BBCF/Makoto Nanaya/Frame Data

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System Data


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 5 2 11 -1 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 6 16 -5 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 700 Mid 8 7 16 -6 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5CC 800 Mid 7 6 16 -3 100 82 Long S(J)R 4 18 21 24 26 39 12 +0 +5
2A 300 All 6 [5] 3 10 -1 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 12 -1 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 1000 Mid 22 6 26 -13 12~27 H 90 92 Long SR 4 18 Launch 35 Launch 50 12 +0 +5
6A 700 Mid 11 4 23 -10 5~14 H 90 89 Long SJR 3 16 17 26 22 40 11 +0 +2
6B 750 High 22 3 20 -6 80 89 Normal SR 3 16 17 24 + GBounce 22 38 + GBounce 11 +0 +2
6C 900 Mid 14 8 20 -11 100 89 Long SR 3 16 Launch 24 Launch 35 11 +0 +2
3C 900 Low 30 4 12 0 6~23 HB 80 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
3[C] 35 6~23 HB
j.A 300 High/Air 6 3 8 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 8 4 12 80 85 Long CSJR 2 13 14 26 18 40 10 +0 +1
j.C 700 High/Air 13 6 11 80 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
j.CC 800 High/Air 5 3 22 80 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
j.2C 800 High/Air 20 Until L 9 80 85 Long SR 2 13 Crumple 24 17 Crumple 48 29 10 +0 +1


Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Lv1 700 Mid 13 3 31 -17 90 70 Long SR 3 16 17 24 Crumple 54 38 11 +0 +2
5D Lv2 850 Mid 17 3 31 -15 90 80 Long SR 4 18 179 30 Crumple 58 45 12 +0 +5
5D Lv3 1000 Mid 20 3 31 -13 90 80 Long SR 5 20 Launch 60 + Slide 12 + Down 26 Launch 79 + Slide 12 + Down 26 13 +0 +8
5D LvG 1000 Mid 10 2 31 -12 90 80 Long SR 5 20 Launch 60 + Slide 15 Launch 79 + Slide 15 13 +0 +8
2D Lv1 700 Mid 18 5 32 -21 90 70 Long SR 3 16 Launch 30 Launch 44 11 +0 +2
2D Lv2 850 Mid 21 5 32 -19 90 80 Long SR 4 18 Launch 40 Launch 55 12 +0 +5
2D Lv3 1000 Mid 24 5 32 -17 90 80 Long SR 5 20 Launch 62 Launch 81 13 +0 +8
2D LvG 1000 Mid 18 5 32 -17 90 80 Long SR 5 20 Launch 62 Launch 81 13 +0 +8
j.D Lv1 700 High/Air 20 6 Until L+5 90 70 Long SR 3 16 Launch 24 Launch 36 11 +0 +2
j.D Lv2 850 High/Air 21 6 Until L+5 90 80 Long SR 4 18 Launch 40 + WBounce Launch 55 + WBounce + Slide 10 12 +0 +5
j.D Lv3 1000 High/Air 23 6 Until L+5 90 80 Long SR 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8
j.D LvG 1000 High/Air 20 6 Until L+5 90 80 Long SR 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 1500 Throw(70) 7 3 23 100 50 (Once) Normal SR 0, 4 Launch 42 0, 3 +0
4BC Back Throw 0, 1500 Throw(70) 7 3 23 100 50 (Once) Normal SR 0, 4 Launch 60 + Down 29 0, 12/+15 +0, +15
j.BC Air Throw 0, 700, 800 Throw(120) 7 3 23+3L 100 50 (Once) Normal SR 0, 4×2 Launch 60 + Down 49 0×2, 16 +0
6AB Counter Assault 0 All 15 4 28 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2


Special Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A 350×3 All 16 72 Total: 49 -5 100 85 (Once) Normal R 2 13 14 14 18 26 0/+3 +3 +4
236AD Lv1 Strike Break Shot (strike) 800 Mid 3 18 -11 100 89 Long R 3 16 17 17 22 31 9 +0 +2
236AD Lv1 Projectile Break Shot (projectile) 700 All 26 90 89 Normal 3 16 17 25 22 39 0/+1 +12 +19
236AD Lv2 Strike Break Shot (strike) 950 Mid 3 18 -9 100 92 Long R 4 18 19 19 24 39 9 +0 +5
236AD Lv2 Projectile Break Shot (projectile) 800 All 26 90 92 Normal 4 18 19 25 24 40 0/+1 +12 +18
236AD Lv3 Strike Break Shot (strike) 1100 Mid 3 18 -7 100 94 Long R 5 20 21 21 27 37 9 +0 +8
236AD Lv3 Projectile Break Shot (projectile) 900 All 26 90 94 Normal 5 18 21 35 Launch 54 + WBounce 50 0/+1 +12 +18
236AD LvG Strike Break Shot (strike) 1100 Mid 3 18 5 100 94 Long R 5 20 21 21 30 40 9 +0 +8
236AD LvG Projectile Break Shot (projectile) 900 All 26 90 94 Normal 5 20 Launch 35 + WBounce 50 Launch 54 + WBounce 0/+1 +12 +18
623C Corona Upper 900 Mid 9 2 (2) 12 28+17L -42 1~14 All 60 92 Very Short R 4 18 Launch 50 Launch 65 12 +0 +5
j.623C Air Corona Upper 900 All 8 8 Until L+20 1~9 All 60 92 Very Short R 4 18 Launch 50 Launch 65 12 +0 +5
623CD Lv1 Meteor Dive 800 6 Until L+9 100 89 Long R 3 16 Launch 60 Launch 74 11 +0 +2
623CD Lv2 Meteor Dive 1000 6 Until L+9 100 92 Long R 4 18 Launch 60 Launch 75 12 +0 +5
623CD Lv3 Meteor Dive 1400 6 Until L+9 100 94 Long R 5 20 Launch 60 Launch 79 20 +0 +8
623CD LvG Meteor Dive 1400 6 Until L+9 100 94 Long R 5 20 Launch 60 + GBounce Launch 79 + GBounce 20 +0 +8
236B Shooting Star 1200 All 22 3 25 -9 1~7 FP
8~17 All
70 92 Normal R 4 18 Launch 40 Launch 55 + WBounce 60 + WStick 35 12 +0 +5
41236C Sirius Jolt 1000 Low [Unblockable] 26 3 28 -10 80 94 Normal R 5 20 21 [Launch] 50 [50 + WBounce 40 + WStick 30] 27 [Launch] 66 [66 + WBounce 40 + WStick 30] 13 [22] +0 +8
214D Space Counter 0 All 9 5 25 -10 1~13 Guard B 100 80 Normal 0 9 Guard Break 25 Guard Break 25 Guard Break 25 Guard Break 25 8/+10 +0 +10
214DD Lv1 Space Counter > Attack 1000 8 45 -36 1-?? HB 100 89 Long R 3 16 Spin Fall 46 30 Spin Fall 51 44 0 +0 +2
214DD Lv2 Space Counter > Attack 1200 8 45 -34 1-?? HB 100 92 Long R 4 18 Spin Fall 49 45 Spin Fall 54 60 0 +0 +5
214DD Lv3 Space Counter > Attack 1400 8 45 -32 1-?? HB 100 94 Long R 5 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8
214DD LvG Space Counter > Attack 1600 8 45 -32 1-?? HB 100 94 Long R 5 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8
214A A Asteroid Vision 35
214B B Asteroid Vision 37+6L
214C C Asteroid Vision 46+6L
214AA Break 12+11
214AB Eclipse Turn 10+21
214AC Rush 250×2, 1000 All 6+7 3(6)3(8)4 33 -20 100 89 Long R 3 16 17×2, Launch 22×2, 50 22×2, Launch 36×2, 64 3×2, 11 +0 +2
214ACC Infinite Rush 250×4, 1000 All 3 2(3)2(3)2(3)2(8)4 33 -20 100 89 Long R 3 16 17×4, Launch 22×4, 50 22×4, Launch 36×4, 64 3×4, 11 +0 +2
214ACA Mars Chopper 1000 High 15 3 16 -2 90 89 Normal R 3 16 17 40 22 54 11 +0 +2
214ACB Star Gazer 1000 Low/Air 11 4 14 -1 90 89 Long R 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
214ACD Lv1 Lander Blow 700 All ??+5 3 15 -1 80 89 Normal R 3 16 17 20 22 34 11 +0 +2
214ACD Lv2 Lander Blow 850 All ??+3 3 17 -1 80 92 Normal R 4 18 19 22 Crumple 29 37 8 +0 +5
214ACD Lv3 Lander Blow 1000 All ??+8 3 11 +7 80 94 Normal R 5 20 21 24 Crumple 34 43 6 +0 +8
214ACD LvG Lander Blow 1000 All ??+5 3 11 +7 80 94 Normal R 5 20 21 30 Crumple 34 49 6 +0 +8
214AD Lv1 Cosmic Ray 850 All 8+?? 6 14 -5 8~End of Active F 100 89 Long R 3 16 17 20 22 34 11/-2 +0 +2
214AD Lv2 Cosmic Ray 950 All 8+?? 6 14 -3 8~End of Active F 100 92 Long R 4 18 19 30 24 45 11/-2 +0 +5
214AD Lv3 Cosmic Ray 1100 All 8+?? 6 14 -1 8~End of Active F 100 94 Long R 5 20 21 40 30 59 11/-2 +0 +8
214AD LvG Cosmic Ray 1100 All 8+?? 6 14 1 8~End of Active F 100 94 Long R 5 20 26 60 35 79 11/-2 +0 +8
214BD Lv1 Lightning Arrow 800 All 12+?? 20 Until L+8 80 89 Normal R 3 16 17 60 22 74 11 +0 +2
214BD Lv2 Lightning Arrow 1000 All 12+?? 20 Until L+8 80 92 Normal R 4 18 19 60 Launch 75 + GBounce + Down 23 12 +0 +5
214BD Lv3 Lightning Arrow 1200 All 12+?? 20 Until L+8 80 94 Normal R 5 20 21 60 Launch 79 + GBounce + Down 23 20 +0 +8
214BD LvG Lightning Arrow 1200 All 12+?? 20 Until L+8 80 94 Normal R 5 20 21 60 + GBounce + Down 23 Launch 79 + GBounce + Down 23 20 +0 +8
Taunt Acorn 100 All 21 Until Hit Total: 82 100 75 Long 0 9 10 12 14 31 0/+8 +8 8


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Lv1 Big Bang Smash 1800 All 5+(192 Flash)+9 14 Total: 70 -40 1~5 All 80 79 Normal R 3 16 Launch 100 Launch 114 0 +20 +20
632146D Lv2 Big Bang Smash 2200 All 5+(192 Flash)+9 14 Total: 70 -38 1~5 All 80 82 Normal R 4 18 Launch 100 Launch 115 0 +20 +20
632146D Lv3 Big Bang Smash 2600 All 5+(192 Flash)+9 15 Total: 70 -36 1~5 All 80 84 Normal R 5 20 Launch 100 Launch 119 0 +20 +20
632146D LvG Big Bang Smash 3000 All 5+(192 Flash)+9 15 Total: 70 -36 1~5 All 80 84 Normal R 5 20 Launch 100 Launch 119 0 +20 +20
236236D Lv1 Particle Flare (1) 900 Mid 1+(42 Flash)+7 4 78 -60 1-?? All 75 85 Normal R 3 16 Crumple 64 60 Crumple 84 74 30 +0 +2
236236D Lv2 Particle Flare (1) 900 Mid 1+(42 Flash)+4 4 78 -58 1~End of Active All 75 85 Normal R 4 18 Crumple 64 60 Crumple 84 74 30 +0 +5
236236D Lv3 Particle Flare (1) 1100 Mid 1+(42 Flash)+4 4 78 -56 1~End of Active All 75 89 Normal R 5 20 Crumple 64 60 Crumple 84 74 30 +0 +8
236236D LvG Particle Flare (1) 1200 Mid 1+(42 Flash)+7 4 78 -56 1~End of Active All 75 94 Normal R 5 20 Crumple 64 60 Crumple 87 79 30 +0 +8
236236DD Lv1 Particle Flare (2) 900 1+(43 Flash)+?? 4 59 -46 1~10 after Active All 75 100 Long R 3 16 Launch 150 Launch 164 30 +4 +4
236236DD Lv2 Particle Flare (2) 1000 1+(43 Flash)+?? 4 59 -44 1~10 after Active All 75 100 Long R 4 18 Launch 150 Launch 164 30 +0 +4
236236DD Lv3 Particle Flare (2) 1100 1+(43 Flash)+?? 4 59 -42 1~10 after Active All 75 100 Long R 5 20 Launch 150 Launch 164 30 +0 +4
236236DD LvG Particle Flare (2) 20×28, 600 1+(43 Flash)+?? 2×28 (7) 4 59 -42 1~10 after Active All 75 100 Long R 3×28, 5 16×28, 20 30×28, Launch 150 38×28, Launch 169 1/+4×23, 30/+4 +4
236236DDD Lv1 Particle Flare (3) 1800 28+(50 Flash)+?? 6 Until L+11 1~End All 100 85 Long 3 100 + Down 33 114 + Down 33 35 +2
236236DDD Lv2 Particle Flare (3) 2200 28+(50 Flash)+?? 6 Until L+11 1~End All 100 89 Long 4 100 + Down 33 114 + Down 33 35 +2
236236DDD Lv3 Particle Flare (3) 3000 28+(50 Flash)+?? 6 Until L+11 1~End All 100 92 Long 5 100 + Down 33 114 + Down 33 35 +2
236236DDD LvG Particle Flare (3) 4000 28+(50 Flash)+?? 6 Until L+11 1~End All 100 94 Long 5 100 + Down 33 117 + Down 33 35 +2


Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Cygnus Combination 600, 800×2, 900
{600, 800×3, 1530×2}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
100 100 Long 26 Launch 100 20 20, 13×2, 15
[20, 13×2, 0, 15, 26]
+0


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2363214D Lv1 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+ 4 1~End of Active All Long 5 20 30
2363214D Lv2 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+?? 4 28 -11 1~End of Active All Long 5 20 30
2363214D Lv3 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+?? 4 28 -11 1~End of Active All Long 5 20 30
2363214D LvG Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+?? 4 28 -11 1~End of Active All Long 5 20 30


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A
BBCS Makoto 5A.png
Guard:
All
Startup:
5
Recovery:
11
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B
BBCS Makoto 5B.png
Guard:
Mid
Startup:
9
Recovery:
16
Advantage:
-5
[1]
6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special
5C
BBCS Makoto 5C.png
Guard:
Mid
Startup:
8
Recovery:
16
Advantage:
-6
- - 5CC 5D, 2D Special
5CC
BBCS Makoto 5CC.png
Guard:
Mid
Startup:
7
Recovery:
16
Advantage:
-3
- 6B - 5D, 2D Special
5D
BBCS Makoto 5D.png
Guard:
Mid
Startup:
13
Recovery:
31
Advantage:
-17
- - - - Special (Lv1,2)
2A
BBCS Makoto 2A.png
Guard:
All
Startup:
6 [5]
Recovery:
10
Advantage:
-1
[3]
6A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Jump, Special
2B
BBCS Makoto 2B.png
Guard:
Low
Startup:
9
Recovery:
12
Advantage:
-1
[1]
6A - 5C, 2C, 3C 5D, 2D Special
2C
BBCS Makoto 2C.png
Guard:
Mid
Startup:
22
Recovery:
26
Advantage:
-13
- - - 5D, 2D Special
2D
BBCS Makoto 2D.png
Guard:
Mid
Startup:
18
Recovery:
32
Advantage:
-21
- - - - Special (Lv1,2)
6A
BBCS Makoto 6A.png
Guard:
Mid
Startup:
11
Recovery:
23
Advantage:
-10
- 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B
BBCS Makoto 6B.png
Guard:
High
Startup:
22
Recovery:
20
Advantage:
-6
6A - 5CC 5D, 2D Special
6C
BBCS Makoto 6C.png
Guard:
Mid
Startup:
14
Recovery:
20
Advantage:
-11
- - - 5D, 2D Special
3C
BBCS Makoto 3C.png
Guard:
Low
Startup:
30
Recovery:
12
Advantage:
0
- - - - Special
Air Revolver Action Table
A B C D Cancels
j.A
BBCS Makoto jA.png
Guard:
High/Air
Startup:
6
Recovery:
8
Advantage:
j.A j.B j.C j.D Throw, Jump, Special
j.B
BBCS Makoto jB.png
Guard:
High/Air
Startup:
8
Recovery:
12
Advantage:
j.A - j.C j.D Jump, Special
j.C
BBCS Makoto jC.png
Guard:
High/Air
Startup:
13
Recovery:
11
Advantage:
- - j.CC - Jump, Special
j.CC
BBCS Makoto jCC.png
Guard:
High/Air
Startup:
5
Recovery:
22
Advantage:
- - - - Jump, Special
j.D
BBCS Makoto jD.png
Guard:
High/Air
Startup:
20
Recovery:
Until L+5
Advantage:
- - - - Special (Lv1,2)
j.2C
BBCS Makoto j2C.png
Guard:
High/Air
Startup:
20
Recovery:
9
Advantage:
- - - - 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/Makoto Nanaya/Data.