System Data
Normal Moves
Drive Moves
Universal Mechanics
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 | |||||||||
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Fissuring Slash 236A | |||||||||||||||||
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Fissuring Slash 236236A | |||||||||||||||||
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Air Fissuring Slash j.236A | |||||||||||||||||
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Air Fissuring Slash j.236236A | |||||||||||||||||
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Fissuring Slash (1) During Lotus: 236A | |||||||||||||||||
Air Fissuring Slash (1) During Lotus: j.236A | |||||||||||||||||
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Fissuring Slash (2) During Lotus: 236A > A | |||||||||||||||||
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Air Fissuring Slash (2) During Lotus: j.236A > A | |||||||||||||||||
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Fissuring Slash (3) During Lotus: 236A > AA | |||||||||||||||||
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Air Fissuring Slash (3) During Lotus: j.236A > AA | |||||||||||||||||
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Fissuring Slash (4) During Lotus: 236A > AAA | |||||||||||||||||
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Air Fissuring Slash (4) During Lotus: j.236A > AAA | |||||||||||||||||
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Fissuring Slash (5) During Lotus: 236A > AAAA | |||||||||||||||||
Air Fissuring Slash (5) During Lotus: j.236A > AAAA | |||||||||||||||||
Launch During Lotus: 236A > 5B | |||||||||||||||||
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Air Launch During Lotus: j.236A > 5B | |||||||||||||||||
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Form ONE: Shadow Wolf During Lotus: 236A > 6B | |||||||||||||||||
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Air Form ONE: Shadow Wolf During Lotus: j.236A > 6B | |||||||||||||||||
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Form TWO: Demon Fox During Lotus: 236A > 4B (Air OK) | |||||||||||||||||
Form THREE: Ranjishi During Lotus: 236A > C (Air OK) | |||||||||||||||||
Form FOUR: Black Panther During Lotus: 236A > 646C | |||||||||||||||||
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Form FOUR: Black Panther During Lotus: j.236A > 646C | |||||||||||||||||
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Divine Form (advancing) During Lotus: 236A > 6D (air OK) | |||||||||||||||||
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Divine Form (retreating) During Lotus: 236A > 4D (air OK) | |||||||||||||||||
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Rising Justice 236C | |||||||||||||||||
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Air Rising Justice j.236C | |||||||||||||||||
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Form ONE: Shadow Wolf 236B | |||||||||||||||||
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Form TWO: Demon Fox 214B | |||||||||||||||||
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Air Form TWO: Demon Fox j.214B | |||||||||||||||||
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Form THREE: Ranjishi 214C | |||||||||||||||||
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Air Form THREE: Ranjishi j.214C | |||||||||||||||||
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Form FOUR: Black Panther 632146C | |||||||||||||||||
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Divine Form (advancing) j.236D | |||||||||||||||||
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Divine Form (retreating) j.214D | |||||||||||||||||
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Backdash > 6 | |||||||||||||||||
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Run Through Opponent | |||||||||||||||||
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Distortion Drives
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
Exceed Accel
Astral Heat
Revolver Action Table
A | B | C | D | Cancels | |
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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 |
A | B | C | D | Cancels | |
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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
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.- Amane Nishiki [★]
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- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
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