BBCF/Nu-13/Frame Data: Difference between revisions

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< BBCF‎ | Nu-13
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{{#lst:BBCF/Nu-13/Data|5C Full}}
{{#lst:BBCF/Nu-13/Data|5C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
*Each sword is active for 3
*Each sword is active for 3
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{{#lst:BBCF/Nu-13/Data|5D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~36F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~36F
*During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
}}
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{{#lst:BBCF/Nu-13/Data|5DD Full}}
{{#lst:BBCF/Nu-13/Data|5DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~36F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~36F
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{{#lst:BBCF/Nu-13/Data|2D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~33F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~33F
*During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
}}
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{{#lst:BBCF/Nu-13/Data|2DD Full}}
{{#lst:BBCF/Nu-13/Data|2DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~39F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~39F
}}
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{{#lst:BBCF/Nu-13/Data|6D Full}}
{{#lst:BBCF/Nu-13/Data|6D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~36F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~36F
*During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
}}
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{{#lst:BBCF/Nu-13/Data|6DD Full}}
{{#lst:BBCF/Nu-13/Data|6DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~44F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~44F
}}
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{{#lst:BBCF/Nu-13/Data|4D Full}}
{{#lst:BBCF/Nu-13/Data|4D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~48F. Fatal Counter
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~48F. Fatal Counter
}}
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{{#lst:BBCF/Nu-13/Data|4DD Full}}
{{#lst:BBCF/Nu-13/Data|4DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~38F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~38F
}}
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{{#lst:BBCF/Nu-13/Data|j.D Full}}
{{#lst:BBCF/Nu-13/Data|j.D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~38F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~38F
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
}}
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{{#lst:BBCF/Nu-13/Data|j.DD Full}}
{{#lst:BBCF/Nu-13/Data|j.DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~23F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~23F
}}
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{{#lst:BBCF/Nu-13/Data|j.2D Full}}
{{#lst:BBCF/Nu-13/Data|j.2D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~40F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~40F
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
}}
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{{#lst:BBCF/Nu-13/Data|j.2DD Full}}
{{#lst:BBCF/Nu-13/Data|j.2DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~39F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~39F
}}
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{{#lst:BBCF/Nu-13/Data|j.6D Full}}
{{#lst:BBCF/Nu-13/Data|j.6D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~38F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~38F
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
*During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
}}
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{{#lst:BBCF/Nu-13/Data|j.6DD Full}}
{{#lst:BBCF/Nu-13/Data|j.6DD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into dashes on hit/block~23F
|18|text={{ColumnList |text=*Can cancel into dashes on hit/block~23F
}}
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{{#lst:BBCF/Nu-13/Data|xD OD Followup Full}}
{{#lst:BBCF/Nu-13/Data|xD OD Followup Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Active frames same as previous sword
|18|text={{ColumnList |text=*Active frames same as previous sword
}}
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{{#lst:BBCF/Nu-13/Data|xDD OD Followup Full}}
{{#lst:BBCF/Nu-13/Data|xDD OD Followup Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
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{{#lst:BBCF/Nu-13/Data|BC Full}}
{{#lst:BBCF/Nu-13/Data|BC Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
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{{#lst:BBCF/Nu-13/Data|j.BC Full}}
{{#lst:BBCF/Nu-13/Data|j.BC Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
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{{#lst:BBCF/Nu-13/Data|6AB Full}}
{{#lst:BBCF/Nu-13/Data|6AB Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
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{{#lst:BBCF/Nu-13/Data|5[AB] Full}}
{{#lst:BBCF/Nu-13/Data|5[AB] Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
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{{#lst:BBCF/Nu-13/Data|D 66 Full}}
{{#lst:BBCF/Nu-13/Data|D 66 Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can pass through opponent 12-24
|18|text={{ColumnList |text=*Can pass through opponent 12-24
}}
}}
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{{#lst:BBCF/Nu-13/Data|D 44 Full}}
{{#lst:BBCF/Nu-13/Data|D 44 Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
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{{#lst:BBCF/Nu-13/Data|j.D 66 Full}}
{{#lst:BBCF/Nu-13/Data|j.D 66 Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can pass through opponent 9-19
|18|text={{ColumnList |text=*Can pass through opponent 9-19
}}
}}
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{{#lst:BBCF/Nu-13/Data|j.D 44 Full}}
{{#lst:BBCF/Nu-13/Data|j.D 44 Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
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{{#lst:BBCF/Nu-13/Data|236D Full}}
{{#lst:BBCF/Nu-13/Data|236D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*Can cancel into Slow Field, Luminous on hit/block
*Can cancel into Slow Field, Luminous on hit/block
*During OD, can cancel into dash on whiff
*During OD, can cancel into dash on whiff
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{{#lst:BBCF/Nu-13/Data|236[D] Full}}
{{#lst:BBCF/Nu-13/Data|236[D] Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
*Can cancel into Slow Field, Luminous on hit/block
*Can cancel into Slow Field, Luminous on hit/block
*During OD, can cancel into dash on whiff
*During OD, can cancel into dash on whiff
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{{#lst:BBCF/Nu-13/Data|236D~C Full}}
{{#lst:BBCF/Nu-13/Data|236D~C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
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{{#lst:BBCF/Nu-13/Data|j.214D Full}}
{{#lst:BBCF/Nu-13/Data|j.214D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Frame advantage calculated off of lowest jump possible
|18|text={{ColumnList |text=*Frame advantage calculated off of lowest jump possible
}}
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{{#lst:BBCF/Nu-13/Data|j.214[D] Full}}
{{#lst:BBCF/Nu-13/Data|j.214[D] Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Frame advantage calculated off of lowest jump possible
|18|text={{ColumnList |text=*Frame advantage calculated off of lowest jump possible
}}
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{{#lst:BBCF/Nu-13/Data|j.214D~C Full}}
{{#lst:BBCF/Nu-13/Data|j.214D~C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into anything except blocking, double jump 14F onwards.
|18|text={{ColumnList |text=*Can cancel into anything except blocking, double jump 14F onwards.
*Can only be used oncer per jump
*Can only be used oncer per jump
}}
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{{#lst:BBCF/Nu-13/Data|214D Full}}
{{#lst:BBCF/Nu-13/Data|214D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*During OD, fires a second shot 10F after first
|18|text={{ColumnList |text=*During OD, fires a second shot 10F after first
}}
}}
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{{#lst:BBCF/Nu-13/Data|214[D] Full}}
{{#lst:BBCF/Nu-13/Data|214[D] Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Shot fires 38F after pressing D again.
|18|text={{ColumnList |text=*Shot fires 38F after pressing D again.
*During OD, fires a second shot 10F after first
*During OD, fires a second shot 10F after first
}}
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{{#lst:BBCF/Nu-13/Data|214D~C Full}}
{{#lst:BBCF/Nu-13/Data|214D~C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*During OD, fires a second shot 10F after first
|18|text={{ColumnList |text=*During OD, fires a second shot 10F after first
}}
}}
}}
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{{#lst:BBCF/Nu-13/Data|623C Full}}
{{#lst:BBCF/Nu-13/Data|623C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*First hit to hit opponent always does 700. Remaining hits do 140
|18|text={{ColumnList |text=*First hit to hit opponent always does 700. Remaining hits do 140
}}
}}
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{{#lst:BBCF/Nu-13/Data|j.623C Full}}
{{#lst:BBCF/Nu-13/Data|j.623C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*First hit to hit opponent always does 700. Remaining hits do 140
|18|text={{ColumnList |text=*First hit to hit opponent always does 700. Remaining hits do 140
}}
}}
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{{#lst:BBCF/Nu-13/Data|214A Full}}
{{#lst:BBCF/Nu-13/Data|214A Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
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{{#lst:BBCF/Nu-13/Data|632146D Full}}
{{#lst:BBCF/Nu-13/Data|632146D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 40% [23%]: 960 [1288]
*Minimum Damage 40% [23%]: 960 [1288]
*[Swords appear in 15F intervals]
*[Swords appear in 15F intervals]
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 40% [23%]: 960 [1288]
*Minimum Damage 40% [23%]: 960 [1288]
*[Swords appear in 15F intervals]
*[Swords appear in 15F intervals]
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{{#lst:BBCF/Nu-13/Data|236236D Full}}
{{#lst:BBCF/Nu-13/Data|236236D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
|18|text={{ColumnList |text=*Values in [] are during OD
*Minimum Damage 10%: 312 [481]
*Minimum Damage 10%: 312 [481]
*Swords appear in 4F intervals
*Swords appear in 4F intervals
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{{#lst:BBCF/Nu-13/Data|ABCD Full}}
{{#lst:BBCF/Nu-13/Data|ABCD Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
|18|text={{ColumnList |text=*Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10%: 288 {570+36}
*Minimum Damage 10%: 288 {570+36}
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{{#lst:BBCF/Nu-13/Data|Astral Full}}
{{#lst:BBCF/Nu-13/Data|Astral Full}}
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{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
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Revision as of 21:33, 18 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

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
5B
5C
  • Each sword is active for 3
2A
2B
2C
6A
6B
6C
3C
j.A
j.B
j.C
j.2C

Drive Moves

  • Values in [] are during OD
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
  • Can cancel into dashes on hit/block~36F
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DD
  • Can cancel into dashes on hit/block~36F
2D
  • Can cancel into dashes on hit/block~33F
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DD
  • Can cancel into dashes on hit/block~39F
6D
  • Can cancel into dashes on hit/block~36F
  • During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DD
  • Can cancel into dashes on hit/block~44F
4D
  • Can cancel into dashes on hit/block~48F. Fatal Counter
4DD
  • Can cancel into dashes on hit/block~38F
j.D
  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DD
  • Can cancel into dashes on hit/block~23F
j.2D
  • Can cancel into dashes on hit/block~40F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DD
  • Can cancel into dashes on hit/block~39F
j.6D
  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DD
  • Can cancel into dashes on hit/block~23F
xD OD Followup
  • Active frames same as previous sword
xDD OD Followup

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
Ground Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger
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
D > Forward Dash
  • Can pass through opponent 12-24
D >Back Dash
Air D > Forward Dash
  • Can pass through opponent 9-19
Air D > Back Dash
Sickle Storm
236D
  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (Hold)
236[D]
  • Fatal Counter
  • Can cancel into Slow Field, Luminous on hit/block
  • During OD, can cancel into dash on whiff
Sickle Storm (C)
236D~C
Crescent Saber
j.214D
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (Hold)
j.214[D]
  • Frame advantage calculated off of lowest jump possible
Crescent Saber (C)
j.214D~C
  • Can cancel into anything except blocking, double jump 14F onwards.
  • Can only be used oncer per jump
Luminous Slave
214D
  • During OD, fires a second shot 10F after first
Luminous Slave (Hold)
214[D]
  • Shot fires 38F after pressing D again.
  • During OD, fires a second shot 10F after first
Luminous Slave (C)
214D~C
  • During OD, fires a second shot 10F after first
Supra Rage
623C
  • First hit to hit opponent always does 700. Remaining hits do 140
Air Supra Rage
j.623C
  • First hit to hit opponent always does 700. Remaining hits do 140
Gravity Seed
214A/B/C

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
Calamity Sword
632146D
  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Air Calamity Sword
j.632146D
  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Legacy Edge
236236D
  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

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
True Impreza
ABCD during Overdrive
  • 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

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
Sword of Destruction
214214D

Revolver Action Table

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

To edit frame data, edit values in BBCF/Nu-13/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.