BBCF/Izanami/Frame Data: Difference between revisions

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< BBCF‎ | Izanami
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! Health
! Health
|| {{#lst:BBCF/Izanami/Data|health}}
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
|-
! Combo Rate
! Combo Rate
|| {{#lst:BBCF/Izanami/Data|comborate}}
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
|-
! Prejump
! Prejump
|| {{#lst:BBCF/Izanami/Data|prejump}}
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
|-
! Backdash
! Backdash
|| {{#lst:BBCF/Izanami/Data|backdash}}
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|-
|}
|}
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{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Izanami/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
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{{Description|22|text=*Hitbox fully extended after 10 frames
{{Description|22|text=*Hitbox fully extended after 10 frames
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{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBCF/Izanami/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
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{{AttackVersion|name=5CC|subtitle=|rowspan=2}}
{{AttackVersion|name=5CC|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|5CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|5CC Full}}
|-
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{{Description|22|text=*Izanami is also affected by hitstop
{{Description|22|text=*Izanami is also affected by hitstop
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{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Izanami/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Izanami/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
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{{Description|22|text=*Fatal Counter
{{Description|22|text=*Fatal Counter
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{{AttackVersion|name=2CC|subtitle=|rowspan=2}}
{{AttackVersion|name=2CC|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|2CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|2CC Full}}
|-
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{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lst:BBCF/Izanami/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lst:BBCF/Izanami/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
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{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
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{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:BBCF/Izanami/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{AttackVersion|name=6CC|subtitle=|rowspan=2}}
{{AttackVersion|name=6CC|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|6CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|6CC Full}}
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{{Description|22|text={{ColumnList |text=*Izanami is also affected by hitstop
{{Description|22|text={{ColumnList |text=*Izanami is also affected by hitstop
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{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Izanami/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBCF/Izanami/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
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{{Description|22|text={{ColumnList |text=*Second hit (projectile) activates when Izanami has Magatama equipped
{{Description|22|text={{ColumnList |text=*Second hit (projectile) activates when Izanami has Magatama equipped
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{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:BBCF/Izanami/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
|-
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|}
|}
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{{AttackVersion|name=5D/j.D|subtitle=}}
{{AttackVersion|name=5D/j.D|subtitle=}}
{{#lst:BBCF/Izanami/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{AttackVersion|name=6D|subtitle=}}
{{AttackVersion|name=6D|subtitle=}}
{{#lst:BBCF/Izanami/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Full}}
|-
|-
{{AttackVersion|name=1D/2D/3D|subtitle=}}
{{AttackVersion|name=1D/2D/3D|subtitle=}}
{{#lst:BBCF/Izanami/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{AttackVersion|name=4D|subtitle=}}
{{AttackVersion|name=4D|subtitle=}}
{{#lst:BBCF/Izanami/Data|4D Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Full}}
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|-
|}
|}
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{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
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{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
|-
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{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Izanami/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
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{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:BBCF/Izanami/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:BBCF/Izanami/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lst:BBCF/Izanami/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
|}
|}
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{{AttackVersion|name=Thunderbolt Lance A|subtitle=214A|rowspan=2}}
{{AttackVersion|name=Thunderbolt Lance A|subtitle=214A|rowspan=2}}
{{#lst:BBCF/Izanami/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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{{AttackVersion|name=Thunderbolt Lance B|subtitle=214B|rowspan=2}}
{{AttackVersion|name=Thunderbolt Lance B|subtitle=214B|rowspan=2}}
{{#lst:BBCF/Izanami/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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{{AttackVersion|name=Ghost Peak Strike|subtitle=236A|rowspan=2}}
{{AttackVersion|name=Ghost Peak Strike|subtitle=236A|rowspan=2}}
{{#lst:BBCF/Izanami/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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{{AttackVersion|name=Arms of Sympathy|subtitle=j.63214B|rowspan=2}}
{{AttackVersion|name=Arms of Sympathy|subtitle=j.63214B|rowspan=2}}
{{#lst:BBCF/Izanami/Data|j.63214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.63214B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*On hit/block, Izanami bounces back and is in recovery until landing+5
{{Description|22|text={{ColumnList |text=*On hit/block, Izanami bounces back and is in recovery until landing+5
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|-
{{AttackVersion|name=Shield of Dreams|subtitle=623B|rowspan=2}}
{{AttackVersion|name=Shield of Dreams|subtitle=623B|rowspan=2}}
{{#lst:BBCF/Izanami/Data|623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|623B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Appears on 17?
{{Description|22|text={{ColumnList |text=*Appears on 17?
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{{AttackVersion|name=Bulwark|subtitle=Shield > 623B|rowspan=2}}
{{AttackVersion|name=Bulwark|subtitle=Shield > 623B|rowspan=2}}
{{#lst:BBCF/Izanami/Data|Shield 623B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Shield 623B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Counterhit state for entire move
{{Description|22|text={{ColumnList |text=*Counterhit state for entire move
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{{AttackVersion|name=Distant Affection|subtitle=63214C|rowspan=2}}
{{AttackVersion|name=Distant Affection|subtitle=63214C|rowspan=2}}
{{#lst:BBCF/Izanami/Data|63214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|63214C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
{{AttackVersion|name=Droplet|subtitle=63214D|rowspan=2}}
{{AttackVersion|name=Droplet|subtitle=63214D|rowspan=2}}
{{#lst:BBCF/Izanami/Data|63214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|63214D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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{{AttackVersion|name=Orchid|subtitle=41236D|rowspan=2}}
{{AttackVersion|name=Orchid|subtitle=41236D|rowspan=2}}
{{#lst:BBCF/Izanami/Data|41236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|41236D Full}}
|-
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{{Description|22|text={{ColumnList |text=*Projectile moves forward until button is released
{{Description|22|text={{ColumnList |text=*Projectile moves forward until button is released
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{{AttackVersion|name=Flaming Dome|subtitle=41236C|rowspan=2}}
{{AttackVersion|name=Flaming Dome|subtitle=41236C|rowspan=2}}
{{#lst:BBCF/Izanami/Data|41236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|41236C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Hold button to charge shot
{{Description|22|text={{ColumnList |text=*Hold button to charge shot
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{{AttackVersion|name=Stake of Supremacy|subtitle=236236B|rowspan=2}}
{{AttackVersion|name=Stake of Supremacy|subtitle=236236B|rowspan=2}}
{{#lst:BBCF/Izanami/Data|236236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
{{AttackVersion|name=Hour of Nihility|subtitle=214214C|rowspan=2}}
{{AttackVersion|name=Hour of Nihility|subtitle=214214C|rowspan=2}}
{{#lst:BBCF/Izanami/Data|214214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214214C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
{{AttackVersion|name=Moment of Benevolence|subtitle=720A|rowspan=2}}
{{AttackVersion|name=Moment of Benevolence|subtitle=720A|rowspan=2}}
{{#lst:BBCF/Izanami/Data|720A Full}}
{{#lst:{{BASEPAGENAME}}/Data|720A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Costs 100 Heat
{{Description|22|text={{ColumnList |text=*Costs 100 Heat
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{{AttackVersion|name=Timestop End|subtitle=Automatic after timestop|rowspan=2}}
{{AttackVersion|name=Timestop End|subtitle=Automatic after timestop|rowspan=2}}
{{#lst:BBCF/Izanami/Data|Timestop End Full}}
{{#lst:{{BASEPAGENAME}}/Data|Timestop End Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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{{AttackVersion|name=Melancholy Death (Arc Drive)|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Melancholy Death (Arc Drive)|subtitle=ABCD during OD|rowspan=2}}
{{#lst:BBCF/Izanami/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
{{Description|22|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
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{{AttackVersion|name=Eternal Darkness|subtitle=1632143D}}
{{AttackVersion|name=Eternal Darkness|subtitle=1632143D}}
{{#lst:BBCF/Izanami/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
|-
|-
|}
|}
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*All cancels from j.C are on the first hit only
*All cancels from j.C are on the first hit only
==Navigation==
==Navigation==
{{#lst:BBCF/Izanami/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 08:13, 7 September 2020

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System Data

Health
Combo Rate
Prejump
Backdash


Normal Moves

  • 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
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
  • Hitbox fully extended after 10 frames
5C
5CC
  • Izanami is also affected by hitstop
2A
2B
2C
  • Fatal Counter
2CC
  • Izanami is also affected by hitstop
3C
6A
6B
  • 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.
6C
6CC
  • Izanami is also affected by hitstop
  • Bonus Proration 110%
j.A
j.B
j.C
  • Second hit (projectile) activates when Izanami has Magatama equipped
  • Izanami is also affected by hitstop of projectile
j.2C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D/j.D
6D
1D/2D/3D
4D

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Back Throw
  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Thunderbolt Lance A
214A
  • Fatal Counter
Thunderbolt Lance B
214B
Ghost Peak Strike
236A
Arms of Sympathy
j.63214B
  • On hit/block, Izanami bounces back and is in recovery until landing+5
Shield of Dreams
623B
  • Appears on 17?
  • On shield Guard Point, hitstop for Izanami reduced by 1F. Opponent hitstop unchanged
Bulwark
Shield > 623B
  • Counterhit state for entire move
Distant Affection
63214C
Droplet
63214D
Orchid
41236D
  • Projectile moves forward until button is released
Flaming Dome
41236C
  • 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

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Stake of Supremacy
236236B
  • Values in [] are during OD
  • Minimum Damage 20%: 960 [1220]
Hour of Nihility
214214C
  • 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 Benevolence
720A
  • 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
  • Startup is performed while time is still stopped.
  • Ends timestop
  • Minimum Damage 100%: 100

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Melancholy Death (Arc Drive)
ABCD during OD
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Eternal Darkness
1632143D

Revolver Action Table

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

To edit frame data, edit values in BBCF/Izanami/Frame Data/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.