BBCF/Lambda-11/Frame Data

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System Data

Health:10,500
Prejump:4F
Backdash:25F (1-7F Inv All)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Lambda 5A.png 300 All 6 3 12 -3 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Lambda 5B.png 600 Mid 8 3 17 -3 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Lambda 5C.png 160*8 All 16 X{(4)X}*7 Total: 71 -8 P1 - SR 100 89 Long 3 16 17 21 22 35 0/+5 +5 +7 Click!
  • Swords appear in 4F intervals? Each sword is active for 3
2ABBCS Lambda 2A.png 300 All 7 4 12 -4 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Lambda 2B.png 550 Low 9 4 13 0 F - SR 90 85 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCS Lambda 2C.png 140*8 Mid 14 1*6,2*2 24 -9 B 11~19 H SR*3,SJR*5 90 89 Long 3 16 19 19 Launch 33 2 +0 +2 Click!
6ABBCS Lambda 6A.png 620 Mid 11 6 17 -6 B 5~11 H SJR 90 89 Long 3 16 17 26 22 40 11 +0 +2 Click!
6BBBCS Lambda 6B.png 680 High 24 2 15+8L -8 H - SR 80 89 Normal 3 16 Launch 42 Launch 56 11 +0 +2 Click!
  • Bonus Proration 110%
6CBBCS Lambda 6C.png 180*8 Mid 22 1*6 24 -6 B - SR 100 82 Long 4 18 24 36 + Slide 5 Launch 54 + Slide 5 2 +0 +5 Click!
3CBBCS Lambda 3C.png 140*8 Low, Mid 11 1*8 22 -6 F - SR 90 89 Long 3 16 Launch 36 Launch 50 + Down 23 3 +0 +2 Click!
j.ABBCS Lambda jA.png 300 High/Air 8 2 10 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Lambda jB.png 600 High/Air 9 4 12 - H - SJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCS Lambda jC.png 150*8 High/Air 9 1*2,2*6 25 - H - SJR 80 89 Long 3 16 17 20 22 34 2 +0 +2 Click!
j.2CBBCS Lambda j2C.png 150*8 High/Air 15 1*8 10 - H - SR 80 89 Long 3 16 17 24 22 38 3 +0 +2 Click!

Drive Moves

  • Values in [] are during OD
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Lambda 5D.png 600 All 15 18 Total 47 - P1* - R 80 92 Normal 4 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
5DBBCS Lambda 5D.png
Followup
300 [600] All 17 13 Total: 42 -2 [+2] P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [Crumple 31] 25 [27] Crumple 58 [Crumple 62] 40 [43] 0/+5 +5 +10 [+13] Click!
2DBBCS Lambda 2D.png 600 All 12 25 Total: 44 - P1* - R 80 92 Normal 4 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
2DBBCS Lambda 2D.png
Followup
300 [600] All 17 13 Total: 45 -5 [-1] P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] 0/+5 +5 +10 [+13] Click!
6DBBCS Lambda 6D.png 600 All 14 22 Total: 44 - P1* - R 80 92 Normal 4 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
6DBBCS Lambda 6D.png
Followup
300 [600] All 19 13 Total: 54 -12 [-8] P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] Click!
4DBBCS Lambda 4D.png 600 High/Air 27 3 Total: 56 - P1* - R 80 92 Normal 4 18 19 19 24 34 0/+12 +12 +16 Click!
  • Automatically cancels into followup on hit/block
4DBBCS Lambda 4D.png
Followup
300 [600] All 17 13 Total: 48 -8 [-4] P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] Click!
j.DBBCS Lambda jD.png 600 All 13 10 Total: 56 - P1* - R 80 92 Normal 4 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.DBBCS Lambda jD.png
Followup
300 [600] All 18 13 Total: 43 - P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] Click!
j.2DBBCS Lambda j2D.png 600 All 11 25 Total: 56 - P1* - R 80 92 Normal 4 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.2DBBCS Lambda j2D.png
Followup
300 [600] All 18 13 Total: 43 - P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] Click!
j.6DBBCP Lambda j6D.png 600 All 13 6 Total: 55 - P1* - R 80 92 Normal 4 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.6DBBCP Lambda j6D.png
Followup
300 [600] All 18 13 Total: 43 - P1* - S(J)R 80 92 [94] Normal 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13] Click!

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground ThrowBBCS Lambda throw.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 Normal 0, 4 - Launch 40 + WBounce 100 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Lambda AThrow.png 0, 1500 Throw(70) 7 3 23+3L - T - SR 100 50 Normal 0, 4 - - 53 + GBounce - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Lambda 6B.png 0 All 13 2 32 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 - - - 12 - Click!
CrushTriggerBBCP Lambda CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Stagger 60 60 + WBounce 60 + Slide 34 - - - 12 - Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Stagger 60 60 + WBounce 60 + Slide 34 - - - 12 - Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Act Parser ZweiBBCS Lambda ActParserA.png
236A
- - - - 34 - - - - - - - - - - - - - - - - Click!
  • Can go through opponent 8-13.
  • Can cancel into Throw, Exiga Nail, EA, or Astral 19~34
Act Parser TriBBCF Lambda ActParserTri.png
236B
800 All 18~24 3 19 -5 B - R 100 89 Long 3 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: Spada200x200px
236B > 6A
1100 High/Air 21 4 18+7L -13 H - R 90 82 Normal 4 18 Launch 45 Launch 60 12 +0 +5 Click!
  • Can pass through opponent 1-42F
Act Parser Tri: BladeBBCS Lambda ActParserB.png
236B > 6B
950 Low/Air 11 6 16 -5 F - R 90 79 Long 3 16 Launch 40 Launch 54 11 +0 +2 Click!
Act Parser Tri: CavalierBBCS Lambda ActParserC.png
236C or 236B > 6C
1500 Mid 30 4 22 -5 B - R 90 84 Long 5 20 Launch 60 + WBounce 36 Launch 79 + WBounce 60 + WStick 39 20 +0 +8 Click!
Sickle StormBBCP Lambda SickleStorm.png
236D
400*4 All 37 Until Offscreen Total 61 - P1 - R 80 79 (Once) Long 3 16 17 30 + Down 23 22 44 + Down 23 0/+4 +4 +6 Click!

During OD, fires 2 blades with same properties

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

Hits crossup during last 4 active frames

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

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Calamity SwordBBCP Lambda CalamitySword.png
632146D
2400 [2800] High 10+(52 Flash)+1 9 Total: 68 -27 P2 1~11 All R 70 82 Normal 4 18 Launch 100 + GBounce Launch 115 + GBounce 12 +0 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Air Calamity SwordBBCP Lambda CalamitySword.png
j.632146D
2400 [2800] High/Air 8+(42 Flash)+5 9 Total: Until L+5 - P2 - R 70 82 Normal 4 18 Launch 100 + GBounce Launch 115 + GBounce 12 +0 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 40% [45%]: 960 [1260]
Legacy EdgeBBCP Lambda LegacyEdge.png
236236D
130*19 [130*29] All 16+(41 Flash)+9 X{(4)X}*19 [*29] Total: 57 +59 [+99] P2 - R 100 79 Normal 3 16 17 40 + WBounce 22 54 + WBounce 0/+2 +2 +4 Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Duo CultusBBCF Lambda DuoCultus.png
ABCD during OD
600, 200*6, 1230
{600,300*9, 2530}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 60 - - 20 20, 3*6 {*9}, 20 +0 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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Sword of DestructionBBCS Lambda SOD.png
214214D
40000 All 13+(101 Flash)+7 9 21 -9 B 13~28 All - - - Long 5 20 - - - - 0 +0 +0 Click!

Revolver Action Table

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

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