BBCF/Mu-12/Frame Data

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System Data[edit]

Health

10,000

Combo Rate

60%

Prejump

4F

Backdash

25F (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 SORJ 100 77 Normal All 1 B 6 5 7 0 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SORJ 100 85 Long Mid 2 B 8 3 20 -9 13 14 17 18 29 10 +0 +1 - Click!
5C 860 SOJ*R 100 89 Long Mid 3 B 12 3 22 -8 16 19 21 24 35 11 +0 +2 - Click!
2A 300 SOR 100 80 Normal All 1 F 7 4 10 -2 11 12 12 16 23 9 +0 +0 - Click!
2B 560 SOR 90 85 Long Low 2 F 8 4 10 0 13 14 14 18 26 10 +0 +1 - Click!
2C 880 SOJR 90 92 Long Mid 4 B 14 3 27 -11 18 19 36 Launch 51 12 +0 +5 11-16 H Click!
6A 700 SORJ 90 89 Long Mid 3 B 11 6 17 -6 16 17 26 Launch 40 11 +0 +2 5-16 H Click!
6B 600*2 SOR 90 85, 79 Long, Normal Mid, High 3 B 16 2(4)4 26 -13 16 17, Launch 40 + Down 23, 40 + GBounce 25, Launch 57 + Down 23, 57 + GBounce 11 +0 +2 - Click!
  • Fatal Counter
6C 1000 SOR 100 84 Long All 5 BP 18 6 42 -27 20 Launch 60 + WBounce 60 + WStick 28 Launch 79 + WBounce 60 + WStick 43 16 +0 +23 - Click!
  • Fatal Counter
3C 820 SORJ 90 89 Long Low 3 F 14 3 24 -10 16 Launch 40 Launch 54 + Down 23 11 +0 +2 - Click!
j.A 300 SORJ 80 80 Normal High/Air 1 H 8 2 10 - 11 12 14 16 25 9 +0 +0 - Click!
j.B 580 SORJ 80 85 Long High/Air 2 H 10 6 21 - 13 14 17 18 29 10 +0 +1 - Click!
j.C 840 SORJ* 80 89 Long High/Air 3 H 12 6 18+4L - 16 17 21 22 35 11 +0 +2 - Click!
j.2C 900 SOR 80 89 Long High/Air 3 H 14 6 18+4L - 16 17 40 22 54 + Down 23 11 +0 +2 - Click!

Drive Moves[edit]

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

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
D Summon 500 - 70 92 Normal All 2 P1 144 12 Total: 40 - 13 14 25 18 37 0/+5 +5 +6 - Click!
D Summon
OD
850 - 70 92 Normal All 4 P2 76 40 Total: 40 - 18 19 25 24 40 0/+12 +12 +17 - Click!
D Summon
Charged
850 - 70 92 Normal All 4 P2 176 40 Total: 54 - 18 19 25 24 40 0/+12 +12 +17 - Click!
Air D Summon 500 - 70 92 Normal All 2 P1 151 12 Total: 43 - 13 14 25 18 37 0/+5 +5 +6 - Click!
Air D Summon
OD
850 - 70 92 Normal All 4 P2 84 40 Total: 43 - 18 19 25 24 40 0/+12 +12 +17 - Click!
Air D Summon
Charged
850 - 70 92 Normal All 4 P2 184 40 Total: 59 - 18 19 25 24 40 0/+12 +12 +17 - Click!

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, 1500 - 100 50 Normal Throw 0,4 T 7 3 23 - - Launch 100 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 - 100 50 Normal Throw 0, 4 T 7 3 23+3L - - Launch 60 + GBounce - - - 0 +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 - BP 20 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - BP 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
Origins
623C
1200 R 60 92 Very Short All 4 B 14 8 37 -19 18 Launch 19 + WBounce 40 Launch 34 + WBounce 40 + Slide 20 12 +0 +5 1-7 All
8-21 Guard All
Click!
  • On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged
Air Origins
j.623C
1200 R 60 92 Very Short All 4 H 14 8 Until L+15 - 18 Launch 19 + WBounce 40 Launch 34 + WBounce 40 + Slide 20 12 +0 +5 1-7 All
8-21 Guard All
Click!
  • On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged
Totsuka Blade
236D (Air OK)
750 R 80 89 Normal All 3 P1 24 - Total: 72 [Total 54] - 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 Blade
214D (Air OK)
800 [800, 700] - 80 89
[85, 94]
Normal All 3 P1 30 Until Hit [Until Hit(10)14] Total: 39 - 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 Decimation
63214C
1000 [1500] R 100 82 Long Mid 4 [5] B 17~39 [40] 7 22 -4 [-2] 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 Infinity
63214B
1100 R 100 74 Normal High/Air 5 H 31 3 Until L - 20 Launch 49 Launch 65 13 +0 +8 - Click!
Arrows of Heaven
236A
360*3 - 80 89 Normal All 3 P1 13 Until Hit Total: 51 - 16 17 17 22 31 0 +0 +2 - Click!
Air Arrows of Heaven
j.236A
360*3 - 80 89 Normal All 3 P1 13 Until Hit Total: 51+3L - 16 17 17 22 31 0 +0 +2 - 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
Blessed Mirror
632146D
640 [760] - 80 92 Normal All 4 P2 5+(90 Flash)+33 Until Hit Total: 52 - 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 Mirror
j.632146D
640 [760] - 80 92 Normal All 4 P2 5+(90 Flash)+42 Until Hit Total: Until L+5 - 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 Laser
from Blessed Mirror
640 [760] - 80 92 Normal All 4 P2 - Until Hit - - 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 Divines
632146C
1200, 400*8
[1400, 250*24]
R 100 92 Normal All - B 5+(25 Flash)+5 8 42 -31 18 Crumple 54 Stand Crumple 54 Stand 15 15, 0/+12*8 [*24] +5 1-17 All Click!
  • Values in [] are during OD
  • Rapid cancel only available on block
  • Minimum Damage 20%: 880 [1480]

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
Pillar of Light
ABCD during OD
600, 2430
{600, 525*10}
- 100 100 Long All 3 B 20 [10] 3 34 -10 26 Launch 60 + Down 73 - - 20 20, 0/+13
[20, 0/+2*10]
+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%: 303 {585+51}

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
Sword of the Godslayer
222D
0, 37000 - 100 92 Long All 4 F 8+(75 Flash)+9 4 50 -32 18 - - - - 12 - - 8-25 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 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 -
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[edit]


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