BBCF/Makoto Nanaya/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

22F (1-5F Inv)


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 5 2 11 -1 11 12 12 16 23 9 +0 +0 - Click!
5B 600 S(J)R 100 89 Long Mid 3 B 9 6 16 -5 16 17 17 22 31 11 +0 +2 - Click!
5C 700 S(J)R 100 89 Long Mid 3 B 8 7 16 -6 16 17 17 22 31 11 +0 +2 - Click!
5CC 800 S(J)R 100 82 Long Mid 4 B 7 6 16 -3 18 21 24 26 39 12 +0 +5 - Click!
  • 21F hitstun
2A
rowspan=2
300 CSR 100 80 Normal All 1 F 6 [5] 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
  • Values in [] are for followup 2As
2B 550 SR 90 85 Long Low 2 F 9 3 12 -1 13 14 14 18 26 10 +0 +1 - Click!
2C 1000 SR 90 92 Long Mid 4 B 22 6 26 -13 18 Launch 35 Launch 50 12 +0 +5 12-27 H Click!
6A 700 SJR 90 89 Long Mid 3 B 11 4 23 -10 16 17 26 22 40 11 +0 +2 5-14 H Click!
6B 750 SR 80 89 Normal High 3 B 22 3 20 -6 16 17 24 + GBounce 22 38 + GBounce 11 +0 +2 - Click!
  • Bonus Proration 110%
6C 900 SR 100 89 Long Mid 3 B 14 8 20 -11 16 Launch 24 Launch 35 11 +0 +2 - Click!
3C 900 SR 80 89 Long Low 3 F 30 4 12 0 16 Launch 40 Launch 54 + Down 16 11 +0 +2 6-23 HB Click!
  • Bonus Proration 110%
3C Feint
3[C]
- - - - - - - - - - 35 - - - - - - - - - 6-23 HB Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 3 8 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 CSJR 80 85 Long High/Air 2 H 8 4 12 - 13 14 26 18 40 10 +0 +1 - Click!
j.C 700 CSJR 80 89 Long High/Air 3 H 13 6 11 - 16 17 17 22 31 11 +0 +2 - Click!
j.CC 800 CSJR 80 89 Long High/Air 3 H 5 3 22 - 16 17 17 22 31 11 +0 +2 - Click!
j.2C 800 SR 80 85 Long High/Air 2 H 20 Until L 9 - 13 Crumple 24 17 Crumple 48 29 10 +0 +1 - Click!
  • On hit/block, Makoto bounces upwards with recovery 10F

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 Lv1 700 SR 90 70 Long Mid 3 B 13 3 31 -17 16 17 24 Crumple 54 38 11 +0 +2 - Click!
5D Lv2 850 SR 90 80 Long Mid 4 B 17 3 31 -15 18 179 30 Crumple 58 45 12 +0 +5 - Click!
5D Lv3 1000 SR 90 80 Long Mid 5 B 20 3 31 -13 20 Launch 60 + Slide 12 + Down 26 Launch 79 + Slide 12 + Down 26 13 +0 +8 - Click!
  • Fatal Counter
5D LvG 1000 SR 90 80 Long Mid 5 B 10 2 31 -12 20 Launch 60 + Slide 15 Launch 79 + Slide 15 13 +0 +8 - Click!
  • Fatal Counter
2D Lv1 700 SR 90 70 Long Mid 3 B 18 5 32 -21 16 Launch 30 Launch 44 11 +0 +2 - Click!
2D Lv2 850 SR 90 80 Long Mid 4 B 21 5 32 -19 18 Launch 40 Launch 55 12 +0 +5 - Click!
2D Lv3 1000 SR 90 80 Long Mid 5 B 24 5 32 -17 20 Launch 62 Launch 81 13 +0 +8 - Click!
2D LvG 1000 SR 90 80 Long Mid 5 B 18 5 32 -17 20 Launch 62 Launch 81 13 +0 +8 - Click!
j.D Lv1 700 SR 90 70 Long High/Air 3 H 20 6 Until L+5 - 16 Launch 24 Launch 36 11 +0 +2 - Click!
j.D Lv2 850 SR 90 80 Long High/Air 4 H 21 6 Until L+5 - 18 Launch 40 + WBounce Launch 55 + WBounce + Slide 10 12 +0 +5 - Click!
j.D Lv3 1000 SR 90 80 Long High/Air 5 H 23 6 + WBounce Until L+5 - 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8 - Click!
  • Fatal Counter
j.D LvG 1000 SR 90 80 Long High/Air 5 H 20 6 Until L+5 - 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8 - Click!
  • Fatal Counter

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 42 - - - 0, 3 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 + Down 29 - - - 0, 12/+15 +0, +15 - Click!
  • Minimum Damage 100%
Air Throw 0, 700, 800 SR 100 50 (Once) Normal Throw(120) 0, 4*2 T 7 3 23+3L - - Launch 60 + Down 49 - - - 0*2, 16 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 15 4 28 - 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 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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
Comet Cannon
236A
350*3 R 100 85 (Once) Normal All 2 P1 16 72 Total: 49 -5 13 14 14 18 26 0/+3 +3 +4 - Click!
  • Can cancel into Shot 22-34
Break Shot Lv1 (strike)
236A > D
800 R 100 89 Long Mid 3 B - 3 18 -11 16 17 17 22 31 9 +0 +2 - Click!
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
Break Shot Lv1 (projectile)
236A > D
700 - 90 89 Normal All 3 P1 - 26 - - 16 17 25 22 39 0/+1 +12 +19 - Click!
Break Shot Lv2 (strike)
236A > D
950 R 100 92 Long Mid 4 B - 3 18 -9 18 19 19 24 39 9 +0 +5 - Click!
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
Break Shot Lv2 (projectile)
236A > D
800 - 90 92 Normal All 4 P1 - 26 - - 18 19 25 24 40 0/+1 +12 +18 - Click!
Break Shot Lv3 (strike)
236A > D
1100 R 100 94 Long Mid 5 B - 3 18 -7 20 21 21 27 37 9 +0 +8 - Click!
  • Fatal Counter
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
Break Shot Lv3 (projectile)
236A > D
900 - 90 94 Normal All 5 P1* - 26 - - 18 21 35 Launch 54 + WBounce 50 0/+1 +12 +18 - Click!
Break Shot LvG (strike)
236A > D
1100 R 100 94 Long Mid 5 B - 3 18 5 20 21 21 30 40 9 +0 +8 - Click!
  • Fatal Counter
Break Shot LvG (projectile)
236A > D
900 - 90 94 Normal All 5 P1 - 26 - - 20 Launch 35 + WBounce 50 Launch 54 + WBounce 0/+1 +12 +18 - Click!
  • Fatal Counter
Corona Upper
623C
900 R 60 92 Very Short Mid 4 B 9 2 (2) 12 28+17L -42 18 Launch 50 Launch 65 12 +0 +5 1-14 All Click!
Air Corona Upper
j.623C
900 R 60 92 Very Short All 4 H 8 8 Until L+20 - 18 Launch 50 Launch 65 12 +0 +5 1-9 All Click!
Meteor Dive Lv1
623C > D
800 R 100 89 Long - 3 H - 6 Until L+9 - 16 Launch 60 Launch 74 11 +0 +2 - Click!
Meteor Dive Lv2
623C > D
1000 R 100 92 Long - 4 H - 6 Until L+9 - 18 Launch 60 Launch 75 12 +0 +5 - Click!
Meteor Dive Lv3
623C > D
1400 R 100 94 Long - 5 H - 6 Until L+9 - 20 Launch 60 Launch 79 20 +0 +8 - Click!
  • Fatal Counter
Meteor Dive LvG
623C > D
1400 R 100 94 Long - 5 H - 6 Until L+9 - 20 Launch 60 + GBounce Launch 79 + GBounce 20 +0 +8 - Click!
  • Fatal Counter
Shooting Star
236B
1200 R 70 92 Normal All 4 B 22 3 25 -9 18 Launch 40 Launch 55 + WBounce 60 + WStick 35 12 +0 +5 1-7 FP
8-17 All
Click!
Sirius Jolt
41236C
1000 R 80 94 Normal Low [Unblockable] 5 B 26 3 28 -10 20 21 [Launch] 50 [50 + WBounce 40 + WStick 30] 27 [Launch] 66 [66 + WBounce 40 + WStick 30] 13 [22] +0 +8 - Click!
  • Values in [] are when hitting standing opponent
Space Counter
214D
0 - 100 80 Normal All 0 B 9 5 25 -10 9 Guard Break 25 Guard Break 25 Guard Break 25 Guard Break 25 8/+10 +0 +10 1-13 Guard B Click!
  • On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
Space Counter > Attack Lv1
214D > D
1000 R 100 89 Long - 3 B - 8 45 -36 16 Spin Fall 46 30 Spin Fall 51 44 0 +0 +2 1-?? HB Click!

30F Hitstun

Space Counter > Attack Lv2
214D > D
1200 R 100 92 Long - 4 B - 8 45 -34 18 Spin Fall 49 45 Spin Fall 54 60 0 +0 +5 1-?? HB Click!

33F Hitstun

Space Counter > Attack Lv3
214D > D
1400 R 100 94 Long - 5 B - 8 45 -32 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8 1-?? HB Click!
  • Fatal Counter
  • 36F Hitstun
Space Counter > Attack LvG
214D > D
1600 R 100 94 Long - 5 B - 8 45 -32 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8 1-?? HB Click!
  • Fatal Counter
  • 36F Hitstun
A Asteroid Vision
214A
- - - - - - - - - - 35 - - - - - - - - - - Click!
  • Can cancel into followups at various times
  • Starups for followups include the startups of this.
B Asteroid Vision
214B
- - - - - - - - - - 37+6L - - - - - - - - - - Click!
  • Can cancel into air normals and followups 13 until landing
C Asteroid Vision
214C
- - - - - - - - - - 46+6L - - - - - - - - - - Click!
  • Can cancel into air normals and followups 13 until landing
Break
214A > A
- - - - - - - - - - 12+11 - - - - - - - - - - Click!
Eclipse Turn
214A > B
- - - - - - - - - - 10+21 - - - - - - - - - - Click!
  • Can pass through opponent 1-17
Rush
214A > C
250*2, 1000 R 100 89 Long All 3 B 6+7 3 (6) 3 (8) 4 33 -20 16 17*2, Launch 22*2, 50 22*2, Launch 36*2, 64 3*2, 11 +0 +2 - Click!
  • Followups occur after the second hit
Infinite Rush
214A > C > C
250*4, 1000 R 100 89 Long All 3 B 3 2(3)2(3)2(3)2(8)4 33 -20 16 17*4, Launch 22*4, 50 22*4, Launch 36*4, 64 3*4, 11 +0 +2 - Click!
Mars Chopper
214A > C > A
1000 R 90 89 Normal High 3 B 15 3 16 -2 16 17 40 22 54 11 +0 +2 - Click!
Star Gazer
214A > C > B
1000 R 90 89 Long Low/Air 3 F 11 4 14 -1 16 Launch 40 Launch 54 + Down 16 11 +0 +2 - Click!
Lander Blow Lv1
214A > C > D
700 R 80 89 Normal All 3 B ??+5 3 15 -1 16 17 20 22 34 11 +0 +2 - Click!
Lander Blow Lv2
214A > C > D
850 R 80 92 Normal All 4 B ??+3 3 17 -1 18 19 22 Crumple 29 37 8 +0 +5 - Click!
Lander Blow Lv3
214A > C > D
1000 R 80 94 Normal All 5 B ??+8 3 11 +7 20 21 24 Crumple 34 43 6 +0 +8 - Click!
  • Fatal Counter
Lander Blow LvG
214A > C > D
1000 R 80 94 Normal All 5 B ??+5 3 11 +7 20 21 30 Crumple 34 49 6 +0 +8 - Click!
  • Fatal Counter
Cosmic Ray Lv1
214A > D
850 R 100 89 Long All 3 B 8+?? 6 14 -5 16 17 20 22 34 11/-2 +0 +2 8-End of Active F Click!
Cosmic Ray Lv2
214A > D
950 R 100 92 Long All 4 B 8+?? 6 14 -3 18 19 30 24 45 11/-2 +0 +5 8-End of Active F Click!
Cosmic Ray Lv3
214A > D
1100 R 100 94 Long All 5 B 8+?? 6 14 -1 20 21 40 30 59 11/-2 +0 +8 8-End of Active F Click!
  • Fatal Counter
Cosmic Ray LvG
214A > D
1100 R 100 94 Long All 5 B 8+?? 6 14 1 20 26 60 35 79 11/-2 +0 +8 8-End of Active F Click!
  • Fatal Counter
  • 26F grounded hitstun
Lightning Arrow Lv1
214B/C > D
800 R 80 89 Normal All 3 H 12+?? 20 Until L+8 - 16 17 60 22 74 11 +0 +2 - Click!
Lightning Arrow Lv2
214B/C > D
1000 R 80 92 Normal All 4 H 12+?? 20 Until L+8 - 18 19 60 Launch 75 + GBounce + Down 23 12 +0 +5 - Click!
Lightning Arrow Lv3
214B/C > D
1200 R 80 94 Normal All 5 H 12+?? 20 Until L+8 - 20 21 60 Launch 79 + GBounce + Down 23 20 +0 +8 - Click!
  • Fatal Counter
Lightning Arrow LvG
214B/C > D
1200 R 80 94 Normal All 5 H 12+?? 20 Until L+8 - 20 21 60 + GBounce + Down 23 Launch 79 + GBounce + Down 23 20 +0 +8 - Click!
  • Fatal Counter
Acorn
Taunt
100 - 100 75 Long All 0 P1 21 Until Hit Total: 82 - 9 10 12 14 31 0/+8 +8 8 - 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
Big Bang Smash Lv1
632146D
1800 R 80 79 Normal All 3 P2 5+(192 Flash)+9 14 Total: 70 -40 16 Launch 100 Launch 114 0 +20 +20 1-5 All Click!
  • Minimum Damage 25%: 450
Big Bang Smash Lv2
632146D
2200 R 80 82 Normal All 4 P2 5+(192 Flash)+9 14 Total: 70 -38 18 Launch 100 Launch 115 0 +20 +20 1-5 All Click!
  • Minimum Damage 25%: 550
Big Bang Smash Lv3
632146D
2600 R 80 84 Normal All 5 P2 5+(192 Flash)+9 15 Total: 70 -36 20 Launch 100 Launch 119 0 +20 +20 1-5 All Click!
  • Minimum Damage 25%: 650
Big Bang Smash LvG
632146D
3000 R 80 84 Normal All 5 P2 5++(192 Flash)+9 15 Total 70 -36 20 Launch 100 Launch 119 0 +20 +20 1-5 All Click!
  • Minimum Damage 25%: 750
Particle Flare (1) Lv1
236236D
900 R 75 85 Normal Mid 3 B 1+(42 Flash)+7 4 78 -60 16 Crumple 64 60 Crumple 84 74 30 +0 +2 1-End of Active All Click!
  • Minimum Damage 20%: 180
Particle Flare (1) Lv2
236236D
900 R 75 85 Normal Mid 4 B 1+(42 Flash)+4 4 78 -58 18 Crumple 64 60 Crumple 84 74 30 +0 +5 1-End of Active All Click!
  • Minimum Damage 20%: 180
Particle Flare (1) Lv3
236236D
1100 R 75 89 Normal Mid 5 B 1+(42 Flash)+4 4 78 -56 20 Crumple 64 60 Crumple 84 74 30 +0 +8 1-End of Active All Click!
  • Minimum Damage 20%: 220
Particle Flare (1) LvG
236236D
1200 R 75 94 Normal Mid 5 B 1+(42 Flash)+7 4 78 -56 20 Crumple 64 60 Crumple 87 79 30 +0 +8 1-End of Active All Click!
  • Minimum Damage 20%: 240
Particle Flare (2) Lv1
236236D > D
900 R 75 100 Long - 3 B 1+(43 Flash)+?? 4 59 -46 16 Launch 150 Launch 164 30 +4 +4 1-10 after Active All Click!
  • Minimum Damage 20%: 180
Particle Flare (2) Lv2
236236D > D
1000 R 75 100 Long - 4 B 1+(43 Flash)+?? 4 59 -44 18 Launch 150 Launch 164 30 +0 +4 1-10 after Active All Click!
  • Minimum Damage 20%: 200
Particle Flare (2) Lv3
236236D > D
1100 R 75 100 Long - 5 B 1+(43 Flash)+?? 4 59 -42 20 Launch 150 Launch 164 30 +0 +4 1-10 after Active All Click!
  • Minimum Damage 20%: 220
Particle Flare (2) LvG
236236D > D
20*28, 600 R 75 100 Long - 3*28, 5 B 1+(43 Flash)+?? 2*28 (7) 4 59 -42 16*28, 20 30*28, Launch 150 38*28, Launch 169 - 1/+4*23, 30/+4 +4 1-10 after Active All Click!
  • Fatal Counter
  • Minimum Damage 20%: 232
Particle Flare (3) Lv1
236236D > D > D
1800 - 100 85 Long - 3 H 28+(50 Flash)+?? 6 Until L+11 - - - 100 + Down 33 - 114 + Down 33 - 35 +2 1-End All Click!
  • Minimum Damage 20%: 360
Particle Flare (3) Lv2
236236D > D > D
2200 - 100 89 Long - 4 H 28+(50 Flash)+?? 6 Until L+11 - - - 100 + Down 33 - 114 + Down 33 - 35 +2 1-End All Click!
  • Minimum Damage 20%: 440
Particle Flare (3) Lv3
236236D > D > D
3000 - 100 92 Long - 5 H 28+(50 Flash)+?? 6 Until L+11 - - - 100 + Down 33 - 114 + Down 33 - 35 +2 1-End All Click!
  • Minimum Damage 20%: 600
Particle Flare (3) LvG
236236D > D > D
4000 - 100 94 Long - 5 H 28+?? 6 Until L+11 - - - 100 + Down 33 - 117 + Down 33 - 35 +2 1-End All Click!
  • Fatal Counter*Minimum Damage 20%: 800

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
Cygnus Combination
ABCD during OD
600, 800*2, 900
{600, 800*3, 1530*2}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 - - 20 20, 13*2, 15
[20, 13*2, 0, 15, 26]
+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%: 310 {606+60}

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
Planet Crusher
236214D
Lv1/2/3/G
0, 300*35, 5000 - - - Long All 5 B 5+(90 Flash)+?? 4 28 -11 20 - - - - 30 - - 1-End of Active All Click!
0, 300*35, 5000 - - - Long All 5 B 5+(90 Flash)+?? 4 28 -11 20 - - - - 30 - - 1-End of Active All Click!
0, 300*35, 5000 - - - Long All 5 B 5+(90 Flash)+?? 4 28 -11 20 - - - - 30 - - 1-End of Active All Click!
0, 300*35, 5000 - - - Long All 5 B 5+(90 Flash)+ 4 - - 20 - - - - 30 - - 1-End of Active All Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special
5C - - 5CC 5D, 2D Special
5CC - 6B - 5D, 2D Special
5D - - - - Special (Lv1,2)
2A[3] 6A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Jump, Special
2B[1] 6A - 5C, 2C, 3C 5D, 2D Special
2C - - - 5D, 2D Special
2D - - - - Special (Lv1,2)
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B 6A - 5CC 5D, 2D Special
6C - - - 5D, 2D Special
3C - - - - 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.CC - Jump, Special
j.CC - - - - Jump, Special
j.D - - - - Special (Lv1,2)
j.2C - - - - 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/Makoto Nanaya/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