BBCF/Mu-12/Frame Data

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System Data

Health:10,000
Prejump:4F
Backdash:25F (1-5F Inv All)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Mu 5A.png 300 All 6 5 7 0 B - SORJ 100 77 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Mu 5B.png 600 Mid 8 3 20 -9 B - SORJ 100 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
5CBBCS Mu 5C.png 860 Mid 12 3 22 -8 B - SOJ*R 100 89 Long 3 16 19 21 24 35 11 +0 +2 Click!
2ABBCS Mu 2A.png 300 All 7 4 10 -2 F - SOR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Mu 2B.png 560 Low 8 4 10 0 F - SOR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Mu 2C.png 880 Mid 14 3 27 -11 B 11~16 H SOJR 90 92 Long 4 18 19 36 Launch 51 12 +0 +5 Click!
6ABBCS Mu 6A.png 700 Mid 11 6 17 -6 B 5~16 H SORJ 90 89 Long 3 16 17 26 Launch 40 11 +0 +2 Click!
6BBBCS Mu 6B.png 600*2 Mid, High 16 2(4)4 26 -13 B - SOR 90 85, 79 Long, Normal 3 16 17, Launch 40 + Down 23, 40 + GBounce 25, Launch 57 + Down 23, 57 + GBounce 11 +0 +2 Click!
  • Fatal Counter
6CBBCS Mu 6C.png 1000 All 18 6 42 -27 BP - SOR 100 84 Long 5 20 Launch 60 + WBounce 60 + WStick 28 Launch 79 + WBounce 60 + WStick 43 16 +0 +23 Click!
  • Fatal Counter
3CBBCS Mu 3C.png 820 Low 14 3 24 -10 F - SORJ 90 89 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
j.ABBCS Mu jA.png 300 High/Air 8 2 10 - H - SORJ 80 80 Normal 1 11 12 14 16 25 9 +0 +0 Click!
j.BBBCS Mu jB.png 580 High/Air 10 6 21 - H - SORJ 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCS Mu jC.png 840 High/Air 12 6 18+4L - H - SORJ* 80 89 Long 3 16 17 21 22 35 11 +0 +2 Click!
j.2CBBCS Mu j2C.png 900 High/Air 14 6 18+4L - H - SOR 80 89 Long 3 16 17 40 22 54 + Down 23 11 +0 +2 Click!

Drive Moves

For all Drive moves Startup listed is for the stein's own attack. Mu herself only animates the move for the listed recovery time.

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
D SummonBBCP Mu bit.png
BBCP Mu groundD.png
500 All 144 12 Total: 40 - P1 - - 70 92 Normal 2 13 14 25 18 37 0/+5 +5 +6 Click!
D SummonBBCP Mu bit.png
BBCP Mu groundD.png

OD
850 All 76 40 Total: 40 - P2 - - 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17 Click!
D SummonBBCP Mu bitCharged.png
200x200px

Charged
850 All 176 40 Total 54 - P2 - - 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17 Click!
Air D SummonBBCP Mu bit.png
BBCS Mu airD.png
500 All 151 12 Total: 43 - P1 - - 70 92 Normal 2 13 14 25 18 37 0/+5 +5 +6 Click!
Air D SummonBBCP Mu bit.png
BBCS Mu airD.png

OD
850 All 84 40 Total: 43 - P2 - - 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17 Click!
Air D SummonBBCP Mu bitCharged.png
BBCS Mu airD.png

Charged
850 All 184 40 Total: 59 - P2 - - 70 92 Normal 4 18 19 25 24 40 0/+12 +12 +17 Click!

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground ThrowBBCS Mu throw.png 0, 1500 Throw 7 3 23 - T - - 100 50 Normal 0,4 - Launch 100 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Mu AThrow.png 0, 1500 Throw 7 3 23+3L - T - - 100 50 Normal 0, 4 - Launch 60 + GBounce - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Mu 5B.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!
Crush TriggerBBCP Mu CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 BP - 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 BP - 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
OriginsBBCS Mu Origins.png
623C
1200 All 14 8 37 -19 B 1~7 All
8~21 Guard All
R 60 92 Very Short 4 18 Launch 19 + WBounce 40 Launch 34 + WBounce 40 + Slide 20 12 +0 +5 Click!
  • On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged
Air OriginsBBCS Mu Origins.png
j.623C
1200 All 14 8 Until L+15 - H 1~7 All
8~21 Guard All
R 60 92 Very Short 4 18 Launch 19 + WBounce 40 Launch 34 + WBounce 40 + Slide 20 12 +0 +5 Click!
  • On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged
Totsuka BladeBBCS Mu TotsukaBlade.png
236D (Air OK)
750 All 24 - Total: 72 [Total 54] - P1 - R 80 89 Normal 3 16 17 25 22 39 0/+6 +6 +8 Click!
  • Each bounce from the laser is considered a different attack for proration purposes
  • Not affected by same move rate
Tokotachi Blade200x200px
214D (Air OK)
800 [800, 700] All 30 Until Hit [Until Hit(10)14] Total: 39 - P1 - - 80 89
[85, 94]
Normal 3 16 Crumple 27, Launch 60
[60, 40]
- - 0/+6 [0/+10, 0/+6] +6 [+10, +6] +8 [+12, +8] Click!
  • Values in [] are during OD
Sword of DecimationBBCS Mu SOD.png
63214C
1000 [1500] Mid 17~39 [40] 7 22 -4 [-2] B - R 100 82 Long 4 [5] 18 [20] Launch 46 + Slide 10
[46 + WBounce 60]
Launch 64 + Slide 10
[64 + WBounce 60]
12 [20] +0 +5 [+8] Click!
  • Values in [] are for max charge
  • Fatal Counter
Sword of InfinityBBCP Mu Ikutachi.png
63214B
1100 High/Air 31 3 Until L - H - R 100 74 Normal 5 20 Launch 49 Launch 65 13 +0 +8 Click!
Arrows of HeavenBBCS Mu ArrowsOfHeaven.png
236A
360*3 All 13 Until Ofscreen Total: 51 - P1 - - 80 89 Normal 3 16 17 17 22 31 0 +0 +2 Click!
Air Arrows of HeavenBBCS Mu ArrowsOfHeaven.png
j.236A
360*3 All 13 Until Hit Total: 51+3L - P1 - - 80 89 Normal 3 16 17 17 22 31 0 +0 +2 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
Blessed MirrorBBCS Mu BlessedMirror.png
632146D
640 [760] All 5+(90 Flash)+33 Until Hit Total: 52 - P2 - - 80 92 Normal 4 18 19 40 24 55 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • Startup listed is for the final, guaranteed laser.
  • Shoots 1 [2] laser for each Stein deployed plus one final laser.
  • Startup for these lasers are 5+9, 5+15, 5+21, 5+27.
  • Minimum Damage 10%: 64 [76]
Air Blessed MirrorBBCS Mu BlessedMirror.png
j.632146D
640 [760] All 5+(90 Flash)+42 Until Hit Total: Until L+5 - P2 - - 80 92 Normal 4 18 19 40 24 55 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • Startup listed is for the final, guaranteed laser
  • Shoots 1 [2] laser for each Stein deployed plus one final laser
  • Startup for these lasers are 5+18, 5+24, 5+30, 5+36
  • Minimum Damage 10%: 64 [76]
Additional LaserBBCS Mu BlessedMirror.png
from Blessed Mirror
640 [760] All - Until Hit - - P2 - - 80 92 Normal 4 18 19 40 24 55 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • These lasers can hit twice: once before reaching Stein, and again after reflect
  • [Damage while traveling to Steins is 640, becomes 760 after reflect]
  • Minimum Damage 10%: 64 [76]
Wisdom of the DivinesBBCS Mu WisdomOfTheDivines2.png
632146C
1200, 400*8
[1400, 250*24]
All 5+(25 Flash)+5 8 42 -31 B 1~17 All R 100 92 Normal - 18 Crumple 54 Stand Crumple 54 Stand 15 15, 0/+12*8 [*24] +5 Click!
  • Values in [] are during OD
  • Rapid cancel only available on block
  • Minimum Damage 20%: 880 [1480]

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
Pillar of LightBBCF Mu ExceedAccel.png
ABCD during OD
600, 2430
{600, 525*10}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long 3 26 Launch 60 + Down 73 - - 20 20, 0/+13
[20, 0/+2*10]
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 303 {585+51}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Sword of the GodslayerBBCP Mu SwordOfTheGodslayer2.png
222D
0, 37000 All 8+(75 Flash)+9 4 50 -32 F 8~25 All - 100 92 Long 4 18 - - - - 12 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C xD Throw, Jump, Special
5B[2*] 6A 2B, 6B 5C, 2C, 3C xD Jump, Special
5C[2*] - 6B 2C, 6C, 3C xD Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C xD Throw, Special
2B[2*] 6A 5B, 6B 5C, 2C, 3C xD Special
2C[2*] - 6B 5C, 6C, 3C xD Jump, Special
6A[2] - 5B, 2B, 6B 5C, 2C, 6C, 3C xD Jump, Special
6B[1] - - 5C, 2C, 6C, 3C (all 2nd hit) xD Special
6C[1] - - - xD Special
3C - - - xD Jump, Special
xD[2] - 6B 5C, 2C, 6C, 3C xD[+] Jump[+]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.xD Throw, Jump, Special
j.B j.A - j.C, j.2C j.xD Jump, Special
j.C - j.B j.2C j.xD Jump[-], Special
j.2C - - - j.xD Special
j.xD[2] - - j.C, j.2C j.xD[+] Jump[+]
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
  • : 2C/5C are tied together, you can only chain twice any combination of them (ex: 2C 5D 2C does not allow you to chain into 5C afterward). The same applies to 2B/5B

Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Mu-12/Data.