BBCF/Jubei/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

28F (1-7F Inv)


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 2 13 -3 11 12 12 16 23 9 +0 +0 - Click!
5B 500 SJR 100 89 Long Mid 3 B 8 3 16 -2 16 17 17 22 31 11 +0 +2 - Click!
5C 570*2 S(J)R 100 92 Long Mid 4 B 12 3(8)3 19 -3 18 19 19, 23 Launch 34, 38 12 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 13 -3 11 12 12 16 23 9 +0 +0 - Click!
2B 550 SR 90 89 Long Low 3 F 9 3 12 +2 16 17 17 22 31 11 +0 +2 - Click!
2C 660 SJR 90 82 Long Mid 4 B 12 6 17+16L - 18 Launch 28 Launch 43 12 +0 +5 10-15 H Click!
3C 550*2 S(J)R 90 82 Long Mid, Low 4 F 13 3(11)3 21 -5 18 19, Launch 26 24, Launch 41, 41 + Down 23 12 +0 +5 - Click!
6A
Catch
- - - - - - - - - - 36 - - - - - - - - - 3-12 Catch HBF Click!
  • Catches Mid strikes
  • On successful catch, automatically cancels into 6A Attack
6A
Attack
1200 SR 50 92 Very Short Mid 4 B 9 4 14 +1 18 21 60 + WBounce 26 75 + WBounce 20 +0 +5 1-12 All Click!
6B
Catch
- - - - - - - - - - 36 - - - - - - - - - 3-12 Catch HBF Click!
  • Catches Low strikes
  • On successful catch, automatically cancels into 6B Attack
6B
Attack
800*2 SJR 90 92 Normal Low, Mid 4 F, B 9 3(3)3 19 -3 18 Crumple 29, Launch 40 + Down 23, 40 Crumple 81 + Down 10, Launch 58 + Down 23, 58 12 +0 +5 1-11 All Click!
  • Fatal Counter
6C 800 SR 70 92 Normal High 4 B 25 3 18 -2 18 19 19 + Down 23 27 37 + Down 23 12 +0 +5 7-27 FT Click!
  • Fatal Counter
  • Bonus proration 110%
j.A 300*2 (C)SJR 80 80 Normal High/Air 1 H 8 2(6)2 14 - 11 12 14 16 25 11 +0 +0 - Click!
j.B 600 SJR 80 85 Long High/Air, All 2 H 10 2(6)3 18 - 13 14 19, 26 18 31, 38 10 +0 +1 - Click!
j.C 700*2 SJR 80 89 Long High/Air 3 H 13 2(9)2 14 - 16 17 21 22 35 11 +0 +2 - Click!
j.2C 800 S(J)R 80 89 Long High/Air 3 H 10 3 20 - 16 17 17 22 31 11 +0 +2 - Click!

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 300, 880 R 80 92 Normal Mid 4 B 18 10 [(24)3] 30 [26] -9 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 - Click!
  • Values in [] are on hit
5D OD 300, 880 R 80 92 Normal Mid 4 B 14 10 [(24)3] 30 [26] +2 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 - Click!
  • Values in [] are on hit/block
j.D 300, 880 R 80 92 Normal All 4 H 16 Until L [(24)3] 33 [26] - 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 - Click!
  • Values in [] are on hit
j.D OD 300, 880 R 80 92 Normal All 4 H 12 Until L [(24)3] 33 [26] +2 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 - Click!
  • Values in [] are on hit/block
j.6D 300, 880 R 80 92 Normal All 4 H 12 Until L [(24)3] 33 [26] +2 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 - Click!
  • Values in [] are on hit
j.6D OD 300, 880 R 80 92 Normal All 4 H 12 Until L [(24)3] 33 [26] +2 18 19 19, 19 + Slide 20 24, 24 43, 43 + Slide 20 0/+12 +24, +12 +29, +17 - Click!
  • Values in [] are on hit/block
D
during Lotus
550*4 R 80 92 Long All 4 D* 28 [20] 10,10,10,10 17 - 18 Launch 40 + Slide 10*3, 60 Launch 55 + Slide 10*3, 75 0 +2*3, +0 +2*3, +5 - Click!
  • Values in [] are during OD
  • Can alter angle by holding up/down.
  • Press button to select formation.
  • Attack starts up ??F after pressing button.
  • Slowest startup is 48F.
  • Can only be used once per jump

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 + Down 23 - - - 0*2, 8 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 500, 1000 SR 100 50 (Once) Normal Throw(70) 0, 4*2 T 7 3 23 - - Launch 60 + Down 23 - - - 0, 8*2 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23+3L - 18 Launch 60 + GBounce + Down 23 - - - 0, 12/-11 +0, -11 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 30 -14 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 80 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 80 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
Fissuring Slash
236A
600*2, 900 R 80 94 Long All 3 B 13 2(4)2(10)3 11+7L -4 16 19*2, Launch 21*2, 40 24*2, Launch 35*2, 54 7*2, 11 +0*2, +2 +2*2, +4 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Fissuring Slash
236236A
600*4, 900 R 80 94 Long All 3 B*4, H 13 2(4)2(4)2(7)4(13)3 18+14L -16 16 19*3, Launch*2 21*3, 40, 40 + GBounce + Down 23 24*3, Launch*2 35*3, 54, 54 + GBounce + Down 23 7*4, 11 +0*4, +2 +2*4, +4 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Fissuring Slash
j.236A
600*2, 900 R 80 94 Long All 3 H 13 2(4)2(10)3 Until L+7 - 16 19*2, Launch 21*2, 40 24*2, Launch 35*2, 54 7*2, 11 +0*2, +2 +2*2, +4 - Click!
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into Immovable Object: Lotus on hit/block
Air Fissuring Slash
j.236236A
600*4, 900 R 80 94 Long All 3 H 13 2(4)2(4)2(7)4(13)3 Until L+14 - 16 19*3, Launch*2 21*3, 40, 40 + GBounce + Down 23 24*3, Launch*2 35*3, 54, 54 + GBounce + Down 23 7*4, 11 +0*4, +2 +2*4, +4 - Click!
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into Immovable Object: Lotus on hit/block
Fissuring Slash
During Lotus: 236A > AAAA
600 R 80 94 Long All 3 B 15 3 17 -3 16 19 21 24 35 7 +0 +2 - Click!
600 R 80 94 Long All 3 B 9 3 17 -3 16 19 21 24 35 7 +0 +2 - Click!
600 R 80 94 Long All 3 B 9 3 17 -3 16 19 21 24 35 7 +0 +2 - Click!
600 R 80 94 Long All 3 B 9 3 20 -6 16 19 21 24 35 7 +0 +2 - Click!
1200 R 80 89 Long All 3 H 9 3 23+9L -18 16 Launch 60 + WBounce + Slide 10 Launch 74 + Slide 10 11 +0 +2 - Click!
  • First hit can cancel into followups 13-18F
  • Second - Fourth hits can cancel into followups 8-13F
Air Fissuring Slash
During Lotus: j.236A > AAAA
600 R 80 94 Long All 3 H 15 3 17 - 16 19 21 24 35 7 +0 +2 - Click!
600 R 80 94 Long All 3 H 9 3 17 - 16 19 21 24 35 7 +0 +2 - Click!
600 R 80 94 Long All 3 H 9 3 17 - 16 19 21 24 35 7 +0 +2 - Click!
600 R 80 94 Long All 3 H 9 3 20 - 16 19 21 24 35 7 +0 +2 - Click!
1200 R 80 89 Long All 3 H 9 3 Until L+9 - 16 Launch 60 + WBounce + Slide 10 Launch 74 + Slide 10 11 +0 +2 - Click!
  • Hold up/down to steer Jubei in that direction.
  • Can only be used once per jump.
  • First hit can cancel into followups 11-16F
  • Second - Fourth hits can cancel into followups 8-13F
Launch
During Lotus: 236A > 5B
800 R 80 89 Long All 3 H 12 4 19+12L -18 16 Launch 28 Launch 42 11 +0 +2 - Click!
  • Can cancel into folloups 12-27F
Air Launch
During Lotus: j.236A > 5B
800 R 80 89 Long All 3 H 12 4 Until L+12 - 16 Launch 28 Launch 42 11 +0 +2 - Click!
  • Can cancel into folloups 12-27F
Form ONE: Shadow Wolf
During Lotus: 236A > 6B
950 R 90 92 Long Low 4 F 13 2 22 -5 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5 - Click!
  • Can cancel into Rising Justice on hit
Air Form ONE: Shadow Wolf
During Lotus: j.236A > 6B
950 R 90 92 Long Low 4 F Until L+5 2 22 -5 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5 - Click!
  • Can cancel into Rising Justice on hit
Form TWO: Demon Fox
During Lotus: 236A > 4B (Air OK)
870 R 80 92 Normal High/Air 4 H 15 3 12+11L +4 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - Click!
Form THREE: Ranjishi
During Lotus: 236A > C (Air OK)
300*N 600 R 100 79 Normal All 3 H*N, B 19 6,3*N(8)4 24 -11 16 17*N, Launch 60 + Down 23*N, 60 22*N, Launch 74 + Down 23*N, 74 1*N, 11 -1*N, +0 -1*N, +2 - Click!
Form FOUR: Black Panther
During Lotus: 236A > 646C
1100 [1600] R 90 [50] 94 Normal All [Unblockable] 5 B 22 [48] 3 [1] 23+9L [26+9L] - 20 Launch 60 Launch 79 20 +0 +8 - Click!
  • Fatal Counter
  • Values in [] are for Max charge
Form FOUR: Black Panther
During Lotus: j.236A > 646C
1100 [1600] R 90 [50] 94 Normal All [Unblockable] 5 B Until L+5
[Until L+26]
3 [1] 16+9L - 20 Launch 60 Launch 79 20 +0 +8 - Click!
  • Fatal Counter
  • Values in [] are for Max charge
Divine Form (advancing)
During Lotus: 236A > 6D (air OK)
- - - - - - - - - - 25+5L - - - - - - - - - - Click!
  • Can pass through opponent 7-17F
Divine Form (retreating)
During Lotus: 236A > 4D (air OK)
- - - - - - - - - - 31+5L - - - - - - - - - - Click!
  • Can pass through opponent 13-23F
Rising Justice
236C
800 R 80 85 Normal All 2 P1 30 300 Total 53 0 13 14 14 18 26 0/+10 +10 +11 - Click!
Air Rising Justice
j.236C
800 R 80 85 Normal All 2 P1 30 300 Total 61+3L - 13 14 14 18 26 0/+10 +10 +11 - Click!
Form ONE: Shadow Wolf
236B
950 R 90 92 Long Low/Air 4 F 13 2 26 -9 18 Launch 30 + Down 23 Launch 48 + Down 23 20 +0 +5 - Click!
  • Fatal Counter
  • Can cancel into Rising Justice on hit. Can cancel into Lotus on hit/block
Form TWO: Demon Fox
214B
870 R 80 92 Normal High/Air 4 H 25 3 9+10L - 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form TWO: Demon Fox
j.214B
870 R 80 92 Normal High/Air 4 H 17 3 13+11L - 18 23 40 + Slide 1 + Down 23 28 55 + Slide 1 + Down 23 12 +0 +5 - Click!
  • Can only be used once per jump
Form THREE: Ranjishi
214C
300*n, 600 R 100 79 Normal All 3 H*n, B 16 6,3*n(8)4 24 -11 16 17*n, Launch 60 + Down 23*n, 60 22*n, Launch 74 + Down 23*n, 74 1/-1*n, 11 -1*n, +0 -1*n, +2 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form THREE: Ranjishi
j.214C
300*n, 600 R 100 79 Normal All 3 H*n, B 15 3*n(8)4 24 -11 16 17*n, Launch 60 + Down 23*n, 60 22*n, Launch 74 + Down 23*n, 74 1/-1*n, 11 -1*n, +0 -1*n, +2 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Form FOUR: Black Panther
632146C
1100 [1600] R 90 [50] 94 Normal All [Unblockable] 5 B 21
[49]
3 [1] 23+9L [26+9L] - 20 Launch 60 Launch 79 20 +0 +8 - Click!
  • Fatal Counter
  • Can cancel into Immovable Object: Lotus on hit/block
  • Values in [] are for Max charge
Divine Form (advancing)
j.236D
- - - - - - - - - - Total 23 - - - - - - - - - - Click!
  • Can pass through opponent 4-16F
Divine Form (retreating)
j.214D
- - - - - - - - - - Total 23 - - - - - - - - - - Click!
  • Can pass through opponent 4-16F
Backdash > 6 - - - - - - - - - - Total 20 - - - - - - - - - - Click!
  • Can cancel into all actions 9F onwards
Run Through Opponent - - - - - - - - - - Total 21 - - - - - - - - - 1-7 All Click!
  • Can pass through opponent 1-17F
  • Need to be running for 7F before this move is available
  • Hold 3 to not run through opponent

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
Twin Guardians: Mourning Shore
j.236236D
1000, 200*n, 2500
[1000, 200*n, 800*5]
R 80 84 Long All 5 H 4+(40 Flash)+1 Until L 40 - 20 Launch 100 + GBounce Launch 116 + GBounce 1 1*n, 20 +8 1-Until L All Click!
  • Values in [] are during OD
  • Only does final slash on successful hit
  • Minimum Damage 20%: 700+40*n [1000+40*n]
Twin Guardians: Mourning Shore (Mark)
j.236236D
1250, 200*n, 2500
[1250, 200*n, 800*5]
R - - Long All - H 4+(40 Flash)+1 Until L 40 - 20 Launch 100 + GBounce Launch 116 + GBounce 1 1*n, 20 +8 1-Until L All Click!
  • Values in [] are during OD
  • Jubei appears above and behind opponent before attacking.
  • Only does followup slashes on successful hit
  • Minimum Damage 20%: 750+40*n [1050+40*n]
Thousand Hands: Roaring Pillar
236236D
1000*2, 2000
[1000*2, 400*9]
R 80 84 Long All 5 B 12+(40 Flash)+1 12 39 -30 20 Crumple 53 Stand Crumple 53 Stand 2 2, 0*3 [*10] +8 - Click!
  • Values in [] are during OD
  • Only does 1 hit on block
  • Minimum Damage 20%: 800 [1120]
Thousand Hands: Roaring Pillar (Mark)
236236D
1250*2, 2000
[1250*2, 400*9]
R 80 84 Long All 5 B 12+(40 Flash)+1 12 39 -30 20 Crumple 53 Stand Crumple 53 Stand 2 2, 0*3 [*10] +8 - Click!
  • Values in [] are during OD
  • Jubei appears behind opponent before attacking
  • Minimum Damage 20%: 900 [1220]
Immovable Object: Lotus
360A
- - - - - - - - - - 4+(100 Flash)+0 - - - - - - - - - 4-4 All Click!
  • Values in [] are during OD
  • Can only be used once per round

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
Miroku: Spherical Illusion
during OD: ABCD
600, 1100*2
{600, 1100*2, 3000}
- 100 100 Long All 100 B 20 [10] 3 34 -10 26 Launch 60 Launch 60 20 20, 9, 20 [20, 9*2, 12] +0 1-22 All
[1-12 All]
Click!
  • Values in [] are during OD
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 280 {580+58}

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
Asura: Thunderbird Rising
6321463214C
0, 4300*9, 9000, 20000 - 100 94 Long All 5 B 4+(35 Flash)+7 3 83 -65 20 - - - - 3 - - 1-13 All Click!
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 5D Jump, Special
5C 6A 6B 2C, 3C 5D Jump[-], Special
5D - - - - Special[-] (2nd hit)
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special
2B[1] 6A 6B 5C, 2C, 3C 5D Special
2C - - - j.D, j.6D Jump, Special
3C - - - 5D Jump[-], Special
6A (attack) - - - - Special
6B (attack) - - - - Jump (2nd hit), Special (2nd hit)
6C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A - - - j.D, j.6D Throw, Jump, Special
j.B - - - j.D, j.6D Jump, Special
j.C - - - j.D, j.6D Jump, Special
j.2C - - - j.D, j.6D Special
j.D - - - - Special[-] (2nd hit)
j.6D - - - - Special[-] (2nd hit)
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/Jubei/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.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc