BBCF/Relius Clover/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

22F (1-7F Inv)


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 ±0 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SR 100 89 Long Mid 3 B 8 5 14 -2 16 17 17 22 31 11 +0 +2 - Click!
  • Hitbox fully extended on 10
5C 500*2 S(J)R 100 92 Long Mid 4 B 12 3,3 18 -2 18 19 19 24 34 12 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
2B 550 SR 90 85 Long Low 2 F 11 5 15 -6 13 14 14 18 26 10 +0 +1 - Click!
  • Hitbox fully extended on 13
2C 800 SJR 90 89 Long Mid 3 B 12 7 25 -15 16 17 26 Crumple 30 54 11 +0 +2 7-14 H Click!
6A 800 SR 80 89 Normal High 3 B 26 3 21 -7 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 - Click!
  • Bonus Proration 110%
6B 690 SJR 90 79 Long Mid 3 B 10 3 22 -8 16 Launch 22 Launch 36 11 +0 +2 - Click!
  • Bonus Proration 110%
6C 1110 SR 90 82 Long Mid 4 B 20 8 28 -17 18 Launch 30 Launch 48 12 +0 +5 - Click!
  • Fatal Counter
3C 700 SR 90 79 Long Low 3 F 9 3 19 -5 16 Launch 38 Launch 52 + Down 23 11 +0 +2 - Click!
j.A 160*3 SJR 80 92 Normal All 1 H 7 3,3,3 9 - 11 12 12 16 23 6 +0 +0 - Click!
  • j.A > j.A immediately goes into the active frames
j.B 600 SJR 80 85 Long High/Air 2 H 10 5 16 - 13 14 17 18 29 10 +0 +1 - Click!
  • Hits crossup on 13-14F
j.C 800 SR 80 89 Long High/Air 3 H 12 6 20 - 16 17 19 22 33 11 +0 +2 - Click!

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Summon
Unsummon
- - - - - - - - - - 22 - - - - - - - - - - Click!
Crouch Summon - - - - - - - - - - 22 - - - - - - - - - - Click!
Air Summon - - - - - - - - - - 25 - - - - - - - - - - Click!
Air Unsummon - - - - - - - - - - 24 - - - - - - - - - - Click!
6D 560 - 100 85 Normal All 2 BD 17 3 16 [8] - 13 14 14 18 26 0/+10 +10 +11 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
2D 620, 780 - 100 80 Normal All 1 BD 25 3(12)3 33 [22] - 11 16 20 20 31 6, 7 +6, +7 +6, +7 1-End Guard HBFP Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
4D 850 - 80 82 Normal Mid 4 BD 16 9 30 [11] - 18 Launch 30 + WBounce 50 Launch 45 + WBounce 50 0/+12 +12 +17 1-End Guard P Click!
  • Values in [] are during OD
  • Bonus Proration 110%
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
j.8D 900 - 80 92 Long All 4 HD 15 3 20 [6] - 18 19 19 24 34 0/+12 +12 +17 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
j.2D 900 - 80 92 Long All 4 HD 18 3 16 [5] - 18 19 19 24 34 0/+12 +12 +17 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
j.6D 900 - 80 92 Long All 4 HD 16 4 16 [5] - 18 19 19 24 34 0/+12 +12 +17 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0, 4 T 7 3 23+3L - - Launch 80 + GBounce + Down 23 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 30 -17 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Crush Trigger
Uncharged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Led Ley
236A
- - - - - - - - - - 35 - - - - - - - - - 1-31 HBFP Click!
  • Can pass through opponent 1-31
  • Counterhit state for entire move
Gad Leis
41236B
680*2 R 100 82 Long Mid 4 B 21 3(6)2 21 -4 18 25 35, 35 + GBounce 33 53, 53 + GBounce 12 +0 +5 - Click!
  • Fatal Counter
A Geara Lugia
22A
840 R 100 89 Long All 3 P1* 42 12 Total 58 +5 16 Launch 30 Launch 44 0/+5 +5 +7 - Click!
B Geara Lugia
22B
840 R 100 89 Long - 3 P1* 34 12 Total 58 -3 16 Launch 30 Launch 44 0/+5 +5 +7 - Click!
C Geara Lugia
22C
840 R 100 89 Long All 3 P1* 26 12 Total 58 -11 16 Launch 30 Launch 44 0/+5 +5 +7 - Click!
Id Lauger
236C
1000 R 100 92 Long All 4 B 16 6 36 -23 18 Launch 45 Launch 60 12 +0 +5 - Click!
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)
Air Id Lauger
j.236C
1000 R 100 92 Long All 4 H 14 3 Until L+15 - 18 Launch 42 Launch 57 12 +0 +5 - Click!
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)
Val Tus
214C
660*3 - 100 94 Long All 5 BD 32~53 3(6)3(15)3 30 [19] - 20 21 30*2, 30 [+WBounce 30 + WStick 30] 27 46*2, 46 [+ WBounce 30 + WStick 30] 0/+13 +13 +21 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Val Tus (Ignis Deployed)
214C
660*3 - 100 94 Long All 5 BD 22~43 3(6)3(15)3 30 [19] - 20 21 30*2, 30 [+WBounce 30 + WStick 30] 27 46*2, 46 [+ WBounce 30 + WStick 30] 0/+13 +13 +21 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Geara Kaas
236D
0, 700*6
[0, 420*11]
- 80 100, 60 (Once)*6 [*11] Normal Unblockable 0, 3 TD 42 2 42 [24] - 16 Crumple 27 17 Crumple 54 31 0 +0, +6*6 [*11] - 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45. If Ignis is airborne, then this attack is an air throw
Geara Kaas (Ignis Deployed)
236D
0, 700*6
[0, 420*11]
- 80 100, 60 (Once)*6 [*11] Normal Unblockable 0, 3 TD 32 2 42 [24] - 16 Crumple 27 17 Crumple 54 31 - 0, 0/+6*6 [*11] - 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45. If Ignis is airborne, then this attack is an air throw
Geara Nose
214D
920 - 90 82 Normal High/Air 4 HD 31 9 30 [11] - 18 19 30 + GBounce [50 + GBounce] 24 45 + GBounce [45 + GBounce 0/+12 +12 +17 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Geara Nose (Ignis Deployed)
214D
920 - 90 82 Normal High/Air 4 HD 68 9 30 [11] - 18 19 30 + GBounce [50 + GBounce] 24 45 + GBounce [45 + GBounce 0/+12 +12 +17 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Val Lanto
214A
1050 - 90 89 Normal All 3 BD 19 18 26 [8] - 16 Launch 40 + Slide 25 [70 + Slide 40] Launch 54 + Slide 25 [84 + Slide 40] 11 +0 +2 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39. Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F.
Val Lanto (Ignis Deployed)
214A
1050 - 90 89 Normal All 3 BD 16 18 26 [8] - 16 Launch 40 + Slide 25 [70 + Slide 40] Launch 54 + Slide 25 [84 + Slide 40] 11 +0 +2 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39. Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F.
Val Lyra
214B
1200 - 90 92 Normal All 4 BD 35 3 54 [19] - 18 Crumple 28 [Launch] 40 [80] Crumple 43 [Launch] 58 [95] 0/+3 +3 +8 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36. Fatal Counter
Bel Lafino
j.214B
280*N - 80 92 Long All 4 HD 30 Until L, 3
[Until L, 1]
33 [11] - 18 19*N, Launch 50*N, 50 + Down 23 24*N, Launch 65*N, 65 + Down 23 0/+2 +2 +8 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
Bel Lafino (Ignis Deployed)
j.214B
280*N - 80 92 Long All 4 HD 20 Until L, 3
[Until L, 1]
33 [11] - 18 19*N, Launch 50*N, 50 + Down 23 24*N, Launch 65*N, 65 + Down 23 0/+2 +2 +8 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
Id Haas
236C > 214A
1000 - 100 92 Long All 4 HD 37 9 18 [6] - 18 Launch 36 [60 + Slide 58] Launch 51 [75 + Slide 58] 0/+8 +8 +13 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36 on the ground, 45 in the air
Id Naiads
236C > 214B
300*N - 100 92 Long All 4 HD 37 Until L, 3
[Until L, 1]
33 [11] - 18 19 25 + Down 23 24 40 + Down 23 0/+1 +1 +6 1-End Guard P Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 43 on the ground, 45 in the air
Id Zain
236C > 214C
1000 - 100 72 Long - 4 HD 39 3 32 [21] - 18 Launch 30 [60] Launch 45 [75] 0/+12 +12 +17 - Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 48 on the ground, 51 in the air

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Req Vinum
2363214C
400, 200*6 [400, 200*12] R 100 36 (Once) Normal All 4 P2 7+(76 Flash)+4 9 Total 62 -23 18 19 40 24 55 0/+10 +30 +30 1-10 All Click!
  • Only does 1 hit on block
  • Values in [] are during OD
  • Minimum Damage 20%: 320 [560]
Duo Bios (Relius)
236236D Relius
- - - - - - - - - - Total 10+(57 Flash)+60 +113 [+170] - - - - - - - - - Click!
  • Values in [] are during OD
  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks
  • Normal: after blocking 8 hits. OD: after blocking 21 hits
Duo Bios (Ignis)
236236D Ignis
300*10, 1000 - 80 82 (Once) Normal All 4 BD 10+(57 Flash)+16 See notes 48 - 20 30*8, 32, 44, Launch 20*8, 32, 44, 60 35*8, 37, 49, Launch 35*8, 47, 59, 75 0/+4*10, 0/+20 +4*10, +20 +5 1-End Guard All Click!
  • Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 800
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
Duo Bios (Ignis OD)
236236D Ignis OD
300*3, 150*16, 300*2, 1000 - 80 82 (Once) Normal All 4 BD 10+(57 Flash)+16 See notes 48 - 20 30*19, 32, 44, Launch 20*19, 32, 44, 120 35*19, 37, 49, Launch 35*19, 47, 59, 135 0/+2*3, 0/+1*18, 0/+20 +2*3, +1*18, +20 +5 1-End Guard All Click!
  • Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 [(4) 1]*9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 1100
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
Vol Tedo
632146D
1000, 3200 [1000, 4300] (R) 80 84 Normal All 4 BD 7+(88 Flash)+4 3 Total 38 - 18 Crumple 200, Launch 200, 200 + Down 38 Crumple 359, Launch 215, 215 + Down 38 0 +0 +5 - Click!
  • Minimum Damage 20%: 840 [1060]

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Zera Varius
ABCD during Overdrive
600, 300*5, 0, 960
{600, 300*5, 0, 2300}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 100 - - 20 20, 8*5, 0, 30 +0 1-22 All
[1-22 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 306 {440+44}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Puppeteer's Altar
214214D
0*3, 36000 - - - Long All 0 BD 6+(87 Flash)+14 4 87 -81 9 - - - - 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 Yes Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - 2C, 6C, 3C Yes Jump[-], Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C Yes Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 6C, 3C Yes Jump, Special
6A - - - - Special
6B - - - - Jump, Special
6C - - - - Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.A[+] j.B j.C Yes Throw, Jump, Special
j.B - - j.C Yes Jump, Special
j.C - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Relius Clover/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc