BBCF/Naoto Kurogane/Frame Data

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System Data[edit]

Health

11,500

Combo Rate

60%

Prejump

4F

Backdash

25F (1-4F 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 2 B 6 3 12 -1 13 14 14 18 26 10 +0 +1 - Click!
5AA 600 SR 100 89 Long Mid 3 B 8 4 14 -1 16 17 17 Crumple 35 31 11 +0 +2 - Click!
5B 550 SJR 100 89 Long Mid 3 B 8 3 18 -4 16 17 17 22 31 11 +0 +2 - Click!
5C 800 SJR 100 92 Long Mid 4 B 12 4 18 -3 18 19 19 24 34 12 +0 +5 - Click!
2A 300 CSR 90 80 Normal Low 1 F 7 2 12 -2 11 12 12 16 23 9 +0 +0 - Click!
2B 480 SR 90 85 Long Low 2 F 8 3 15 -4 13 14 14 18 26 10 +0 +1 - Click!
2C 850 SJR 90 89 Long Mid 3 B 11 6 22 -11 16 17 23 Launch 37 11 +0 +2 7-13 H Click!
6A 700 SR 80 89 Normal High 3 B 24 3 24 -10 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 - Click!
6B 750 SR 80 92 Long All 4 H 17 4 4+12L -1 18 19 30 24 45 12 +0 +5 5-24 FT Click!
6C 800 R 80 92 Long All 4 H 35 4 9+8L -2 18 25 30 30 45 12 +0 +5 - Click!
3C 780 SR 100 79 Long Low 3 F 11 4 17 -4 16 Launch 40 Launch 54 + Down 23 11 +0 +2 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 580 SJR 80 85 Long High/Air 2 H 9 6 13 - 13 14 14 18 26 10 +0 +1 - Click!
j.C 900 SJR 80 89 Long High/Air 3 H 10 6 12 - 16 17 20 22 34 11 +0 +2 - Click!

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D 900 [1350] SR 100 89 [94] Long Mid [Guard Break 24/Barrier] 5 B 20 [40] 5 18 -2 [-1] 20 21 [Crumple 25] 30 [40 + Slide 20] 27 [Crumple 50] 46 [56 + Slide 20] 15 [20] +0 +8 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
5D
OD
900 [1350] SR 100 89 [94] Long Mid [Guard Break 34/Barrier] 5 B 18 [28] 5 18 -2 [-1] 20 21 [Crumple 35] 30 [40 + Slide 20] 27 [Crumple 70] 46 [56 + Slide 20] 15 [20] +0 +8 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
2D 900 [1350] SR 90 89 [94] Long Low [Guard Break 24/Low Barrier] 5 F 22 [44] 5 18 -2 [-1] 20 21 [Crumple 25] 30 + Slide 10 [40 + Slide 20 + WBounce 20 + WStick 31 ] 27 [Crumple 50] 46 + Slide 10 [56 + Slide 20 + WBounce 20 + WStick 31 ] 15 [20] +0 +8 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
2D
OD
900 [1350] SR 90 89 [94] Long Low [Guard Break 34/Low Barrier] 5 F 20 [32] 5 18 -2 [-1] 20 21 [Crumple 35] 30 + Slide 10 [40 + Slide 20 + WBounce 20 + WStick 31 ] 27 [Crumple 70] 46 + Slide 10 [56 + Slide 20 + WBounce 20 + WStick 31 ] 15 [20] +0 +8 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
6D 1000 [1500] SR 100 89 [94] Long Mid [Guard Break 24/Barrier] 5 B 24 [48] 6 17 -2 [-1] 20 Launch 40 [60 + WBounce] Launch 59 [79 + WBounce] 15 [20] +0 +8 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
6D
OD
1000 [1500] SR 100 89 [94] Long Mid [Guard Break 34/Barrier] 5 B 22 [36] 6 17 -2 [-1] 20 Launch 40 [60 + WBounce] Launch 59 [79 + WBounce] 15 [20] +0 +8 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
j.D 900 [1350] SR 100 79 [84] Long All [Guard Break 24/Barrier] 4 H 20 [40] 5 18+5L - 18 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5 - Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
j.D
OD
900 [1350] SR 100 79 [84] Long All [Guard Break 34/Barrier] 4 H 18 [28] 5 18+5L - 18 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5 - 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
Forward Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 80 + WStick 30 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Back Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Spin Fall 41, Crumple 30 - - - - 0*2, 20 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - Launch 19 + Slide 1 + Down 53 - - - 0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 30 -19 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Dash Cancel - - - - - - - - - - 20 - - - - - - - - - - Click!
  • Can cancel into specials immediately
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 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
Banishing Fang
236B
700 R 100 89 Long All 3 B 13 3 17 -3 16 17 17 22 31 15 +0 +2 - Click!
Banishing Fang: Roar
Fang > 236B
800 R 100 89 Long All 3 B 9 6 18 -7 16 17 28 25 45 15 +0 +2 - Click!
Banishing Fang: Raid
Roar > 236C
1000 (J)R 100 60 Long All 4 B 18 8 30 -19 18 Launch 30 Launch 45 18 +0 +5 - Click!
  • Hitbox fully extended upwards on 18F
Banishing Fang: Bash
Roar > 236B
1200 R [RDa] 100 92 Long All 4 B 14 7 22 -10 18 Launch 40 Launch 58 12 +0 +5 - Click!
  • Values in [] for Enhanced version
  • Fatal Counter
Slash Kaid
214D
1000 R 80 89 Long All 3 [4] B 15 [13] 3 23 [29] -9 [-7] 16 [18] 17 [Crumple 29] 38 22 [Crumple 58] 52 [54] 7 [12] +0 +2 [+5] - Click!
  • Values in [] for Enhanced version
Pass Through Slash Kaid
Enhanced 214D near Opponent
1200 R 92 89 Long All 4 B 13 3 29 - 18 Crumple 38 38 Crumple 45 54 12 +0 +5 - Click!
  • Occurs on hit near opponent.
C Inferno Crusader
623C
600 [600*2] R 80 89 Long Mid 3 B 6 9 [6,3] 26+11L -28 [-22] 16 Launch 48 Launch 62 11 +0 +2 4-11 H Click!
  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick 21-29
D Inferno Crusader
623D
700*2
[700, 450*4]
R 60 92 Very Short All 4 B 9 3,10
[3,3,3,2,2]
38+16L
[29+16L]
-45 [-28] 18 Launch 45 Launch 60 12,3 [12,3*3] +0 +5 1-17 All Click!
  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick 24-35
Overhead Kick
Inferno Crusader > 2C
1000 R 100 92 Long - 4 H 11 6 Until L - 18 Launch 40 Launch 55 12 +0 +5 - Click!
Air C Inferno Crusader
j.623C
800 R 80 89 Long All 3 H 6 6,3 Until L+11 - 16 Launch 48 Launch 62 11 +0 +2 1-7 H Click!
Air D Inferno Crusader
j.623D
800, 800 R 60 92 Very Short All 4 H 7 4,6 Until L+16 - 18 Launch 45 Launch 60 12,3 +0 +5 1-12 All Click!
  • Can cancel into DownKick 19-30
Shift Sway
214A
- - - - - - - - - - 39 [37] - - - - - - - - - 1-30 HBP
[1-26 HBP]
Click!
  • Values in [] for Enhanced version
  • Can cancel into Phantom Pain on 5F [17F] onwards.
  • Can dash cancel on 9F onwards. Enhanced version can not be dash canceled.
  • Can pass through opponent 13-30F [1-26F].
Phantom Pain
214A > 8A
0, 1426*2 R 90 82 Normal Unblockable 4 T 15 [5] 5 28 - - Launch 50 - - - 0, 12*2 +0 1-19 HB
[1-9 HB]
Click!
  • Values in [] for Enhanced version

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
Divine Smasher
632146B
2000 [2400] R 100 75 Normal All 5 B 5+(50 Flash)+2 10 23 -12 20 Launch 80 Launch 96 20 +0 +8 1-6 All
7-16 P
Click!
  • Values in {} are Enhanced version
  • Values in [] are OD version
  • On hit/block, remainder of move is replaced with 9 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
  • Minimum Damage 40% {30%}: 800 [960] {540 [648]}
Air Divine Smasher
j.632146B
1800 R 100 75 Normal All 5 H 5+(50 Flash)+7 Until L 25 - 20 Launch 80 + Slide 20 Launch 96 + Slide 20 20 +0 +8 1-11 All
12-Land P
Click!
  • Values in [] are OD version
  • Minimum Damage 40% [30%]: 720 [510]
Divine Smasher
OD Followup
1800 R 100 100 Long - 5 - 4+(35 Flash)+15 3 Until L+24 - 20 Launch 80 - - 20 +0 +0 1-End All Click!
  • Minimum Damage 30%: 540
Divine Reaper
632146D
1300, 2719
[1300, 1900, 2200]
R 100 92, 75 Normal All 4 B 4+9 1 48 -18 18 Launch 300, 100 Slide 30 + Down 38 [300, 100, 100 + Slide 25] - - 3 20, 13 [20, 45*2] +0 1-27 All Click!
  • Values in [] are OD version
  • Minimum Damage 25%: 1004 [1350]
Divine Reaper
Projectile
693*3 [803*3] R 100 94 Normal - 3 P2 4+(40 Flash)+10 3,3,6 - - 16 Launch 60 Launch 74 0/+4 +4 +4 - Click!
  • Values in [] are OD version
  • Only comes out when strike misses/is blocked
  • Minimum Damage 25%: 519 [600]

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
Grim of Phantom
ABCD during OD
600, 500, 1400, 550
{600, 500, 1700, 610*5}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 + Down 23 - - 20 20, 12, 8/-3, 9/-1
{20, 12, 8/-3, 13/-10, 1/+4*4, 0/+20}
+0 1-22 All
[1-22 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {585+58}

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
Edge of Eternity
2141236C
0, 2100*8, 5300, 10000 - - - Long All 5 B 4+(54 Flash)+11 6 28 -13 20 - - - - 13 - - 1-20 All Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5AA, 6A, 2A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Jump, Special
5AA 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Special
5B[1] - 2B 5C, 2C, 3C 5D, 2D, 6D Jump, Special
5C[1] - 6B 2C, 3C 5D, 2D, 6D Jump, Special
5D[1] - - 6C 2D, 6D Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special
2C[1] - - 5C, 3C 5D, 2D, 6D Jump, Special
2D[1] - - 6C 5D, 6D Special
6A - - 5C, 2C 5D, 2D, 6D Special
6B - - - - Special
6C - - - - -
6D - - 6C - Jump, 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.D Jump, Special
j.D - - - - 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/Naoto Kurogane/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