BBCF/Naoto Kurogane/Frame Data: Difference between revisions

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{{#lsth:BBCF/Naoto Kurogane/Data|Nav}}
{{#lst:BBCF/Naoto Kurogane/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBCF/Frame Data|System Data]]==
==[[BBCF/Frame Data|System Data]]==
{{#lsth:BBCF/Naoto Kurogane/Data|SystemData}}
{{#lst:BBCF/Naoto Kurogane/Data|SystemData}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|5A Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|5AA Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|5B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|5C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5C Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|2A Full}}
{{#lst:BBCF/Naoto Kurogane/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|2B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|2C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|2C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|6A Full}}
{{#lst:BBCF/Naoto Kurogane/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=}}
{{AttackVersion|name=6B|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|6B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|6B Full}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|6C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|6C Full}}
|-
|-
{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|3C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|3C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.A Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.C Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|5D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=5D|subtitle=OD|rowspan=2}}
{{AttackVersion|name=5D|subtitle=OD|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|5D OD Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5D OD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|2D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|2D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=2D|subtitle=OD|rowspan=2}}
{{AttackVersion|name=2D|subtitle=OD|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|2D OD Full}}
{{#lst:BBCF/Naoto Kurogane/Data|2D OD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|6D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|6D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=6D|subtitle=OD|rowspan=2}}
{{AttackVersion|name=6D|subtitle=OD|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|6D OD Full}}
{{#lst:BBCF/Naoto Kurogane/Data|6D OD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=j.D|subtitle=OD|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=OD|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.D OD Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.D OD Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|BC Full}}
{{#lst:BBCF/Naoto Kurogane/Data|BC Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|4BC Full}}
{{#lst:BBCF/Naoto Kurogane/Data|4BC Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.BC Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.BC Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{AttackVersion|name=Counter Assault|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|6AB Full}}
{{#lst:BBCF/Naoto Kurogane/Data|6AB Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Dash Cancel|subtitle=|rowspan=2}}
{{AttackVersion|name=Dash Cancel|subtitle=|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|66 Cancel Full}}
{{#lst:BBCF/Naoto Kurogane/Data|66 Cancel Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=3}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=3}}
{{#lsth:BBCF/Naoto Kurogane/Data|5AB Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5AB Full}}
|-
|-
{{#lsth:BBCF/Naoto Kurogane/Data|5[AB] Full}}
{{#lst:BBCF/Naoto Kurogane/Data|5[AB] Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Banishing Fang|subtitle=236B|rowspan=2}}
{{AttackVersion|name=Banishing Fang|subtitle=236B|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|236B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|236B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Banishing Fang: Roar|subtitle=Fang > 236B|rowspan=2}}
{{AttackVersion|name=Banishing Fang: Roar|subtitle=Fang > 236B|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|Fang > 236B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|Fang > 236B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Banishing Fang: Raid|subtitle=Roar > 236C|rowspan=2}}
{{AttackVersion|name=Banishing Fang: Raid|subtitle=Roar > 236C|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|Roar > 236C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|Roar > 236C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Banishing Fang: Bash|subtitle=Roar > 236B|rowspan=2}}
{{AttackVersion|name=Banishing Fang: Bash|subtitle=Roar > 236B|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|Roar > 236B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|Roar > 236B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Slash Kaid|subtitle=214D|rowspan=2}}
{{AttackVersion|name=Slash Kaid|subtitle=214D|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|214D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|214D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Pass Through Slash Kaid|subtitle=Enhanced 214D near Opponent|rowspan=2}}
{{AttackVersion|name=Pass Through Slash Kaid|subtitle=Enhanced 214D near Opponent|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|214D through Opponent Full}}
{{#lst:BBCF/Naoto Kurogane/Data|214D through Opponent Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=C Inferno Crusader|subtitle=623C|rowspan=2}}
{{AttackVersion|name=C Inferno Crusader|subtitle=623C|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|623C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|623C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=D Inferno Crusader|subtitle=623D|rowspan=2}}
{{AttackVersion|name=D Inferno Crusader|subtitle=623D|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|623D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|623D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Overhead Kick|subtitle=Inferno Crusader > 2C|rowspan=2}}
{{AttackVersion|name=Overhead Kick|subtitle=Inferno Crusader > 2C|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|623C > 2C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|623C > 2C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Air C Inferno Crusader|subtitle=j.623C|rowspan=2}}
{{AttackVersion|name=Air C Inferno Crusader|subtitle=j.623C|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.623C Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.623C Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Air D Inferno Crusader|subtitle=j.623D|rowspan=2}}
{{AttackVersion|name=Air D Inferno Crusader|subtitle=j.623D|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.623D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.623D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Shift Sway|subtitle=214A|rowspan=2}}
{{AttackVersion|name=Shift Sway|subtitle=214A|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|214A Full}}
{{#lst:BBCF/Naoto Kurogane/Data|214A Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Phantom Pain|subtitle=214A > 8A|rowspan=2}}
{{AttackVersion|name=Phantom Pain|subtitle=214A > 8A|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|214A > 8A Full}}
{{#lst:BBCF/Naoto Kurogane/Data|214A > 8A Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Divine Smasher|subtitle=632146B|rowspan=2}}
{{AttackVersion|name=Divine Smasher|subtitle=632146B|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|632146B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|632146B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Air Divine Smasher|subtitle=j.632146B|rowspan=2}}
{{AttackVersion|name=Air Divine Smasher|subtitle=j.632146B|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|j.632146B Full}}
{{#lst:BBCF/Naoto Kurogane/Data|j.632146B Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Divine Smasher|subtitle=OD Followup|rowspan=2}}
{{AttackVersion|name=Divine Smasher|subtitle=OD Followup|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|632146B OD Followup Full}}
{{#lst:BBCF/Naoto Kurogane/Data|632146B OD Followup Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Divine Reaper|subtitle=632146D|rowspan=2}}
{{AttackVersion|name=Divine Reaper|subtitle=632146D|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|632146D Full}}
{{#lst:BBCF/Naoto Kurogane/Data|632146D Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Divine Reaper|subtitle=Projectile|rowspan=2}}
{{AttackVersion|name=Divine Reaper|subtitle=Projectile|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|632146D Projectile Full}}
{{#lst:BBCF/Naoto Kurogane/Data|632146D Projectile Full}}
|-
|-
{{Description
{{Description
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|-
|-
{{AttackVersion|name=Grim of Phantom|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Grim of Phantom|subtitle=ABCD during OD|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|ABCD Full}}
{{#lst:BBCF/Naoto Kurogane/Data|ABCD Full}}
|-
|-
{{Description|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
{{Description|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
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|-
|-
{{AttackVersion|name=Edge of Eternity|subtitle=2141236C|rowspan=2}}
{{AttackVersion|name=Edge of Eternity|subtitle=2141236C|rowspan=2}}
{{#lsth:BBCF/Naoto Kurogane/Data|Astral Full}}
{{#lst:BBCF/Naoto Kurogane/Data|Astral Full}}
|-
|-
{{Description
{{Description
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: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lsth:BBCF/Naoto Kurogane/Data|Links}}
{{#lst:BBCF/Naoto Kurogane/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Naoto Kurogane/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBCF/Naoto Kurogane/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 09:13, 5 March 2020

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5AA
5B
5C
2A
2B
2C
6A
6B
6C
3C
j.A
j.B
j.C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
5D
OD
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
2D
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
2D
OD
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
6D
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
6D
OD
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
j.D
  • Values in [] are for max charge
  • [Chip damage 20%]
  • [Causes Guard Crush on normal block]
j.D
OD

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
Dash Cancel
  • Can cancel into specials immediately
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Banishing Fang
236B
Banishing Fang: Roar
Fang > 236B
Banishing Fang: Raid
Roar > 236C
  • Hitbox fully extended upwards on 18F
Banishing Fang: Bash
Roar > 236B
  • Values in [] for Enhanced version
  • Fatal Counter
Slash Kaid
214D
  • Values in [] for Enhanced version
Pass Through Slash Kaid
Enhanced 214D near Opponent
  • Occurs on hit near opponent.
C Inferno Crusader
623C
  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick 21-29
D Inferno Crusader
623D
  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick 24-35
Overhead Kick
Inferno Crusader > 2C
Air C Inferno Crusader
j.623C
Air D Inferno Crusader
j.623D
  • Can cancel into DownKick 19-30
Shift Sway
214A
  • 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
  • Values in [] for Enhanced version

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Divine Smasher
632146B
  • Values in [] are Enhanced version
  • On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
  • Minimum Damage 40%: 800 [960]
Air Divine Smasher
j.632146B
  • Minimum Damage 40%: 720
Divine Smasher
OD Followup
  • Minimum Damage 30%: 540
Divine Reaper
632146D
  • Values in [] are OD version
  • Minimum Damage 25%: 1004 [1350]
Divine Reaper
Projectile
  • Values in [] are OD version
  • Only comes out when strike misses/is blocked
  • Minimum Damage 25%: 519 [600]

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Grim of Phantom
ABCD during OD
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Edge of Eternity
2141236C

Revolver Action Table

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

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.