch 80 + WBounce - - 20 20, 5*3 [*5], 20 +5, +0*4 [*6] Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 960 [1220]
Hour of NihilityBBCF Izanami Kyomu no Koko.png
214214C
0, 150*2 [0, 250*2] Throw 7+(30 Flash)+0 6 52 - T - - 100 100 Very Short 0 - - - - - 0 +0 +0 Click!
  • Values in [] are during OD
  • Minimum Damage 100%: 300 [500]
  • Timestop lasts for ??? [???]
  • All damage caused during timestop cannot end the round.
  • Executes Timestop End at end of timestop
Moment of BenevolenceBBCF Izanami Jintou no Koku.png
720A
0 Unblockable 121 - 185 - D - - 100 100 Very Short 0 - - - - - 0 +0 +0 Click!
  • Costs 100 Heat
  • 100% minimum damage: 0
  • Executes Timestop End at end of timestop
  • Listed recovery is for the duration of the time stop.
  • All damage caused during timestop cannot end the round.
Timestop End
Automatic after timestop
100 - 0 0 63 - - All - - - - 0 - Crumple 53 999 + WBounce - - 0/+1 +1 - Click!
  • Startup is performed while time is still stopped.
  • Ends timestop
  • Minimum Damage 100%: 100

Exceed Accel[edit]

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
Melancholy Death (Arc Drive)BBCF Izanami Nayuta.png
ABCD during OD
600, 2400
{600, 5100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long 4 26 Crumple 53 Stand - - 20 20, 0 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {570+57}

Astral Heat[edit]

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
Eternal DarknessBBCF Izanami Tokoyo no Yami.png
1632143D
1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 B 1~39 All - 100 94 Long 5 20 - - - - 13 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[1] 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Jump[-], Special
5C[1] 6A 6B 5CC[+], 2C, 6C, 3C 5D Jump[-], Special
5CC - - - - Special
2A[1] 5A, 6A 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
2B[1] 6A 5B 5C, 2C, 3C 5D Special
2C[1] 6A - 5C, 2CC[+], 6C, 3C 5D Special
2CC - - - - Special
6A - - - - Levitate, Special
6B - - - 5D[-] Special
6C - - 6CC[-] 5D Special
6CC - - - 5D[-] Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Levitate, Special
j.B j.A - j.C, j.2C j.D Levitate, Special
j.C - - j.2C j.D Levitate, Special
j.2C - - - - Levitate, Special
j.D - - - - -
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
  • All cancels from j.C are on the first hit only

Navigation[edit]

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