BBCF/Izayoi/Frame Data: Difference between revisions

From Dustloop Wiki
< BBCF‎ | Izayoi
No edit summary
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{{#lst:BBCF/Izayoi/Data|5A Full}}
{{#lst:BBCF/Izayoi/Data|5A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 6
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 6
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|5B Full}}
{{#lst:BBCF/Izayoi/Data|5B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|5C Full}}
{{#lst:BBCF/Izayoi/Data|5C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|5C GA Full}}
{{#lst:BBCF/Izayoi/Data|5C GA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 9
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 9
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|2A Full}}
{{#lst:BBCF/Izayoi/Data|2A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 7
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 7
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|2B Full}}
{{#lst:BBCF/Izayoi/Data|2B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 9
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 9
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|2C Full}}
{{#lst:BBCF/Izayoi/Data|2C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
*Fatal Counter
*Fatal Counter
}}
}}
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{{#lst:BBCF/Izayoi/Data|2C GA Full}}
{{#lst:BBCF/Izayoi/Data|2C GA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 27
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 27
*Fatal Counter
*Fatal Counter
}}
}}
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{{#lst:BBCF/Izayoi/Data|6A Full}}
{{#lst:BBCF/Izayoi/Data|6A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|6B Full}}
{{#lst:BBCF/Izayoi/Data|6B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
*Bonus Proration 110%
*Bonus Proration 110%
*Game checks input on Frame 3, if B is held, 6[B] version is performed instead.
*Game checks input on Frame 3, if B is held, 6[B] version is performed instead.
Line 101: Line 91:
{{#lst:BBCF/Izayoi/Data|6[B] Full}}
{{#lst:BBCF/Izayoi/Data|6[B] Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|6C Full}}
{{#lst:BBCF/Izayoi/Data|6C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
*Fatal Counter
*Fatal Counter
}}
}}
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{{#lst:BBCF/Izayoi/Data|6C GA Full}}
{{#lst:BBCF/Izayoi/Data|6C GA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 23
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 23
*Fatal Counter
*Fatal Counter
}}
}}
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{{#lst:BBCF/Izayoi/Data|3C Full}}
{{#lst:BBCF/Izayoi/Data|3C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|3C GA Full}}
{{#lst:BBCF/Izayoi/Data|3C GA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 22
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 22
*Fatal Counter
*Fatal Counter
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.A Full}}
{{#lst:BBCF/Izayoi/Data|j.A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 6
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 6
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.B Full}}
{{#lst:BBCF/Izayoi/Data|j.B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 10
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.C Full}}
{{#lst:BBCF/Izayoi/Data|j.C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 12
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.C GA Full}}
{{#lst:BBCF/Izayoi/Data|j.C GA Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 9
|18|text={{ColumnList |text=*Slaver Trans-Am bit attack occurs on frame 9
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|BC Full}}
{{#lst:BBCF/Izayoi/Data|BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|4BC Full}}
{{#lst:BBCF/Izayoi/Data|4BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.BC Full}}
{{#lst:BBCF/Izayoi/Data|j.BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236A Full}}
{{#lst:BBCF/Izayoi/Data|236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into D Warp on 16
|18|text={{ColumnList |text=*Can cancel into D Warp on 16
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236D Full}}
{{#lst:BBCF/Izayoi/Data|236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fires 3 shots normally, 5 shots in OD
|18|text={{ColumnList |text=*Fires 3 shots normally, 5 shots in OD
*Can cancel into D Warp on 16
*Can cancel into D Warp on 16
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.236A Full}}
{{#lst:BBCF/Izayoi/Data|j.236A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into D Warp on 16
|18|text={{ColumnList |text=*Can cancel into D Warp on 16
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|j.236D Full}}
{{#lst:BBCF/Izayoi/Data|j.236D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fires 3 shots normally, 5 shots in OD
|18|text={{ColumnList |text=*Fires 3 shots normally, 5 shots in OD
*Can cancel into D Warp on 16
*Can cancel into D Warp on 16
}}
}}
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{{#lst:BBCF/Izayoi/Data|236C Full}}
{{#lst:BBCF/Izayoi/Data|236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Press A to feint
|18|text={{ColumnList |text=*Press A to feint
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236C A Full}}
{{#lst:BBCF/Izayoi/Data|236C A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fastest Attack > Feint is 17
|18|text={{ColumnList |text=*Fastest Attack > Feint is 17
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236B Full}}
{{#lst:BBCF/Izayoi/Data|236B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Press A to feint
|18|text={{ColumnList |text=*Press A to feint
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236B A Full}}
{{#lst:BBCF/Izayoi/Data|236B A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fastest Attack > Feint is 17
|18|text={{ColumnList |text=*Fastest Attack > Feint is 17
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|623B Full}}
{{#lst:BBCF/Izayoi/Data|623B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Press A to feint
|18|text={{ColumnList |text=*Press A to feint
}}
}}
}}
}}
Line 312: Line 281:
{{#lst:BBCF/Izayoi/Data|623B A Full}}
{{#lst:BBCF/Izayoi/Data|623B A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fastest Slash > Feint is 17
|18|text={{ColumnList |text=*Fastest Slash > Feint is 17
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236B 6D Full}}
{{#lst:BBCF/Izayoi/Data|236B 6D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Fatal Counter
*Fatal Counter
*[Only does 1 hit on block]
*[Only does 1 hit on block]
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{{#lst:BBCF/Izayoi/Data|j.236C Full}}
{{#lst:BBCF/Izayoi/Data|j.236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 338: Line 304:
{{#lst:BBCF/Izayoi/Data|j.236B Full}}
{{#lst:BBCF/Izayoi/Data|j.236B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 346: Line 311:
{{#lst:BBCF/Izayoi/Data|j.623B Full}}
{{#lst:BBCF/Izayoi/Data|j.623B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 354: Line 318:
{{#lst:BBCF/Izayoi/Data|623B D Full}}
{{#lst:BBCF/Izayoi/Data|623B D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 20%
|18|text={{ColumnList |text=*Minimum Damage 20%
}}
}}
}}
}}
Line 362: Line 325:
{{#lst:BBCF/Izayoi/Data|623C Full}}
{{#lst:BBCF/Izayoi/Data|623C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=Press A to feint
|18|text={{ColumnList |text=Press A to feint
}}
}}
}}
}}
Line 370: Line 332:
{{#lst:BBCF/Izayoi/Data|623C A Full}}
{{#lst:BBCF/Izayoi/Data|623C A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=Fastest DP > Feint is 35
|18|text={{ColumnList |text=Fastest DP > Feint is 35
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|214A Full}}
{{#lst:BBCF/Izayoi/Data|214A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|214B Full}}
{{#lst:BBCF/Izayoi/Data|214B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 394: Line 353:
{{#lst:BBCF/Izayoi/Data|214C Full}}
{{#lst:BBCF/Izayoi/Data|214C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|214D Full}}
{{#lst:BBCF/Izayoi/Data|214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
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{{#lst:BBCF/Izayoi/Data|236236C Full}}
{{#lst:BBCF/Izayoi/Data|236236C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 30%: 750 [900]
*Minimum Damage 30%: 750 [900]
}}
}}
Line 429: Line 385:
{{#lst:BBCF/Izayoi/Data|632146D Full}}
{{#lst:BBCF/Izayoi/Data|632146D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Trans-Am lasts for 360F [720F]
*Trans-Am lasts for 360F [720F]
}}
}}
Line 438: Line 393:
{{#lst:BBCF/Izayoi/Data|Bit Attack Full}}
{{#lst:BBCF/Izayoi/Data|Bit Attack Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Automatic during Slaver Trans-Am when performing normal moves.
|18|text={{ColumnList |text=*Automatic during Slaver Trans-Am when performing normal moves.
}}
}}
}}
}}
Line 453: Line 407:
{{#lst:BBCF/Izayoi/Data|ABCD Full}}
{{#lst:BBCF/Izayoi/Data|ABCD Full}}
|-
|-
{{Description|18|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
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10%: 300 {570+54}
*Minimum Damage 10%: 300 {570+54}
Line 469: Line 423:
{{#lst:BBCF/Izayoi/Data|Astral Full}}
{{#lst:BBCF/Izayoi/Data|Astral Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}

Revision as of 21:33, 18 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data

GA Forward Dash: Landing recovery 4F

Normal 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
5A
  • Slaver Trans-Am bit attack occurs on frame 6
5B
  • Slaver Trans-Am bit attack occurs on frame 10
5C
  • Slaver Trans-Am bit attack occurs on frame 12
5C
Gain Arts
  • Slaver Trans-Am bit attack occurs on frame 9
2A
  • Slaver Trans-Am bit attack occurs on frame 7
2B
  • Slaver Trans-Am bit attack occurs on frame 9
2C
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
2C
Gain Arts
  • Slaver Trans-Am bit attack occurs on frame 27
  • Fatal Counter
6A
  • Slaver Trans-Am bit attack occurs on frame 12
6B
  • 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]
  • Slaver Trans-Am bit attack occurs on frame 10
6C
  • Slaver Trans-Am bit attack occurs on frame 12
  • Fatal Counter
6C
Gain Arts
  • Slaver Trans-Am bit attack occurs on frame 23
  • Fatal Counter
3C
  • Slaver Trans-Am bit attack occurs on frame 12
3C
Gain Arts
  • Slaver Trans-Am bit attack occurs on frame 22
  • Fatal Counter
j.A
  • Slaver Trans-Am bit attack occurs on frame 6
j.B
  • Slaver Trans-Am bit attack occurs on frame 10
j.C
  • Slaver Trans-Am bit attack occurs on frame 12
j.C
Gain Arts
  • Slaver Trans-Am bit attack occurs on frame 9

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
2D
j.D

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%
Back Throw
  • Minimum Damage 100%
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
Sonic Sabre A
236A
  • Can cancel into D Warp on 16
Sonic Sabre D
236D
  • Fires 3 shots normally, 5 shots in OD
  • Can cancel into D Warp on 16
Air Sonic Sabre A
j.236A
  • Can cancel into D Warp on 16
Air Sonic Sabre D
j.236D
  • Fires 3 shots normally, 5 shots in OD
  • Can cancel into D Warp on 16
Crusade Seraphim β
236C
  • Press A to feint
Crusade Seraphim β Feint
Seraphim β > A
  • Fastest Attack > Feint is 17
Crusade Seraphim γ
236B
  • Press A to feint
Crusade Seraphim γ Feint
Seraphim γ > A
  • Fastest Attack > Feint is 17
Crusade Seraphim α
623B
  • Press A to feint
Crusade Seraphim α Feint
Seraphim α > A
  • Fastest Slash > Feint is 17
Valkyrie Astraea
Seraphimß/γ > 6D
  • Values in [] are during OD
  • Fatal Counter
  • [Only does 1 hit on block]
Air Crusade Seraphim β
j.236C
Air Crusade Seraphim γ
j.236B
Air Crusade Seraphim α
j.623B
Strike Fall
Seraphim/Aegis > D
  • Minimum Damage 20%
Aegis Blade
623C

Press A to feint

Aegis Blade Feint
Aegis > A

Fastest DP > Feint is 35

A Mirage Thruster
214A
B Mirage Thruster
214B
C Mirage Thruster
214C
D Mirage Thruster
214D (air OK)

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
Justice Phorizer
236236C
  • Values in [] are during OD
  • Minimum Damage 30%: 750 [900]
Slaver Trans-Am
632146D
  • Values in [] are during OD
  • Trans-Am lasts for 360F [720F]
Trans AM Attack
After Normal Attack
  • Automatic during Slaver Trans-Am when performing normal moves.

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
Banshee Lancer
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+54}

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
Judge Of Destiny
632146C

Revolver Action Table

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

To edit frame data, edit values in BBCF/Izayoi/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.