BBCF/Izayoi/Frame Data

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System Data[edit]

Health:11,000
Prejump:4F
Backdash:21F (1~5F Inv All)
Unique Movements:2 Air Dashes (during Gain Arts), Hover Dash (during Gain Arts)


Normal 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
5ABBCP Izayoi 5A.png 300 All 6 3 9 0 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
  • Slaver Trans-Am bit attack occurs on frame 6
5BBBCP Izayoi 5B.png 640 Mid 10 6 18 -12 B - SR 100 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
  • Slaver Trans-Am bit attack occurs on frame 10
5CBBCP Izayoi 5C.png 850 Mid 12 6 20 -9 B - S(J)R 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 12
5CBBCP Izayoi 5C(GA).png
Gain Arts
850 Mid 9 3 15 -1 B - S(J)R 100 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 9
2ABBCP Izayoi 2A.png 300 Low 7 3 8 1 F - SR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
  • Slaver Trans-Am bit attack occurs on frame 7
2BBBCP Izayoi 2B.png 550 Low 9 2 18 -6 F - SR 90 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
  • Slaver Trans-Am bit attack occurs on frame 9
2CBBCP Izayoi 2C.png 830 Mid 12 6 15 -4 F - SR 100 89 Long 3 16 17 17 Crumple 57 34 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
2CBBCP Izayoi 2C(GA).png
Gain Arts
750*2 Mid 18 3(6)3 11 5 F - S(J)R 100 92 Long 4 18 19 26 27 44 12 +0 +5 Click!
  • Slaver Trans-Am bit attack occurs on frame 27
  • Fatal Counter
6ABBCP Izayoi 6A.png 700 Mid 12 3 21 -6 B - SJR 100 89 Long 3 16 17 26 22 40 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 12
6BBBCP Izayoi 6B.png 800 High 24 3 3+15L -2 H 4~23 F SR 80 92 Normal 4 18 19 19 + Down 23 24 36 + GBounce + Down 23 12 +0 +5 Click!
  • Slaver Trans-Am bit attack occurs on frame 10
  • Bonus Proration 110%
  • Game checks input on Frame 3, if B is held, 6[B] version is performed instead.
6[B][[File:BBCP_Izayoi_6[B].png|200x200px]] - - - - 36 - - 4~23 F - - - - - - - - - - - - - Click!
  • Slaver Trans-Am bit attack occurs on frame 10
6CBBCP Izayoi 6C.png 900 Mid 19 3 30 -14 B 4~10 B SR 90 92 Long 4 18 19 19 27 37 12 +0 +5 Click!
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
6CBBCP Izayoi 6C(GA).png
Gain Arts
900 Mid 20 3 17 +1 B - SR 100 82 Long 5 20 Launch 26 Launch 53 13 +0 +8 Click!
  • Slaver Trans-Am bit attack occurs on frame 23
  • Fatal Counter
3CBBCP Izayoi 3C.png 900 Low 12 3 21 -7 F - SR 90 89 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 12
3CBBCP Izayoi 3C(GA).png
Gain Arts
1000 Low 16 6 21 -10 F - SR 90 89 Long 3 16 Launch 40 Launch 57 + Down 23 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 22
  • Fatal Counter
j.ABBCP Izayoi jA.png 300 High/Air 6 3 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
  • Slaver Trans-Am bit attack occurs on frame 6
j.BBBCP Izayoi jB.png 600 High/Air 10 6 15 - H - SJR 80 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
  • Slaver Trans-Am bit attack occurs on frame 10
j.CBBCP Izayoi jC.png 900 High/Air 12 3 18 - H - SR 80 89 Long 3 16 17 40 22 54 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 12
j.CBBCP Izayoi jC(GA).png
Gain Arts
800 High/Air 12 5 21 - H - SJR 80 89 Long 3 16 17 20 22 34 11 +0 +2 Click!
  • Slaver Trans-Am bit attack occurs on frame 9

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
5DBBCP Izayoi 5D.png - - - - 23 - - - - - - - - - - - - - - - - Click!
2DBBCP Izayoi 2D.png - - - - 24 - - - - - - - - - - - - - - - - Click!
j.DBBCP Izayoi jD.png - - - - 24 - - - - - - - - - - - - - - - - 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 ThrowBBCP Izayoi ForwardThrow.png 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 60 + WBounce + Slide 30 - - 0 +0, +12, +10 +0, +12, +10 Click!
  • Minimum Damage 100%
Back ThrowBBCP Izayoi BackThrow.png 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 60 + WBounce + Slide 30 - - 0 +0, +12, +10 +0, +12, +10 Click!
  • Minimum Damage 100%
Air ThrowBBCP Izayoi AirThrow.png 0*2, 1500 Throw(120) 7 3 23+3L - T - R 100 50 (Once) Normal 0*2, 4 - - 200 - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Izayoi 6C(GA).png 0 All 16 4 27 -12 B - R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Izayoi CrushTrigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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
Sonic Sabre A200x200px
236A
800 All 20 Until Offscreen Total: 43 -3 P1 - R 80 85 Normal 2 13 19 19 23 31 0/+7 +10 +11 Click!
  • Can cancel into D Warp on 16
Sonic Sabre DBBCF Izayoi SonicSabreD.png
236D
600 per shot All 20 Until Offscreen Total: 42 - P1 - R 80 85 Normal 2 13 19 19 23 31 0/+10 +10 +11 Click!
  • Fires 3 shots normally, 5 shots in OD
  • Can cancel into D Warp on 16
Air Sonic Sabre ABBCP Izayoi SonicSabreAir.png
j.236A
800 All 16 Until Offscreen Total: 45+6L - P1 - R 80 85 Normal 2 13 22 22 26 34 0/+10 +10 +11 Click!
  • Can cancel into D Warp on 16
Air Sonic Sabre DBBCF Izayoi SonicSabreDAir.png
j.236D
600 per shot All 16 Until Offscreen Total: 45 - P1 - R 80 85 Normal 2 13 22 22 26 34 0/+10 +10 +11 Click!
  • Fires 3 shots normally, 5 shots in OD
  • Can cancel into D Warp on 16
Crusade Seraphim βBBCP Izayoi CrusadeSeraphimBeta.png
236C
900 Mid 11~96 3 24 -10 B - R 90 89 Long 3 16 Launch 17 Launch 31 6 +0 +2 Click!
  • Press A to feint
Crusade Seraphim β Feint
Seraphim β > A
- - - - 9T - - - - - - - - - - - - - - - - Click!
  • Fastest Attack > Feint is 17
Crusade Seraphim γBBCP Izayoi CrusadeSeraphimGamma.png
236B
850 Low 14~105 3 28 -14 F - R 90 79 Long 3 16 Launch + Down 25 30 Launch + Down 25 44 6 +0 +2 Click!
  • Press A to feint
Crusade Seraphim γ Feint
Seraphim γ > A
- - - - 9T - - - - - - - - - - - - - - - - Click!
  • Fastest Attack > Feint is 17
Crusade Seraphim αBBCP Izayoi CrusadeSeraphimAlpha.png
623B
950 Mid 9~90 3 32 -18 B 4~(11~92) H R 80 89 Normal 3 16 Launch 41 Launch 55 6 +0 +2 Click!
  • Press A to feint
Crusade Seraphim α Feint
Seraphim α > A
- - - - 12 - - - - - - - - - - - - - - - - Click!
  • Fastest Slash > Feint is 17
Valkyrie AstraeaBBCP Izayoi ValkyrieAstraea.png
Seraphimß/γ > 6D
1100
[1100, 150*4]
- 9 3 21 -5 B - R 100 72 Long 4 18 Launch 44
[44*3, 55]
Launch 59
[59*3, 70]
12
[12,3*4]
+0 +5 Click!
  • Values in [] are during OD
  • Fatal Counter
  • [Only does 1 hit on block]
Air Crusade Seraphim βBBCP Izayoi CrusadeSeraphimBeta.png
j.236C
1050 All 11 3 Until L - H - R 90 89 Long 3 16 Launch 44 Launch 58 6 +0 +2 Click!
Air Crusade Seraphim γBBCP Izayoi CrusadeSeraphimGamma.png
j.236B
1020 All 11 3 Until L - H - R 90 89 Long 3 16 Launch 44 Launch 58 6 +0 +2 Click!
Air Crusade Seraphim αBBCP Izayoi CrusadeSeraphimAlpha.png
j.623B
1080 All 11 3 Until L - H - R 90 89 Long 3 16 Launch 43 Launch 57 6 +0 +2 Click!
Strike FallBBCP Izayoi StrikeFall.png
Seraphim/Aegis > D
1300 All 25 Until L 27 - H - R 90 92 Long 4 18 Launch 100 + GBounce Launch 115 + GBounce 2/+0 +6 +6 Click!
  • Minimum Damage 20%
Aegis BladeBBCP Izayoi AegisBlade.png
623C
1000 Mid 15~104 3 46 -32 B 1~17 All [1-12 All] R 60 89 Very Short 3 16 Launch 60 Launch 74 6 +0 +2 Click!

Press A to feint

Aegis Blade Feint
Aegis > A
- - - - 24 - - - - - - - - - - - - - - - - Click!

Fastest DP > Feint is 35

A Mirage ThrusterBBCP Izayoi MirageThruster1.png
214A
- - - - 40 - - 12~21 All - - - Long - - - - - - - - - Click!
B Mirage ThrusterBBCP Izayoi MirageThruster1.png
214B
- - - - 41 - - 14~24 All - - - Long - - - - - - - - - Click!
C Mirage ThrusterBBCP Izayoi MirageThruster1.png
214C
- - - - 43 - - 16~23 All - - - Long - - - - - - - - - Click!
D Mirage ThrusterBBCP Izayoi MirageThruster2.png
214D (air OK)
- - - - 31 - - 10~20 All - - - Long - - - - - - - - - Click!

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
Justice PhorizerBBCP Izayoi JusticePhorizer.png
236236C
2500 [3000] All 1+(88 Flash)+6 9 49 -39 B 1~15 All R 80 82 Very Short 4 18 Launch 40 + Slide 20 Launch 55 + Slide 20 12 +0 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 750 [900]
Slaver Trans-AmBBCP Izayoi SlaverTransAm.png
632146D
- - - - 4+(154 Flash)+2 - - 4~4 All - - - - - - - - - - - - - Click!
  • Values in [] are during OD
  • Trans-Am lasts for 360F [720F]
Trans AM AttackBBCP Izayoi SlaverTransAm.png
After Normal Attack
200 per hit All - 8 - - P1 - - 100 100 Long 2 13 17 17 21 29 0/+5 +5 +6 Click!
  • Automatic during Slaver Trans-Am when performing normal moves.

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
Banshee LancerBBCF Izayoi BansheeLancer.png
ABCD during OD
600, 450*2, 0, 1500
{600, 450*6, 0, 2400}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 60 - - 20, 0 +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+54}

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
Judge Of DestinyBBCP Izayoi JudgeOfDestiny.png
BBCP Izayoi JudgeOfDestiny2.png

632146C
0, 27000 All 4+(131 Flash)+11 9 35 -30 B 1~23 All - 100 92 Long 4 18 - - - - 20/-5 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table (Normal Mode)
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C 5D, 2D Special
5C[1] - - 2C, 6C, 3C 5D, 2D Jump[-], Special
2A[2] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 3C 5D, 2D Throw, Special
2B[1] - 5B 5C, 2C, 3C 5D, 2D Special
2C[1] - 6B 5C, 6C, 3C 5D, 2D Special
6A - 5B, 2B 5C, 2C 5D, 2D Jump, Special
6B - - - - Special
6C - - - - Special
3C - - - 5D, 2D Special
Ground Revolver Action Table (Gain Arts Mode)
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C 5D, 2D Special
5C - 6B 2C, 6C, 3C 5D, 2D Jump, Special
2A[2] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C 5D, 2D Special
2C - 6B 6C, 3C 5D, 2D Jump[-], Special
6A - 5B, 2B 5C, 2C 5D, 2D Jump, Special
6B - - - - Special
6C - - - - Jump[-], Special[-]
3C - - - - Special[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.C GA j.D Throw, Jump, Special
j.B j.A - j.C, j.C GA j.D Jump, Special
j.C - - - j.D Special
j.C GA - - - j.D Jump, 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]

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