BBCF/Nu-13/Frame Data

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< BBCF‎ | Nu-13
Revision as of 05:44, 12 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)


System Data


Normal Moves

Template:FullFrameDataHeader-BBCF
5ABBCP Nu 5A.png


5BBBCP Nu 5B.png


5CBBCP Nu 5C.png


  • Each sword is active for 3
2ABBCP Nu 2A.png


2BBBCP Nu 2B.png


2CBBCP Nu 2C.png


6ABBCP Nu 6A.png


6BBBCP Nu 6B.png


6CBBCP Nu 6C.png


3CBBCP Nu 3C.png


j.ABBCP Nu jA.png


j.BBBCP Nu jB.png


j.CBBCP Nu jC.png


j.2CBBCP Nu j2C.png


Drive Moves

  • Values in [] are during OD
Template:FullFrameDataHeader-BBCF
5DBBCP Nu 5D.png


  • Can cancel into dashes on hit/block~36F
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DDBBCP Nu 5D.png


  • Can cancel into dashes on hit/block~36F
2DBBCP Nu 2D.png


  • Can cancel into dashes on hit/block~33F
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DDBBCP Nu 2D.png


  • Can cancel into dashes on hit/block~39F
6DBBCP Nu 6D.png


  • Can cancel into dashes on hit/block~36F
  • During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DDBBCP Nu 6D.png


  • Can cancel into dashes on hit/block~44F
4DBBCP Nu 4D.png


  • Can cancel into dashes on hit/block~48F. Fatal Counter
4DDBBCP Nu 4D.png


  • Can cancel into dashes on hit/block~38F
j.DBBCP Nu jD.png


  • 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


  • Can cancel into dashes on hit/block~23F
j.2DBBCP Nu j2D.png


  • 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


  • Can cancel into dashes on hit/block~39F
j.6DBBCP Nu j6D.png


  • 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


  • Can cancel into dashes on hit/block~23F
xD OD Followup


  • Active frames same as previous sword
xDD OD Followup


Universal Mechanics

Template:FullFrameDataHeader-BBCF
Ground ThrowBBCP Nu Throw.png


  • Minimum Damage 100%
Air ThrowBBCP Nu AThrow.png


  • Minimum Damage 100%
Counter AssaultBBCP Nu 6B.png


Crush TriggerBBCP Nu CT.png
Uncharged/Charged


Specials

Template:FullFrameDataHeader-BBCF
D > Forward DashBBCP Nu ActParser.png


  • Can pass through opponent 12-24
D >Back DashBBCP Nu ActParser.png


Air D > Forward DashBBCP Nu ActParser.png


  • Can pass through opponent 9-19
Air D > Back DashBBCP Nu ActParser.png


Sickle StormBBCP Nu SickleStormDia.png
236D


  • 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]


  • 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


Crescent SaberBBCP Nu CrescentSaber.png
j.214D


  • Frame advantage calculated off of lowest jump possible
Crescent Saber (Hold)BBCP Nu CrescentSaber.png
j.214[D]


  • Frame advantage calculated off of lowest jump possible
Crescent Saber (C)BBCP Nu CrescentSaber.png
j.214D~C


  • Can cancel into anything except blocking, double jump 14F onwards.
  • Can only be used oncer per jump
Luminous SlaveBBCF Nu LuminousSlave.png
214D


  • During OD, fires a second shot 10F after first
Luminous Slave (Hold)BBCF Nu LuminousSlave.png
214[D]


  • 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


  • During OD, fires a second shot 10F after first
Supra RageBBCP Nu SupraRage.png
623C


  • First hit to hit opponent always does 700. Remaining hits do 140
Air Supra RageBBCP Nu SupraRage.png
j.623C


  • First hit to hit opponent always does 700. Remaining hits do 140
Gravity SeedBBCP Nu GravitySeed.png
214A/B/C


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Template:FullFrameDataHeader-BBCF
Calamity SwordBBCP Nu CalamitySword.png
632146D


  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Air Calamity SwordBBCP Nu CalamitySword.png
j.632146D


  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • [Swords appear in 15F intervals]
Legacy EdgeBBCP Nu LegacyEdge.png
236236D


  • Values in [] are during OD
  • Minimum Damage 10%: 312 [481]
  • Swords appear in 4F intervals

Exceed Accel

Template:FullFrameDataHeader-BBCF
True ImprezaBBCF Nu TrueImpreza2.png
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

Template:FullFrameDataHeader-BBCF
Sword of DestructionBBCP Nu SwordofDestruction2.png
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.