BBCF/Mai Natsume/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:Juncture, Moon Blossom


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
5ABBCF Mai 5A.png 300 All 6 3 10 -1 B - SJR 100 85 Normal 1 11 14 14 18 25 9 +0 +0 Click!
5BBBCF Mai 5B.png 600 Mid 9 4 16 -3 B - S(J)R 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCF Mai 5C.png 900 Mid 13 4 16 -1 B - S(J)R 100 92 Long 4 18 22 19 30 37 12 +0 +5 Click!
  • Fatal Counter
5xABBCF Mai 5AA.png 600 Mid 8 3 13 +1 B - SJR 100 89 Long 3 16 22 24 27 38 11 +0 +2 Click!
5xBBBCF Mai 5BB.png 900 Mid 10 4 14 -1 B - S(J)R 100 89 Long 3 16 19 26 Crumple 54 40 11 +0 +2 Click!
  • Hold button to go into 5x[B] on 22F
5xCBBCF Mai 5CC.png 850 Mid 9 5 18 -6 B - SR 100 89 Long 3 16 19 22 24 36 11 +0 +2 Click!
5xAABBCF Mai 5AAA.png 1200 Mid 16 4 18 -3 B - (S)R 82 92 Long 4 18 Spin Fall 25 34 Spin Fall 37 52 + Slide 10 12 +0 +5 Click!
  • Fatal Counter
5xCCBBCF Mai 5CCC.png 230*6~24 All 8 3*6~24 22 -8 B - SR 100 69 Long 3 16 25 35 30 49 2 +0 +2 Click!
  • Press C to do 6 more hits. Max 24 hits.
5xAB/5xACBBCF Mai 5AAB.png 600 All 15 3 47 -33 B - R 100 89 Long 3 16 22 24 27 38 11 +0 +2 Click!
  • Only attacks the first time this move is used in a string.
  • Bonus Proration 110%
5xAB/5xACBBCF Mai 5AAB.png
shot
600 B: All
C: Low/Air
18 - Total 57 -21 P1 - R 80 85 Normal 2 13 17 17 21 29 0/+5 +5 +6 Click!
  • Values in [] are for 5xAC version
5x[B]BBCF Mai 5x(B).png - - - - - - - 18-? Guard B - - - - - - - - - - - - - Click!
  • Can cancel into attacks during Guard Point frames
  • When re-entering stance from 5x[B]A, Guard Point starts on 9F
  • On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F
5x[B]>ABBCF Mai 5x(B)A.png 600 Low 13 3 14 -3 F - - 80 85 Long 2 13 Stagger 24 30 + Down 24 - - 10 - - Click!
  • If B button is held, then cancels recovery and enters stance on 21.
  • Bonus Proration 110%
5x[B]>6ABBCF Mai 5x(B)6A.png 1000 Mid 13 9 21 -11 B - - 100 92 Long 4 18 Launch 42 + WBounce + Slide 10 Launch 60 + WBounce + Slide 10 12 +0 +5 Click!
  • Fatal Counter
5x[B]>8ABBCF Mai 5x(B)8A.png 800 High 20 3 23 -7 H 4~22 FT - 90 82 Normal 4 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +0 Click!
5xCABBCF Mai 5xCA.png 900 High 21 6 15 -2 B - (S)R 90 82 Normal 4 18 23 60 + GBounce 28 75 + GBounce 12 +0 +5 Click!
5xCBBBCF Mai 5xCB.png 980 High 25 6 6 +7 H - R 90 92 Normal 4 18 19 19 + Down 28 24 34 + Down 28 12 +0 +5 Click!
2ABBCF Mai 2A.png 300 Low/Air 7 3 10 -1 F - CSR 80 85 Normal 1 11 14 14 18 25 9 +0 +0 Click!
2BBBCF Mai 2B.png 700 Low 10 3 18 -4 F - SR 80 89 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
2CBBCF Mai 2C.png 850 Mid 10 4 30 -15 B 10~13 H SJR 90 82 Long 4 18 Launch 26 Launch 41 12 +0 +5 Click!
2xC200x200px SR 80 92 Long 3 18 19 28 24 43 12 +0 +5 Click!
j.ABBCF Mai jA.png 300 High/Air 6 3 9 - H - CSJR 80 80 Normal 1 11 14 14 18 25 9 +0 +0 Click!
j.BBBCF Mai jB.png 750 High/Air 9 4 (2) 2 12 - H - SJR 80 89 Long 3 16 17 20 22 34 11 +0 +2 Click!
  • Only does 1 hit.
  • Last set of active frames hits crossup
j.CBBCF Mai jC.png 900 High/Air 11 4 24 - H - SJR 80 89 Long 3 16 19 23 24 37 + Down 23 11 +0 +2 Click!

Drive 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
5DBBCF Mai 5D.png 800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
- P1 - SR 70 79 Normal 3 16 19 35 24 49 0/+3 +13 +15 Click!
5DBBCF Mai 5D!.png
Charged
900 Unblockable 81 [56] Until Hit Total: 128
[Total: 103]
- P1 - SR 70 82 Normal 4 - Launch 35 Launch 50 0 +13 +15 Click!
j.D200x200px 800 All 27~81
[22~56]
Until Hit Total: Until L+8 - P1 - R 70 79 Normal 3 16 Launch + Down 23 35 Launch + Down 23 49 0/+3 +13 +15 Click!
  • j.2D also has Down 23
j.D200x200px
Charged
900 Unblockable 82 [57] Until Hit Total: Until L+8 - P1 - R 70 82 Normal 4 - Launch 35 Launch 50 0 +13 - Click!
  • j.2[D] also has Down 23
RedirectBBCF Mai DD.png
D > D
800 [900] All 5? - - - P1 - R 70 79 [82] Normal - 29 Launch 35 Launch 50 0/+3 [0/+13] +13 +15 Click!
  • Damage, attack level, proration, etc. is same as how much you charged it
OD RedirectBBCF Mai DD.png
D > D
800*2 [900*2] All 5? - - - P1 - R 70 79 [82] Normal - 29 Launch 35 Launch 50 0/+3 [0/+13] +13 +15 Click!
  • Values in [] are when used after max charge D/j.D

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 ThrowBBCF Mai ForwardThrow.png 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 Normal 0, 4*2 - Launch 80, 80 + GBounce + Down 23 - - - 0*2, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCF Mai AirThrow.png 0*2, 1500 Throw(70) 7 3 23+3L - T - SR 100 50 Normal 0, 4*2 - - 80 + WBounce 50 - - - 0*2, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Mai 5BB.png 0 All 13 3 32 -16 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
CrushTriggerBBCF Mai CrushTrigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 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
JunctureBBCF Mai Setsuna.png
236
- - - - 28 - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 7
Moon BlossomBBCF Mai MoonBlossom.png
214
- - - - 39+4L - - 1~4 FT
5~14 All
- - - - - - - - - - - - - Click!
  • Can cancel into attacks on 16
Air Moon Blossom200x200px
j.214
- - - - Until L+4 - - 4~11 All - - - Long - - - - - - - - - Click!
  • Can cancel into attacks on 7
A HimeyuriBBCF Mai Himeyuri.png
236A
1000 [1100] All
[Guard Crush 25/Barrier]
6 4 20 -4 [-2] B - R 100 69 [72] Long 3 [4] 16 [18] 22 [26] 30 27 [Crumple 58] 44 [45] 6 [12] +0 +2 Click!
  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • If input on first possible frame(?) of 236, then base damage increased by 10%
A Himeyuri ODBBCF Mai Himeyuri.png
236A
1000, 250
[1100]
All
[Guard Crush 25/Barrier]
6 2,2 20 -1 [-2] B - R 100 72 (Once) [82] Long 4 16 [18] Crumple 29 30 Crumple 58 45 6 [12] +0 +5 Click!
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Normal version first hit always does 1100, remaining hits do 250
  • If input on first possible frame(?) of 236, then base damage increased by 10%
B HimeyuriBBCF Mai Himeyuri.png
236B
1250 [1375] All
[Guard Crush 35/Barrier]
15 8 20 -9 [+0] B - R 100 72 [74] Long 4 [5] 18 [20] Launch + Down 23 36 [52] Launch + Down 23 51 [68] 12 [13] +0 +5 [+8] Click!
  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • If input on first possible frame(?) of 236, then base damage increased by 10%
B Himeyuri ODBBCF Mai Himeyuri.png
236B
1250, 125*3
[1375]
All
[Guard Crush 35/Barrier]
15 2*4 20 -7 [+0] B - R 100 74 (Once) [84] Long 5 20 Crumple 31 52 + WBounce Crumple 62 68 + WBounce 3 [13] +0 +8 Click!
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Normal version first hit always does 1375, remaining hits do 125
  • If input on first possible frame(?) of 236, then base damage increased by 10%
Himeyuri: DipperBBCF Mai Himeyuri-Dipper.png
236C
1300 [1430] Mid 9 8 24+14L -27 B 1~12 All R 70 70 [84] Very Short 4 [5] 18 [20] Launch 40 [60] Launch 55 [76] 12 [13] +0 +5 [+8] Click!
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Can cancel into Backflip on 17
  • If input on first possible frame(?) of 236, then base damage increased by 10%
Himeyuri: Dipper ODBBCF Mai Himeyuri-Dipper.png
236C
1300, 130*3
[1430]
Mid 9 2,2,2,2 24+14L -25 B 1~12 All R 60 74 (Once) [84] Very Short 5 18 [20] Launch 60 Launch 76 3 [12] +0 +8 Click!
  • Hit on the last active frame to get Tip version.
  • Values in [] are for Tip version
  • Can cancel into Backflip on 17.
  • Normal version first hit alwasy does 1430, remaining hits do 143
  • If input on first possible frame(?) of 236, then base damage increased by 10%
SuzuranBBCF Mai Suzuran.png
214A
900 All 11 Until L 18 - H - R 80 82 Normal 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 Click!
  • OD Version automatically does Delayed version
Suzuran: BlazeBBCF Mai SuzuranBlaze.png
214B
1000 All 11 Until L 20 - H - R 80 82 Normal 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 Click!
  • OD Version automatically does Delayed version, but startup still 11F
Suzuran: DipperBBCF Mai SuzuranDipper.png
214C
1100 All 11 Until L 20 - H - R 80 82 Normal 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 Click!
  • OD Version automatically does Delayed version, but startup still 11F
Suzuran DelayedBBCF Mai Suzuran.png
214A
900*2 All 11 Until L,2 16 +5 H - R 80 82 Normal 4 18 Launch 40 + Down 23, 40 Launch 55 + Down 23, 55 12, 12/+4 +0, +4 +5, +9 Click!
Suzuran:Blaze DelayedBBCF Mai SuzuranBlaze.png
214B
1000*2 All 11 Until L,2 18 +3 H - R 80 82 Normal 4 18 Launch 40 + Slide 5 + Down 23, 40 Launch 55 + Slide 5 + Down 23, 55 12, 12/+4 +0, +4 +5 Click!
Suzuran:Dipper DelayedBBCF Mai SuzuranDipper.png
214C
1100*2 All 11 Until L,2 18 +3 H - R 80 82 Normal 4 18 Launch 40 + Slide 5 + Down 23, 40 Launch 55 + Slide 5 + Down 23, 55 12, 12/+4 +0, +4 +5 Click!

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
Sylvan Hurricane AssaultBBCF Mai SylvanHurricaneAssault.png
236D
1200*2, 2200
[1200, 300*7, 2200]
All 4+(25 Flash)+2 1,Until Offscreen, Until Ground 61+10L -52 N - R 80 84 Long 5 20 Launch 100 + Down 63 Launch 116 + Down 63 6*2,0
[6, 3*7, 0]
+0 +8 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 920 [1100]
Floral Blizzard BlossomBBCF Mai FloralBlizzardBlossom.png
214D Lv 1/2/3
1500 [1800] All 10+(40 Flash)+7 8 49 -36 B 1~10 Guard HBFP
10~24 All
R 60 94 Very Short 5 20 Launch 60 + WBounce 60 + Slide 10 + WStick 25 + Down 23 Launch 76 + WBounce 60 + Slide 10 + WStick 25 + Down 23 13/+10 +10 +18 Click!
2000 [2400] All 11~56+(40 Flash)+8 8 49 -36 B 1~71 Guard HBFP
(11~56)~(25~70) All
R 60 94 Very Short 5 20 Launch 60 + WBounce 60 + Slide 10 + WStick 25 + Down 23 Launch 76 + WBounce 60 + Slide 10 + WStick 25 + Down 23 23/+10 +10 +18 Click!
3000 [3600] All ~57-71+(40 Flash)+8 8 49 -36 B 1~71 Guard HBFP
(57~71)~(71~85) All
R 60 94 Very Short 5 20 Launch 60 + WBounce 60 + Slide 10 + WStick 25 + Down 23 Launch 76 + WBounce 60 + Slide 10 + WStick 25 + Down 23 23/+10 +10 +18 Click!
  • Values in [] are during OD
  • Hold button to delay attack
  • Guardpoint lasts until superflash
  • On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 450 [540] / 600 [720] / 900 [1080]

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
Shearing Cherry Blossom StormBBTag Mai ShearingCherryBlossomStorm.png
ABCD during OD
600, 200*12
{600, 200*18, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 - - 20 20, 1*12
{20, 1*18, 15}
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {590+59}

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
Royal Crimson Sprout: New Moon LotusBBCF Mai NewMoonLotus2.png
222D
0, 2000, 22000 All 7+(105 Flash)+8 3 75 -39 B - - - - Long 4 18 - - - - 12/+20 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5xA[+] 5xB[+] 5xC[+] 5D Throw, Jump, Special
5B 5xA[+] 5xB[+] 5xC[+] 5D Jump[-], Special
5C - - 5xC[+] 5D Jump[-], Special
5xA - 5xAB[+] 5xAC[+] 5D Jump, Special
5xB - - - 5D Jump[-], Special
5xC 5xCA[+] 5xCB[+] 5xCC[+] 5D Special
5xAB - 5xAB[+] 5xAC[+] - Special[+]
5xAC - 5xAB[+] 5xAC[+] - Special[+]
5xCA - - - 5D[-] Special[-]
5xCB - - - - -
2A[2] 2A[+] 2B 2xC[+] 5D Throw, Special
2B - - 2xC[+] 5D Special
2C - - - 5D Jump, Special
2xC - - - 5D Special
5D - - - 5DD[+] Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - j.DD[+] 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

Ambox notice.png To edit frame data, edit values in BBCF/Mai Natsume/Data.