BBCF/Lambda-11/Frame Data

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System Data[edit]

Health

10,500

Combo Rate

60%

Prejump

4F

Backdash

25F (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 3 12 -3 11 12 12 16 23 9 +0 +0 - Click!
5B 510 SJR 100 89 Long Mid 3 B 8 3 17 -3 16 17 17 22 31 11 +0 +2 - Click!
5C 160*8 SR 100 89 Long All 3 P1 16 X{(4)X}*7 Total: 71 -8 16 17 21 22 35 0/+5 +5 +7 - Click!
  • Swords appear in 4F intervals? Each sword is active for 3
2A 300 CSR 100 80 Normal All 1 F 7 4 12 -4 11 12 12 16 23 9 +0 +0 - Click!
2B 480 SR 90 85 Long Low 3 F 9 4 13 0 16 17 17 22 31 11 +0 +2 - Click!
2C 140*8 SR*3,SJR*5 90 89 Long Mid 3 B 14 1*6,2*2 24 -9 16 19 19 Launch 33 2 +0 +2 11-19 H Click!
6A 620 SJR 90 89 Long Mid 3 B 11 6 17 -6 16 17 26 22 40 11 +0 +2 5-11 H Click!
6B 680 SR 80 89 Normal High 3 H 24 2 15+8L -8 16 Launch 42 Launch 56 11 +0 +2 - Click!
  • Bonus Proration 110%
6C 180*8 SR 100 82 Long Mid 4 B 22 1*6 24 -6 18 24 36 + Slide 5 Launch 54 + Slide 5 2 +0 +5 - Click!
3C 140*8 SR 90 89 Long Low 3 F 11 1*8 22 -6 16 Launch 36 Launch 50 + Down 23 3 +0 +2 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 8 2 10 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 SJR 80 89 Long High/Air 3 H 9 4 12 - 16 17 17 22 31 11 +0 +2 - Click!
j.C 150*8 SJR 80 89 Long High/Air 3 H 9 1*2,2*6 25 - 16 17 20 22 34 2 +0 +2 - Click!
j.2C 150*8 SR 80 89 Long High/Air 3 H 15 1*8 10 - 16 17 24 22 38 3 +0 +2 - Click!

Drive Moves[edit]

  • Values in [] are during OD
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 600 R 80 92 Normal All 4 P1* 15 18 Total 47 - 18 19 19 24 44 0/+12 +16 +21 - Click!
  • Automatically cancels into followup on hit/block
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 17 13 Total: 42 -2 [+2] 18 [22] 22 [Crumple 31] 25 [27] Crumple 58 [Crumple 62] 40 [43] 0/+5 +5 +10 [+13] - Click!
2D 600 R 80 92 Normal All 4 P1* 12 25 Total: 44 - 18 19 19 24 44 0/+12 +16 +21 - Click!
  • Automatically cancels into followup on hit/block
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 17 13 Total: 45 -5 [-1] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] 0/+5 +5 +10 [+13] - Click!
6D 600 R 80 92 Normal All 4 P1* 14 22 Total: 44 - 18 19 19 24 34 0/+12 +12 +16 - Click!
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
6D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 19 13 Total: 54 -12 [-8] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] - Click!
4D 600 R 80 92 Normal High/Air 4 P1* 27 3 Total: 56 - 18 19 19 24 34 0/+12 +12 +16 - Click!
  • Automatically cancels into followup on hit/block
4D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 17 13 Total: 48 -8 [-4] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] - Click!
j.D 600 R 80 92 Normal All 4 P1* 13 10 Total: 56 - 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19 - Click!
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 18 13 Total: 43 -8 [-4] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] - Click!
j.2D 600 R 80 92 Normal All 4 P1* 11 25 Total: 56 - 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19 - Click!
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 18 13 Total: 43 - 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] - Click!
j.6D 600 R 80 92 Normal All 4 P1* 13 6 Total: 55 - 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19 - Click!
  • Automatically cancels into followup on hit/block
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6D
Followup
300 [600] S(J)R 80 92 [94] Normal All 4 [5] P1* 18 13 Total: 43 - 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] - Click!

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 1500 SR 100 50 Normal Throw(70) 0, 4 T 7 3 23 - - Launch 40 + WBounce 100 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 Normal Throw(70) 0, 4 T 7 3 23+3L - - - 53 + GBounce - - - 0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 2 32 - 18 Launch 19 - - - 12 - 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + WBounce 60 + Slide 34 - - - 12 - - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + WBounce 60 + Slide 34 - - - 12 - - 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
Act Parser Zwei
236A
- - - - - - - - - - 34 - - - - - - - - - - Click!
  • Can go through opponent 8-13.
  • Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
Act Parser Tri
236B
800 R 100 89 Long All 3 B 18~24 3 19 -5 16 21 31 + Slide 5 Crumple 54 45 + Slide 5 15 +0 +2 - Click!
  • Can cancel into Act Parser followups on hit/block.
  • Can cancel into Act Parser followups on whiff ??-??
Act Parser Tri: Spada
236B > 6A
1100 R 90 82 Normal High/Air 4 H 21 4 18+7L -13 18 Launch 45 Launch 60 12 +0 +5 - Click!
  • Can pass through opponent 1-42F
Act Parser Tri
236B > 6B
950 R 90 79 Long Low/Air 3 F 11 6 16 -5 16 Launch 40 Launch 54 11 +0 +2 - Click!
Act Parser Tri: Cavalier
236C or 236B > 6C
1500 R - 84 Long Mid 5 B 30 4 22 -5 20 Launch 60 + WBounce 36 Launch 79 + WBounce 60 + WStick 39 20 +0 +8 - Click!
Sickle Storm
236D
400*4 R 80 79 (Once) Long All 3 P1 37 Until Offscreen Total 61 - 16 17 30 + Down 23 22 44 + Down 23 0/+4 +4 +6 - Click!

During OD, fires 2 blades with same properties

Crescent Saber
j.214D
1000 R 80 89 Normal High/Air 3 P1 16 9 Total: Until L+9 - 16 Launch 40 + Down 28 Launch 40 + Down 28 0/+7 +7 +9 - Click!

Hits crossup during last 4 active frames

Spike Chaser
214D
1200 R 80 94 Long All 5 P2 27 31
[Until Offscreen]
Total: 69 -7 20 Launch 40 Launch 56 0/+15 +15 +15 - Click!
Exiga Nail
22D
1000 R 80 92 Normal All 4 P1 26 30 Total 54+5L
[Total 39]
- 18 Crumple 29 19 + GBounce Crumple 58 34 + GBounce + WBounce 44 0/+12 +12 +17 1-7 All Click!
Gravity Seed
214A/B/C
800 R 80 99 Long All 4 B 13 3 18 -2 18 Launch 45 Launch 63 12 +0 +5 - Click!
  • Fatal Counter

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
Calamity Sword
632146D
2400 [2800] R 70 82 Normal High 4 P2 10+(52 Flash)+1 9 Total: 68 -27 18 Launch 100 + GBounce Launch 115 + GBounce 12 +0 +5 1-11 All Click!
  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Air Calamity Sword
j.632146D
2400 [2800] R 70 82 Normal High/Air 4 P2 8+(42 Flash)+5 9 Total: Until L+5 - 18 Launch 100 + GBounce Launch 115 + GBounce 12 +0 +5 - Click!
  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Legacy Edge
236236D
130*19 [130*29] R 100 79 Normal All 3 P2 16+(41 Flash)+9 X{(4)X}*19 [*29] Total: 57 +59 [+99] 16 17 40 + WBounce 22 54 + WBounce 0/+2 +2 +4 1-19 All Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

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
Duo Cultus
ABCD during OD
600, 200*6, 1230
{600,300*9, 2530}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 60 - - 20 20, 3*6 {*9}, 20 +0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 303 {583+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
Sword of Destruction
214214D
40000 - - - Long All 5 B 13+(101 Flash)+7 9 21 -9 20 - - - - 0 +0 +0 13-28 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 - Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special
5C - - 2C, 6C, 3C (5D, 2D, 6D, 4D) 8th hit Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special
2B[1] 6A 6B 5C, 2C, 6C, 3C - Special
2C - - 5C, 6C, 3C - Jump, Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special
6B - - - - -
6C - - - 5D, 2D, 6D, 4D Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.2C - Throw, Special
j.B j.A - j.C, j.2C - Throw, Jump, Special
j.C - - j.2C j.D, j.2D, j.6D Jump, Special
j.2C - - - j.D, j.2D, j.6D Jump, Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


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BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc