BBCF/Nu-13/Frame Data

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System Data[edit]

Health:10,000
Prejump:4F
Backdash:24F (1-7F Inv All)
Unique Movements:Act Parser


Normal Moves[edit]

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
5ABBCP Nu 5A.png 300 All 6 3 12 -3 B - CSOJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Nu 5B.png 510 Mid 8 3 14 0 B - SOJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCP Nu 5C.png 160*8 All 16 X{(4)X}*7 Total 71 -8 P1 - SOR 100 89 Long 3 16 20 23 25 37 0/+3 +3 +5 Click!
  • Each sword is active for 3
2ABBCP Nu 2A.png 300 All 7 4 12 -4 F - SOR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Nu 2B.png 480 Low 9 4 10 0 F - SOR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCP Nu 2C.png 140*8 Mid*2,All*6 14 1*6,2*2 23 -9 B 11~17 H SOJR 90 89 Long 3 16 23 23 Launch 37 2 +0 +2 Click!
6ABBCP Nu 6A.png 670 Mid 11 6 17 -6 B 5~11 H SOJR 90 89 Long 3 16 17 26 22 40 11 +0 +2 Click!
6BBBCP Nu 6B.png 740 Mid 10 5 15 -3 B - SOJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
6CBBCP Nu 6C.png 180*8 Midx2,Allx6 22 1*8 24 -6 B - SODaR 100 82 Long 4 21 24 36 + Slide 10 Launch 54 + Slide 10 2 +0 +5 Click!
3CBBCP Nu 3C.png 140*8 Lowx3, Allx5 11 1*8 22 -6 F - SOR 90 89 Long 3 16 Launch 36 Launch 50 + Down 23*3, 50*5 3 +0 +2 Click!
j.ABBCP Nu jA.png 300 High/Air 8 2 10 - H - SOJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCP Nu jB.png 590 High/Air 9 4 12 - H - SOJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCP Nu jC.png 150*8 High/Air 9 1*2,2*6 25 - H - SOJR 80 89 Long 3 16 17 20 22 34 2 +0 +2 Click!
j.2CBBCP Nu j2C.png 150*8 High/Air 15 1*8 10 - H - SOJR 80 89 Long 3 16 17 24 22 38 3 +0 +2 Click!

Drive Moves[edit]

  • Values in [] are during OD
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
5DBBCP Nu 5D.png 600 All 15 13 Total 48 -12 [-4] P1 - SODr(J)R 80 92 Normal 4 16 17 17 22 32 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~36F
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DDBBCP Nu 5D.png 300 All 13 6 Total 48 -11 [-6] P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~36F
2DBBCP Nu 2D.png 600 All 11 11 Total 45 -13 [-5] P1 - SODr(J)R 80 92 Normal 4 16 17 17 22 32 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~33F
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DDBBCP Nu 2D.png 300 All 13 6 Total 51 -14 [-9] P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~39F
6DBBCP Nu 6D.png 600 All 13 13 Total 45 -11 [-3] P1 - SODr(J)R 80 92 Normal 4 16 17 17 22 32 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~36F
  • During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DDBBCP Nu 6D.png 300 All 13 6 Total 56 -19 [-14] P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~44F
4DBBCP Nu 4D.png 600 High/Air 27 3 Total 57 -9 [-1] P1 - SODr(J)R 80 92 Normal 4 16 17 17 25 35 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~48F. Fatal Counter
4DDBBCP Nu 4D.png 300 All 13 6 Total 50 -13 [-8] P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~38F
j.DBBCP Nu jD.png 600 All 13 10 Total 50+5L - P1 - SODr(J)R 80 92 Normal 4 16 17 17 22 32 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DDBBCP Nu jD.png 300 All 13 6 Total 38 - P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~23F
j.2DBBCP Nu j2D.png 600 All 11 8 Total 50+5L - P1 - SODr(J)R 80 92 Normal 4 16 17 17 22 32 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~40F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DDBBCP Nu j2D.png 300 All 13 6 Total 51 - P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~39F
j.6DBBCP Nu j6D.png 600 All 13 6 Total 50+5L - P1 - SODr(J)R 80 92 Normal 4 16 17 17 22 32 4/+5 +5 +10 Click!
  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DDBBCP Nu j6D.png 300 All 13 6 Total 38 - P1 - SODr(J)R 80 92 Normal 4 20 23 25 28 40 4/+4 +4 +9 Click!
  • Can cancel into dashes on hit/block~23F
xD OD Followup 300 - 5 after previous sword See notes - - P1 - - 80 92 Normal 4 16 23 25 38 40 0/+4 +4 +9 Click!
  • Active frames same as previous sword
xDD OD Followup 300 - 1 after previous sword 13 - - P1 - - 80 92 Normal 4 24 25 29 30 44 0/+4 +4 +9 Click!

Universal Mechanics[edit]

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 ThrowBBCP Nu Throw.png 0, 1500 Throw(70) 7 3 23 - T - - 100 50 (Once) Normal 0, 4 - Launch 40 + WBounce 100 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Nu AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - R 100 50 (Once) Normal 0, 4 - - 53 + GBounce - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Nu 6B.png 0 All 13 2 32 -15 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Nu CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal 3 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long 3 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 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 > Forward DashBBCP Nu ActParser.png - - - - 41 - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 12-24
D >Back DashBBCP Nu ActParser.png - - - - 30 - - 1~8 All - - - - - - - - - - - - - Click!
Air D > Forward DashBBCP Nu ActParser.png - - - - 37 - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 9-19
Air D > Back DashBBCP Nu ActParser.png - - - - 33 - - - - - - - - - - - - - - - - Click!
Sickle StormBBCP Nu SickleStormDia.png
236D
800 Low/Air 16 Until Hit Total 63 -20 P1 - SR 80 89 Normal 3 16 Launch 40 + WBounce Launch 40 + WBounce + Slide 10 0/+11 +11 +13 Click!
  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (Hold)BBCP Nu SickleStormLuna.png
236[D]
980 Low/Air 33 Until Hit Total 60 +3 P1 - SR 80 92 Normal 4 18 Launch 48 + WBounce + Slide 10 Launch 66 + WBounce + Slide 10 0/+12 +12 +17 Click!
  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (C)BBCP Nu SickleStormDia.png
236D~C
800 Low/Air 24 Until Hit Total 63 -12 P1 - SR 80 89 Normal 3 16 Crumple 39 40 + WBounce + Slide 10 Crumple 78 54 + WBounce + Slide 10 0/+11 +11 +13 Click!
Crescent SaberBBCP Nu CrescentSaber.png
j.214D
1000 [1100] High/Air 18 6 Total 55+9L -4 P1 - R 80 89 Normal 3 16 Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] 0/+11 +11 +13 Click!
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (Hold)BBCP Nu CrescentSaber.png
j.214[D]
1200 [1320] High/Air 35 6 Total 55+9L +8 P1 - R 80 89 Normal 3 - Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] - - - Click!
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (C)BBCP Nu CrescentSaber.png
j.214D~C
- - - - Total 55 - - - - - - - - - - - - - - - - Click!
  • Can cancel into anything except blocking, double jump 14F onwards.
  • Can only be used oncer per jump
Luminous SlaveBBCF Nu LuminousSlave.png
214D
800 All 51 Until Hit Total 52 - P1 - R 80 92 Short 4 18 Launch 33 Launch 48 0/+12 +12 +17 Click!
  • During OD, fires a second shot 10F after first
Luminous Slave (Hold)BBCF Nu LuminousSlave.png
214[D]
1000 All see notes Until Hit Total 61 - P1 - R 80 92 Short 4 18 Launch 33 Launch 48 0/+12 +12 +17 Click!
  • Shot fires 38F after pressing D again.
  • During OD, fires a second shot 10F after first
Luminous Slave (C)BBCF Nu LuminousSlave.png
214D~C
800 All 31 Until Hit Total 61 - P1 - R 80 92 Short 4 18 Launch 33 Launch 48 0/+12 +12 +17 Click!
  • During OD, fires a second shot 10F after first
Supra RageBBCP Nu SupraRage.png
623C
700, 140*7 Mid 12 1*8 10+27L -21 B 5~15 H R 80 89 Very Short 3 16 Launch 49 Launch 63 2 +0 +2 Click!
  • First hit to hit opponent always does 700. Remaining hits do 140
Air Supra RageBBCP Nu SupraRage.png
j.623C
700, 140*7 Mid 9 1*8 Until L+24 - B 1~12 T R 90 89 Long 3 16 Launch 49 Launch 63 2 +0 +2 Click!
  • First hit to hit opponent always does 700. Remaining hits do 140
Gravity SeedBBCP Nu GravitySeed.png
214A/B/C
- - 13 - Total: 42 - - - - - - - - - - - - - - - - Click!

Distortion Drives[edit]

  • 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
Calamity SwordBBCP Nu CalamitySword.png
632146D
2400 [1400*4] All 10+(52 Flash)+1 9
[{9(6)}*4]
Total 52
[Total 84]
-11 [-9] P2 1~11 All R 70 82 Normal 4 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Air Calamity SwordBBCP Nu CalamitySword.png
j.632146D
1400*4 All 8+(42 Flash)+5 9
[{9(6)}*4]
Total Until L+3
[Total Until L+5]
- P2 - R 70 82 Normal 4 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Legacy EdgeBBCP Nu LegacyEdge.png
236236D
130*24 [130*37] All 16+(41 Flash)+9 Until Offscreen Total: 57 +79 [+131] P2 1~19 P R 100 79 Normal 3 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4 Click!
  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

Exceed Accel[edit]

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
True ImprezaBBCF Nu TrueImpreza2.png
ABCD during Overdrive
600, 197*12
{600, 170*30}
All 20 [10] 10 Total 61
[Total 51]
-15 P2 1~22 All
[1~12 All]
- 100 100 Long - 26 Crumple 69 + Down 28 Stand - - 20 20, 0/+4*12 {*30} +0, +4*12 {*30} Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 288 {570+36}

Astral Heat[edit]

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 DestructionBBCP Nu SwordofDestruction2.png
214214D
40000 - 13+(101 Flash)+7 9 21 - B 13~28 All - - - Long - - - - - - 0 - - 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 - Throw, Jump, Special
5B 6A 2B, 6B[+] 5C, 2C, 6C, 3C - Throw, Jump, Special
5C - - 2C, 6C, 3C - Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special
2B 6A 6B 5C, 2C, 6C, 3C - Special
2C - - 5C, 6C, 3C - Jump, Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special
6B 6A 2B 5C, 2C, 6C, 3C - Jump, Special
6C - - - - Dash, Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.2C - Throw, Special
j.B j.A - j.C, j.2C - Jump, Special
j.C - - j.2C - Jump, Special
j.2C - - - - Jump, Special
  • D normals can cancel inot every other D normal
  • D normals be used 3 times per string (not counting followups)
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/Nu-13/Data.