BBCF/Izayoi/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

21F (1-5F Inv)

GA Forward Dash Landing recovery 4F


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
  • Slaver Trans-Am bit attack occurs on frame 6
5B 640 SR 100 85 Long Mid 2 B 10 6 18 -12 13 14 14 18 26 10 +0 +1 - Click!
  • Slaver Trans-Am bit attack occurs on frame 10
5C 850 S(J)R 100 89 Long Mid 3 B 12 6 20 -9 16 17 17 22 31 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
5C
Gain Arts
850 S(J)R 100 89 Long Mid 3 B 9 3 15 -1 16 17 19 22 33 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 9
2A 300 SR 80 80 Normal Low 1 F 7 3 8 1 11 12 12 16 23 9 +0 +0 - Click!
  • Slaver Trans-Am bit attack occurs on frame 7
2B 550 SR 90 85 Normal Low 2 F 9 2 18 -6 13 14 14 18 26 10 +0 +1 - Click!
  • Slaver Trans-Am bit attack occurs on frame 9
2C 830 SR 100 89 Long Mid 3 F 12 6 15 -4 16 17 17 Crumple 57 34 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
2C
Gain Arts
750*2 S(J)R 100 92 Long Mid 4 F 18 3(6)3 11 5 18 19 26 27 44 12 +0 +5 - Click!
  • Slaver Trans-Am bit attack occurs on frame 27
  • Fatal Counter
6A 700 SJR 100 89 Long Mid 3 B 12 3 21 -6 16 17 26 22 40 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
6B 800 SR 80 92 Normal High 4 H 24 3 3+15L -2 18 19 19 + Down 23 24 36 + GBounce + Down 23 12 +0 +5 4-23 F 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] - - - - - - - - - - 36 - - - - - - - - - 4-23 F Click!
  • Slaver Trans-Am bit attack occurs on frame 10
6C 900 SR 90 92 Long Mid 4 B 19 3 30 -14 18 19 19 27 37 12 +0 +5 4-10 B Click!
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
6C
Gain Arts
900 SR 100 82 Long Mid 5 B 20 3 17 +1 20 Launch 26 Launch 53 13 +0 +8 - Click!
  • Slaver Trans-Am bit attack occurs on frame 23
  • Fatal Counter
3C 900 SR 90 89 Long Low 3 F 12 3 21 -7 16 Launch 40 Launch 54 + Down 23 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
3C
Gain Arts
1000 SR 90 89 Long Low 3 F 16 6 21 -10 16 Launch 40 Launch 57 + Down 23 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 22
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
  • Slaver Trans-Am bit attack occurs on frame 6
j.B 600 SJR 80 85 Long High/Air 2 H 10 6 15 - 13 14 14 18 26 10 +0 +1 - Click!
  • Slaver Trans-Am bit attack occurs on frame 10
j.C 900 SR 80 89 Long High/Air 3 H 12 3 18 - 16 17 40 22 54 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 12
j.C
Gain Arts
800 SJR 80 89 Long High/Air 3 H 12 5 21 - 16 17 20 22 34 11 +0 +2 - Click!
  • Slaver Trans-Am bit attack occurs on frame 9

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D - - - - - - - - - - 23 - - - - - - - - - - Click!
2D - - - - - - - - - - 24 - - - - - - - - - - Click!
j.D - - - - - - - - - - 24 - - - - - - - - - - Click!

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + WBounce + Slide 30 - - 0 +0, +12, +10 +0, +12, +10 - Click!
  • Minimum Damage 100%
Back Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + WBounce + Slide 30 - - 0 +0, +12, +10 +0, +12, +10 - Click!
  • Minimum Damage 100%
Air Throw 0*2, 1500 R 100 50 (Once) Normal Throw(120) 0*2, 4 T 7 3 23+3L - - - 200 - - - 0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 16 4 27 -12 18 Launch 19 Launch 34 12 +0 +5 - Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Sonic Sabre A
236A
800 R 80 85 Normal All 2 P1 20 Until Offscreen Total: 43 -3 13 19 19 23 31 0/+7 +10 +11 - Click!
  • Can cancel into D Warp on 16
Sonic Sabre D
236D
600 per shot R 80 85 Normal All 2 P1 20 Until Offscreen Total: 42 - 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 A
j.236A
800 R 80 85 Normal All 2 P1 16 Until Offscreen Total: 45+6L - 13 22 22 26 34 0/+10 +10 +11 - Click!
  • Can cancel into D Warp on 16
Air Sonic Sabre D
j.236D
600 per shot R 80 85 Normal All 2 P1 16 Until Offscreen Total: 45 - 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 β
236C
900 R 90 89 Long Mid 3 B 11~96 3 24 -10 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 γ
236B
850 R 90 79 Long Low 3 F 14~105 3 28 -14 16 Launch 30 + Down 25 Launch 44 + Down 25 6 +0 +2 - Click!
  • Press A to feint
Crusade Seraphim γ Feint
Seraphim γ > A
- - - - - - - - - - 9T - - - - - - - - - - Click!
  • Fastest Attack > Feint is 17
Crusade Seraphim α
623B
950 R 80 89 Normal Mid 3 B 9~90 3 32 -18 16 Launch 41 Launch 55 6 +0 +2 4-11~92 H Click!
  • Press A to feint
Crusade Seraphim α Feint
Seraphim α > A
- - - - - - - - - - 12 - - - - - - - - - - Click!
  • Fastest Slash > Feint is 17
Valkyrie Astraea
Seraphimß/γ > 6D
1100
[1100, 150*4]
R 100 72 Long - 4 B 9 3 21 -5 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 β
j.236C
1050 R 90 89 Long All 3 H 11 3 Until L - 16 Launch 44 Launch 58 6 +0 +2 - Click!
Air Crusade Seraphim γ
j.236B
1020 R 90 89 Long All 3 H 11 3 Until L - 16 Launch 44 Launch 58 6 +0 +2 - Click!
Air Crusade Seraphim α
j.623B
1080 R 90 89 Long All 3 H 11 3 Until L - 16 Launch 43 Launch 57 6 +0 +2 - Click!
Strike Fall
Seraphim/Aegis > D
1300 R 90 92 Long All 4 H 25 Until L 27 - 18 Launch 100 + GBounce Launch 115 + GBounce 2/+0 +6 +6 - Click!
  • Minimum Damage 20%
Aegis Blade
623C
1000 R 60 89 Very Short Mid 3 B 15~104 3 46 -32 16 Launch 60 Launch 74 6 +0 +2 1-17 All [1-12 All] Click!

Press A to feint

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

Fastest DP > Feint is 35

A Mirage Thruster
214A
- - - - Long - - - - - 40 - - - - - - - - - 12-21 All Click!
B Mirage Thruster
214B
- - - - Long - - - - - 41 - - - - - - - - - 14-24 All Click!
C Mirage Thruster
214C
- - - - Long - - - - - 43 - - - - - - - - - 16-23 All Click!
D Mirage Thruster
214D (air OK)
- - - - Long - - - - - 31 - - - - - - - - - 10-20 All Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Justice Phorizer
236236C
2500 [3000] R 80 82 Very Short All 4 B 1+(88 Flash)+6 9 49 -39 18 Launch 40 + Slide 20 Launch 55 + Slide 20 12 +0 +5 1-15 All Click!
  • Values in [] are during OD
  • Minimum Damage 30%: 750 [900]
Slaver Trans-Am
632146D
- - - - - - - - - - 4+(154 Flash)+2 - - - - - - - - - 4-4 All Click!
  • Values in [] are during OD
  • Trans-Am lasts for 360F [720F]
Trans AM Attack
After Normal Attack
200 per hit - 100 100 Long All 2 P1 - 8 - - 13 17 17 21 29 0/+5 +5 +6 - Click!
  • Automatic during Slaver Trans-Am when performing normal moves.

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Banshee Lancer
ABCD during OD
600, 450*2, 0, 1500
{600, 450*6, 0, 2400}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 60 - - 20, 0 +0 +0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {570+54}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Judge Of Destiny
632146C
0, 27000 - 100 92 Long All 4 B 4+(131 Flash)+11 9 35 -30 18 - - - - 20/-5 - - 1-23 All 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]


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BlazBlue: Central Fictione
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc