BBCF/Kagura Mutsuki/Frame Data

From Dustloop Wiki
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data[edit]

Health: 11,500
Combo Rate: 60%
Prejump: 5
Backdash Time 25 / Invul: 1-7
Movement Options

Double Jump, Air Dash, Dash type: Run


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 5 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
5B 480 SR 90 85 Long Low 2 F 8 3 11 0 13 14 17 + GBounce 18 29 + GBounce 10 +0 +1 - Click!
5C 1100 SR 100 92 Long Mid 4 B 19 4 23 -4 22 28 36 33 51 15 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 500 SR 90 85 Long Low 2 F 10 3 14 -3 13 14 14 18 26 10 +0 +1 - Click!
2C 1000 SR 82 92 Long Mid 4 F 16 7 23 -9 20 Launch 35 + Slide 40 Launch 40 + Slide 45 15 +0 +5 - Click!
6A 800 SR 100 92 Normal High 4 B 22 3 19 -3 18 25 33 + GBounce 30 48 + GBounce 12 +0 +5 - Click!
  • Bonus Proration 110%
6B 600 SJR 100 89 Long Mid 3 B 9 4 21 -8 16 17 21 22 35 11 +0 +2 - Click!
6C 1300 SR 90 84 Long Mid 5 B 22 6 29 -10 24 Launch 55 Launch 71 + Down 23 15 +0 +8 - Click!
3C 900 SR 90 79 Long Low 3 F 14 3 23 -9 16 Launch 40 Launch 54 + Down 23 11 +0 +2 - Click!
j.A 300 CSJR 80 85 Normal High/Air 2 H 7 3 9 - 13 14 14 18 26 10 +0 +1 - Click!
j.B 550 SJR 80 89 Long High/Air 3 H 10 4 15 - 16 17 19 22 33 11 +0 +2 - Click!
j.C 1000 SR 90 84 Long High/Air 5 H 13 5 24 - 18 19 29 24 44 12 +0 +5 - 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
D Stance
5D/2D/6D
- - - - - - - - - - 72 - - - - - - - - - - Click!
  • Can cancel into attacks and other stances on 10
Stance Cancel
D > 4D
- - - - - - - - - - 12 - - - - - - - - - - Click!
Air Stance
j.D/j.2D/j.6D
- - - - - - - - - - 73 - - - - - - - - - - Click!
  • Can cancel into attacks and other stances on 8
Air Stance Cancel
j.D > j.4D
- - - - - - - - - - ?? - - - - - - - - - - Click!
Dragon Blast
5D~A
800 Dr(S)RDa 80 89 Normal Mid 3 B 19 3 31 -14 19 Crumple 24 33 + WBounce 36 Crumple 46 50 + WBounce 36 11 +0 +2 7-21 Guard HBFP Click!
  • Fatal Counter
  • Forward Dash cancel is -3. Back Dash cancel is -5
  • On Guard Point, hitstop for Kagura is 0F. Opponent hitstop unchanged
Dragon's Claw
5D~B
0, 300, 1200 DrSR 100 100, 90, 60 Normal Throw(120) 0*2, 3 T 7 3 38 - - Launch 50 + GBounce - - - 0*2, 12 +0 - Click!
  • Minimum Damage 100%
Dragon Slaughter
5D~C
700, 1200 R, Dr(S)R 90 84 Long Mid 5 B 17 3 (14) 3 34 -16 20 Launch 30, 37 + WStick 17
[30, 50]
Launch 46, 53 + WBounce 50 + WStick 35
[46, 66]
7, 13 +0 +8 1-36 H Click!
Dragon Strike
2D~A
1000 Dr(S)R 90 94 Normal High/Air 5 H 20 7 41 -31 20 Launch 45 + GBounce Launch 64 + GBounce + Down 23 13 +0 +8 4-26 FT Click!
  • Fatal Counter
  • On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged
Dragon's Blade
2D~B
800, 1200 R, Dr(S)R 90 84 Long Low/Air, All 3 F 13 3 (10) 2 22 -7 16 Launch 22 + Down 33, 22 [+ Down 23] Launch 36 + Down 33, 36 [+ Down 23] 11 +0 +2 - Click!
Dragon's Dual Strike
2D~C
600, 1200 R, Dr(S)R 100, 90 84 Long Mid, Low 5 B, F 18 2 (19) 3 27 -9 25, 20 21, Spin Fall 36 + Down 10 35, 40 + Down 23 27, Spin Fall 42 + Down 10 51, 56 + Down 23 7, 13 +0 +8 - Click!
Dragon's Fang
6D~A
850 Dr(S)R 90 82 Long All 4 B 35 3 22 -6 18 Launch 45 + GBounce Launch 63 + GBounce 12 +0 +5 1-34 B Click!
  • Fatal Counter
Dragon's Mirage
6D~B
900 Dr(S)R 90 82 Normal All 4 B 42 3 24 -8 - Launch 19 + Down 25 Launch 34 + Down 23 - - - 1-26B
27-39 All
Click!
Sky Dragon's Strike
6D~C
1200 Dr(S)R 80 84 Normal All 5 B 13~18 6 26 -11 20 Launch 30 [32 + Slide 12] Launch 46 + WBounce 40 [48 + WBounce 40 + Slide 12] 13 +0 +8 7-23 Guard P Click!
  • Hitbox fully extended on 3rd active frame
  • On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged

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, 100, 1400 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - 30 Launch 60 + WBounce 50 + WStick 30 - - - 0*2, 15 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 100, 1400 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - 30 Launch 60 + WBounce 50 + WStick 30 - - - 0*2, 15 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 500, 200, 800 SR 100 50 (Once) Normal Throw(120) 0*2, 4*2 T 7 3 23+3L - - - 60 + GBounce - - - 0*2, 6, 12 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 5 28 -14 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Forward Dash Cancel - - - - - - - - - - 22 - - - - - - - - - - Click!
  • Can cancel into Drive 17-22F
Back Dash Cancel - - - - - - - - - - 24 - - - - - - - - - 1-9 All Click!
  • Can cancel into Drive 19-24F
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 Crumple 100 74 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
A Dragon Spirit
[4]6A
700/600*3 R 80 94 Normal All 2 P1 18 - Total: 36 -3 13 Launch 25 Launch 37 0/+2 +2 +3 - Click!
  • Does more hits the further it travels (max 3)
  • When 2 or 3 hits, each hit has base damage 600
B Dragon Spirit
[4]6B
650*2/500*4/500*6 - 80 94 Normal All 2 P1 40 - Total 51 10 13 14 19 - - - 0/+2 - - Click!
  • Does more hits the further it travels (max 6)
B Dragon's Ascent
[2]8B
600*3 R 90 79 Very Short Mid 3 B 13 3,2,2 Until L+12 -18 20 Launch 48 Launch 50 2 +0 +2 1-19 H Click!
C Dragon's Ascent
[2]8C
900, 200*5 R 60 82 Very Short Mid, All*5 4 B 9 2 (3) 2,2,2,2,2 Until L+20 -45 18 Launch 35 Launch 50 15, 1*5 +0 +0 1-23 All Click!
  • On hit, can cancel into followup on 24
Dragon's Dance
[8]2C
1200 R 90 82 Normal High/Air 4 H 13 3 Until L+8 - 18 Launch 40 + GBounce + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5 - Click!
Followup Dragon's Dance
[2]8C > [8]2C
1200 R 90 92 Normal - 4 H 14 5 Until L+8 - 18 Launch 40 + GBounce + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5 - 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
The Dragon Lord's Striking Fang
Stance > 28D
500, 5000
[500*19, 3000]
R 80 84,50 Long Mid 5 B 1+(48 Flash)+10 3 51 -33 20 Launch 90 + Down 23 Launch 90 + 23 Down 13 13/+30, 2
[13, 2*18, 40]
+30, +0 [*19] 1-12 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%*18, 15%]: 1100 [1975]
Air The Dragon Lord's Striking Fang
Air Stance > 28D
500, 5000
[500*19, 3000]
R 80 84,50 Normal Mid 5 B 1+(48 Flash)+Until L+5 3 51 -33 20 Launch 90 + Down 23 Launch 90 + 23 Down 13 13/+30, 2
[13, 2*18, 40]
+30, +0 [*19] 1-Until L+7 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%*18, 15%]: 1100 [1975]
Supreme Dragon's Inferno
[4]1236C
1100*3 R 80 92 Normal All 4 P2 1+(62 Flash)+3 12(1)12(1)12 Total 59 -8 18 Launch 30 Launch 45 0/+3 +3 +8 - Click!
  • Minimum Damage 15%: 495
  • Flames appear on 5, 18, 31
Supreme Dragon's Inferno
OD Followup
380*3, 380*3 - - 92 Normal All 4 P2* 7+(51 Flash)+9 Until Offscreen Total: 99 - 18 Launch 40 + WBounce 50 Launch 55 + WBounce 50 0/+3 +3 +8 - Click!
  • Second shot appears 24F after first
  • Minimum Damage 20%: 456

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
Dark Flame of the Bellowing Dragon
ABCD during OD
600, 250*4, 1500
{600, 250*4, 500*7}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 60 [60 + WBounce] - - 20 20, 3*4 [*10], 15 +0 1-22 All
[1-22 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 310 {510+49}

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
Black Dragon's Sky-Rending Blade
236236C
31000 - - - Long All 5 B 7+(42 Flash)+15 5 40 -24 20 - - - - 13 - - 1-32 All Click!

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 Yes Throw, Jump, Special
5B[1] - 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - - Yes Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B - 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 5C[*] Yes Special
6A - - - - Special
6B - - 5C, 2C, 6C, 3C Yes Jump, Special
6C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Throw, Jump, Special
j.B j.A - j.C Yes Jump, Special
j.C - - - Yes 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
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Kagura Mutsuki/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