BBCF/Susano'o/Frame Data

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System Data

Health:12,500
Prejump:4F
Backdash:22F (1-5F Inv All)
Unique Movements:Delayed Run


Normal Moves

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
5ABBCF Susanoo 5A.png 450 All 8 5 6 3 B - STJOR 100 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
5BBBCF Susanoo 5B.png 770 Mid 9 6 16 -5 B - SJ*OR 90 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
5CBBCF Susanoo 5C.png 1000 Mid 17 6 18 -5 B - SJ*OR 100 92 Long 4 18 19 19 24 34 15 +0 +5 Click!
2ABBCF Susanoo 2A.png 300 All 7 2 10 0 F - STOR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCF Susanoo 2B.png 720 Mid 10 3 19 -5 F - SOR 90 85 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCF Susanoo 2C.png 700*2 Mid 10 3(2)5 22 -10 B 10~15 H SJOR 90 85 Long 3 16 17 22 22 36 11 +0 +2 Click!
6ABBCF Susanoo 6A.png 800 All 16 3 Total 52 -10 P - R 80 92 Normal 4 18 Launch 19 + Slide 12 Launch 34 + Slide 12 0/+8 +8 +13 Click!
  • The shot has armor against other projectiles, and will cancel out one hit of opponent's projectiles, regardless of projectile durability level.
6BBBCF Susanoo 6B.png 800*2 Mid 18 4 (11) 5 10 +4 B, B - SOR 100 89 Long 4 18 19 27 27 45 12 +0 +5 Click!
  • Fatal Counter
6CBBCF Susanoo 6C.png 1120 High 25 4 20 -3 B - SOR 90 94 Normal 5 20 21 21 + Down 25 27 37 + Down 25 15 +0 +8 Click!
  • Can cancel startup into Inevitable Calamity
3CBBCF Susanoo 3C.png 800*2 Low 12 4(8)4 23 -8 F - SOR 90 82 Long 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5 Click!
j.ABBCF Susanoo jA.png 450 High/Air 8 5 15 - H - STJOR 80 89 Normal 3 16 17 17 22 31 11 +0 +2 Click!
j.BBBCF Susanoo jB.png 740 High/Air 10 4 22 - H - SJOR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCF Susanoo jC.png 770*2 High/Air 12 2(2)3 23 - H - SJOR 80 92 Long 4 18 19 19, 30 24 34, 45 12 +0 +5 Click!

Drive Moves

  • On hits that unlock, hitstop becomes 20F
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
5DBBCF Susanoo 5D.png 1100 Mid 17 3 28 -10 B - SOR 100 84 Long 5 20 21 45 + WBounce 27 61 + WBounce 13 +0 +8 Click!
2DBBCF Susanoo 2D.png 1080 Low 16 5 22 -10 F - R 90 79 Long 3 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2 Click!
6DBBCF Susanoo 6D.png 1150 High 20 3(3)1 26 -14 B - SOR 90 82 Normal 4 18 Crumple 42 25 + Slide 15 Crumple 51 40 + Slide 15 12 +0 +5 Click!
  • Only does one hit.
  • Hits crouching opponents on last active frame therefore startup 26, frame adv -8
4DBBCF Susanoo 4D.png - - - - 42 - - - - - - - - - - - - - - - - Click!
  • Unlocks on 16F
j.DBBCF Susanoo jD.png 1100 All 15 6 21 - H - SOR 80 82 Long 4 18 19 30 24 45 12 +0 +5 Click!

Universal Mechanics

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
Forward ThrowBBCF Susanoo ForwardThrow.png 0*2, 1500 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 60, 60 + Down 23 - - - 0/-1, 15 - Click!
  • Minimum Damage 100%
Back ThrowBBCF Susanoo BackThrow.png 0*2, 1500 Throw 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Launch 60*2, 60 + WBounce 60 - - - 0*2, 13 - Click!
  • Minimum Damage 100%
Air ThrowBBCF Susanoo AirThrow.png 0, 1500 Throw 7 3 23+3L - T - SR 100 50 Normal 0, 4 - Launch 100 - - - 0, 15 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Susanoo 5D.png 0 All 13 3 31 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCF Susanoo CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

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
Sundering ClawsBBCF Susanoo SunderingClaws.png
236A
Lv 1/2/3
900 - 15 6 19 -3 B - R 80 79 Long 3 16 23 30 28 44 11 +0 +2 Click!
900 - 15 12 19 -3 B - R 80 79 Long 3 16 23 30 28 44 11 +0 +2 Click!
900*2 - 15 12 [(10)4] 19 [12+16L] -3 B - R 80 79 Long 3 16 23, Launch 30, 48 28 44, 62 11 +0 +2 Click!
  • On block, immediately enters recovery animation
  • Level 3 only does follow-up hit on hit (not blocked). Values in [] are for follow-up.
Towering FlameBBCF Susanoo ToweringFlame.png
623C
1400 - 12 12 Total 70 -28 P1 1~20 All R 60 92 Very Short 4 18 Launch 60 Launch 75 0/+12 +12 +17 Click!
  • Counterhit state for entire move
MegalithBBCF Susanoo Megalith.png
214A
Lv 1/2/3
900 All 20 4 Total 42 +1 P1 - R 80 85 Long 3 16 17 27 22 39 0/+7 +7 +9 Click!
1000 All 30 4 Total 52 +8 P1 - R 80 89 Long 4 18 19 29 24 44 0/+12 +12 +17 Click!
1100 Guard Break 30/Barrier 30 4 Total 52 +12 P1 - R 80 92 Long 5 20 21 31 Crumple 41 47 0/+13 +13 +21 Click!
  • Fatal Counter
  • Counterhit state until 10F after active frames
  • Lv 3 Guard Breaks on normal block. Opponent recovers 20F after Susano'o
Hunter's FangBBCF Susanoo HuntersFang.png
214B
Lv 1/2
840*2 High/Air 23 Until L, 3 24 -10 H 5~(until L) F R 90 79 (Once) Normal 3 16 Launch 45 + GBounce Launch 59 + GBounce 8, 11 +0 +2 Click!
840*3 High/Air 23 Until L, X, 3 24 -10 H*2, P1 5~(until L) F R 90 79 (Once) Normal 3 16 Launch 45 + GBounce*2, 45 - - 8, 11, 0/+8 +0*2, +8 +2*2, +10 Click!
  • Level 2 Projectile appers the frame Susanoo lands, has 8 active frames, 8F hitstop
Air Hunter's FangBBCF Susanoo HuntersFang.png
j.214B
Lv 1/2
660*N, 660 All 9 Until L, 3 24 -10 H - R 80 79 (Once) Normal 3 16 17*N, Launch 45 + Down 23 22*N, Launch 59 + Down 23 8/-1*N, 11 -1*N, +0 +1*N, +2 Click!
660*N, 660, 660 All 9 Until L, X,3 24 -10 H*N, P1 - R 80 79 (Once) Normal 3 16 17*N, Launch*2 45 + Down 23*N, 45 22*N, Launch*2 59 + Down 23*N, 59 8/-1*N, 11 -1*N, +0, +8 +1*N, +2, +10 Click!
  • Level 2 Projectile appers the frame Susanoo lands, has 8 active frames, 8F hitstop
Dancing Dual KickBBCF Susanoo DancingDualKick.png
236B
390*5, 780 Low 18 4*5(18)4 19+11L -15 F*5, B - JR 100 92 Normal 4 18 24*5, Launch 36 + Down 23*5, 36 29*5, Launch 59 + Down 23*5, 59 4*5, 15 +0 +5 Click!
Inevitable CalamityBBCF Susanoo InevitableCalamity.png
CCCC....
570*N All 6 3*N 20 -7 P2 - R 100 89 Long 3 16 Crumple 22 35 Crumple 42 49 + WBounce 3/-1 -1 +2 Click!
  • Mash C for more hits.
  • Press B+C/C+D to stop and go into recovery.
  • Chip Damage 15% of base damage
Splintering ThrustBBCF Susanoo SplinteringThrust.png
63214C
0, 1800*2 Throw 30 16 37 - T - R 100 60 Normal 0, 4 18 Launch 60 + WBounce 30 + WStick 30 + Down 28 - - - 0 +0 Click!
  • Counterhit state for entire move
Blade of JudgementBBCF Susanoo BladeOfJudgement.png
236D
1650 All 19 3 24 -6 B - R 80 94 Normal 5 20 Launch 45 Launch 61 15 +0 - Click!

Distortion Drives

  • 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
Liberating DaggerBBCF Susanoo LiberatingDagger.png
236236D
2800 [3500] All 7+(75 Flash)+8 6 55 -20 B 1~20 All R 70 94 Very Short 5 20 Launch 80 + WBounce + Slide 20 Launch 96 + WBounce + Slide 20 + Down 23 0/+20 +20 +28 Click!
  • Values in [] are during OD
  • Only available when Blade of Judgement is unlocked
  • Minimum Damage 40%: 1120 [1400]
  • Counterhit state for entire move
Collapsing ResentmentBBCF Susanoo 4D.png
[2]8D
- - - - 10+(60 Flash)+26 - - 1~10 Guard BP - - - - - - - - - - - - - Click!
  • Unlocks all Special Attacks to level 1.
  • Counterhit state for entire move
  • On Guard Point, hitstop for Susano'o reduced by 1F. Opponent hitstop unchanged
Strike of the Possessed GodBBCF Susanoo StrikeOfThePossessedGod.png
BBCF Susanoo StrikeOfThePossessedGod2.png

632146D
1000, see notes All 5+(40 Flash)+11 4 40 -23 B 1~19 All R 100 60 Long 5 20 Crumple 100 Stand Crumple 200 Stand 7 +0 +0 Click!
  • Values in [] are during OD
  • Minimum Damage range: 499 - 2014 [765 - 2355]
  • First hit and final part (the laser) have Minimum Damage 10%
  • All other hits Minimum Damage 15%
  • Performs the following parts only if the matching seal is unlocked. (Final part always activates)
  • P2 only applies to first hit, all other hits have 100% P2.
  • 1st part does 0 damage if Lv1, 500 damage if Lv2, 500*2 if Lv3
  • 2nd part does 500 damage iv Lv1
  • 3rd part does 500 damage if Lv1, 600 damage if Lv2, 700 if Lv3
  • 4th part does 100*5, 300 damage if Lv1, 100*5, 900 if Lv2
  • 5th part does 200*6 if Lv1
  • 6th part does 350*6 if Lv1
  • 7th part does 500*2 if Lv1
  • 8th part does 1500 [2000] if Lv1
  • final part does 190*21 [190*35]
  • Counterhit state for entire move

Exceed Accel

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
BloodsplitterBBCF Susanoo Bloodsplitter.png
ABCD
600, 500, 210*5, 0, 1000
{600, 500, 210*14, 0, 2000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 200 + Down 24 - - 20 20, 12, 5*5 {*14}, 0*2 - Click!
  • Minimum Damage 10%: 315 {604+59}
  • Counterhit state for entire move

Astral Heat

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
Roar of the Mad KingBBCF Susanoo RoarOfTheMadKing.png
BBCF Susanoo RoarOfTheMadKing2.png

2141236C
99999 All 4+(50 Flash)+12 6 36 -21 B 1~21 All - - - Long 5 20 - - - - 12 - - Click!
  • Counterhit state for entire move

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Jump[-], Special
5C[1] 6A - 2C 5D, 2D, 4D Jump[-], Special
5D - - - 2D, 6D, 4D Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2B[1] 6A 5B 5C, 2C, 3C 5D, 2D, 6D, 4D Special
2C[1] - - 5C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2D - - - - Special[-]
6A - - - 4D -
6B 6A - 6C, 3C 5D, 2D, 6D, 4D Special
6C - - - 5D, 2D, 6D, 4D Special
6D - - - - Special[-]
3C - - - 4D Special
Air Revolver Action Table
A B C D Cancels
j.A - j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

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