BBCF/Mai Natsume/Frame Data

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System Data[edit]

Health

11,000

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 SJR 100 85 Normal All 1 B 6 3 10 -1 11 14 14 18 25 9 +0 +0 - Click!
5B 600 S(J)R 100 89 Long Mid 3 B 9 4 16 -3 16 17 17 22 31 11 +0 +2 - Click!
5C 900 S(J)R 100 92 Long Mid 4 B 13 4 16 -1 18 22 19 30 37 12 +0 +5 - Click!
  • Fatal Counter
5xA 600 SJR 100 89 Long Mid 3 B 8 3 13 +1 16 22 24 27 38 11 +0 +2 - Click!
5xB 900 S(J)R 100 89 Long Mid 3 B 10 4 14 -1 16 19 26 Crumple 54 40 11 +0 +2 - Click!
  • Hold button to go into 5x[B] on 22F
5xC 850 SR 100 89 Long Mid 3 B 9 5 18 -6 16 19 22 24 36 11 +0 +2 - Click!
5xAA 1200 (S)R 82 92 Long Mid 4 B 16 4 18 -3 18 Spin Fall 25 34 Spin Fall 37 52 + Slide 10 12 +0 +5 - Click!
  • Fatal Counter
5xCC 230*6~24 SR 100 69 Long All 3 B 8 3*6~24 22 -8 16 25 35 30 49 2 +0 +2 - Click!
  • Press C to do 6 more hits. Max 24 hits.
5xAB/5xAC 600 R 100 89 Long All 3 B 15 3 47 -33 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/5xAC
shot
600 R 80 85 Normal B: All
C: Low/Air
2 P1 18 - Total 57 -21 13 17 17 21 29 0/+5 +5 +6 - Click!
  • Values in [] are for 5xAC version
5x[B] - - - - - - - - - - - - - - - - - - - - 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]>A 600 - 80 85 Long Low 2 F 13 3 14 -3 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]>6A 1000 - 100 92 Long Mid 4 B 13 9 21 -11 18 Launch 42 + WBounce + Slide 10 Launch 60 + WBounce + Slide 10 12 +0 +5 - Click!
  • Fatal Counter
5x[B]>8A 800 - 90 82 Normal High 4 H 20 3 23 -7 18 Launch 50 + GBounce Launch 65 + GBounce 12 +0 +0 4-22 FT Click!
5xCA 900 (S)R 90 82 Normal High 4 B 21 6 15 -2 18 23 60 + GBounce 28 75 + GBounce 12 +0 +5 = Click!
5xCB 980 R 90 92 Normal High 4 H 25 6 6 +7 18 19 19 + Down 28 24 34 + Down 28 12 +0 +5 - Click!
2A 300 CSR 80 85 Normal Low/Air 1 F 7 3 10 -1 11 14 14 18 25 9 +0 +0 - Click!
2B 700 SR 80 89 Long Low 3 F 10 3 18 -4 16 Launch 40 Launch 54 + Down 23 11 +0 +2 - Click!
2C 850 SJR 90 82 Long Mid 4 B 10 4 30 -15 18 Launch 26 Launch 41 12 +0 +5 10-13 H Click!
2xC 800 SR 80 92 Long Low 3 F 12 6 19 -6 18 19 28 24 43 12 +0 +5 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 3 9 - 11 14 14 18 25 9 +0 +0 - Click!
j.B 750 SJR 80 89 Long High/Air 3 H 9 4 (2) 2 12 - 16 17 20 22 34 11 +0 +2 - Click!
  • Only does 1 hit.
  • Last set of active frames hits crossup
j.C 900 SJR 80 89 Long High/Air 3 H 11 4 24 - 16 19 23 24 37 + Down 23 11 +0 +2 - 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
5D 800 SR 70 79 Normal All 3 P1 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
- 16 19 35 24 49 0/+3 +13 +15 - Click!
5D
Charged
900 SR 70 82 Normal Unblockable 4 P1 81 Until Hit Total: 128 - - Launch 35 Launch 50 0 +13 +15 - Click!
j.D 800 R 70 79 Normal All 3 P1 27~81
[22~56]
Until Hit Total: Until L+8 - 16 Launch 35 Launch 49 0/+3 +13 +15 - Click!
j.D
Charged
900 R 70 82 Normal Unblockable 4 P1 82 [57] - Total: Until L+8 - - Launch 35 Launch 50 0 +13 - - Click!
Redirect
D > D
800 [900] R 70 79 [82] Normal All - P1 5? - - - 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 Redirect
D > D
800*2 [900*2] R 70 79 [82] Normal All - P1 5? - - - 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[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*2, 1500 SR 100 50 Normal Throw(70) 0, 4*2 T 7 3 23 - - Launch 80, 80 + GBounce + Down 23 - - - 0*2, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 0*2, 1500 SR 100 50 Normal Throw(70) 0, 4*2 T 7 3 23+3L - - - 80 + WBounce 50 - - - 0*2, 12 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 32 -16 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
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
Juncture
236
- - - - - - - - - - 28 - - - - - - - - - - Click!
  • Can cancel into attacks on 7
Moon Blossom
214
- - - - - - - - - - 39+4L - - - - - - - - - 1-4 FT
5-14 All
Click!
  • Can cancel into attacks on 16
Air Moon Blossom
j.214
- - - - Long - - - - - Until L+4 - - - - - - - - - 4-11 All Click!
  • Can cancel into attacks on 7
A Himeyuri
236A
1000 [1100] R 100 69 [72] Long All
[Guard Crush 25/Barrier]
3 [4] B 6 4 20 -7 [-2] 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 OD
236A
1000, 250
[1100]
R 100 72 (Once) [82] Long All
[Guard Crush 25/Barrier]
4 B 6 2,2 20 -5 [-2] 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 Himeyuri
236B
1250 [1375] R 100 72 [74] Long All
[Guard Crush 35/Barrier]
4 [5] B 15 8 20 -9 [+0] 18 [20] Launch 36 + Down 23 [52 + Down 23] Launch 51 + Down 23 [68 + Down 23] 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 OD
236B
1250, 125*3
[1375]
R 100 74 (Once) [84] Long All
[Guard Crush 35/Barrier]
5 B 15 2*4 20 -7 [+0] 20 Crumple 31 52 + Down 23 + WBounce Crumple 62 68 + Down 23 + 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: Dipper
236C
1300 [1430] R 70 70 [84] Very Short Mid 4 [5] B 9 8 24+14L -27 18 [20] Launch 40 [60] Launch 55 [76] 12 [13] +0 +5 [+8] 1-12 All 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 OD
236C
1300, 130*3
[1430]
R 60 74 (Once) [84] Very Short Mid 5 B 9 2,2,2,2 24+14L -25 18 [20] Launch 60 Launch 76 3 [12] +0 +8 1-12 All 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%
Suzuran
214A
900 R 80 82 Normal All 4 H 11 Until L 18 - 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 - Click!
  • OD Version automatically does Delayed version
Suzuran: Blaze
214B
1000 R 80 82 Normal All 4 H 11 Until L 20 - 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 - Click!
  • OD Version automatically does Delayed version, but startup still 11F
Suzuran: Dipper
214C
1100 R 80 82 Normal All 4 H 11 Until L 20 - 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 - Click!
  • OD Version automatically does Delayed version, but startup still 11F
Suzuran Delayed
214A
900*2 R 80 82 Normal All 4 H 11 Until L,2 16 +5 18 Launch 40 + Down 23, 40 Launch 55 + Down 23, 55 12, 12/+4 +0, +4 +5, +9 - Click!
Suzuran:Blaze Delayed
214B
1000*2 R 80 82 Normal All 4 H 11 Until L,2 18 +3 18 Launch 40 + Slide 5 + Down 23, 40 Launch 55 + Slide 5 + Down 23, 55 12, 12/+4 +0, +4 +5 - Click!
Suzuran:Dipper Delayed
214C
1100*2 R 80 82 Normal All 4 H 11 Until L,2 18 +3 18 Launch 40 + Slide 5 + Down 23, 40 Launch 55 + Slide 5 + Down 23, 55 12, 12/+4 +0, +4 +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
Sylvan Hurricane Assault
236D
1200*2, 2200
[1200, 300*7, 2200]
R 80 84 Long All 5 N 4+(25 Flash)+2 1,Until Offscreen, Until Ground 61+10L -52 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 Blossom
214D
1500 [1800] R 60 94 Very Short All 5 B 8+(40 Flash)+7 8 49 -36 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 1-7 Guard HBFP
8-22 All
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]
Floral Blizzard Blossom (Max Charge)
214[D]
3000 [3600] R 60 94 Very Short All 5 B 72+(40 Flash)+7 8 49 -36 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 1-71 Guard HBFP
72-86 All
Click!
  • Values in [] are during OD
  • Hold button to delay attack
  • Guardpoint lasts until superflash
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 900 [1080]

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
Shearing Cherry Blossom Storm
ABCD during OD
600, 200*12
{600, 200*18, 1700}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 - - 20 20, 1*12
{20, 1*18, 15}
+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%: 300 {590+59}

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

Revolver Action Table[edit]

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[edit]


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