BBCF/Susano'o/Frame Data

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System Data[edit]

Health

12,500

Combo Rate

60%

Prejump

4F

Backdash

22F (1-5F 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 450 STJOR 100 85 Normal All 2 B 8 5 6 3 13 14 14 18 26 10 +0 +1 - Click!
5B 770 SJ*OR 90 89 Long Mid 3 B 9 6 16 -5 16 17 19 22 33 11 +0 +2 - Click!
5C 1000 SJ*OR 100 92 Long Mid 4 B 17 6 18 -5 18 19 19 24 34 15 +0 +5 - Click!
2A 300 STOR 100 80 Normal All 1 F 7 2 10 0 11 12 12 16 23 9 +0 +0 - Click!
2B 720 SOR 90 85 Long Mid 3 F 10 3 19 -5 16 17 17 22 31 11 +0 +2 - Click!
2C 700*2 SJOR 90 85 Long Mid 3 B 10 3(2)5 22 -10 16 17 22 22 36 11 +0 +2 10-15 H Click!
6A 800 R 80 92 Normal All 4 P 16 3 Total 52 -10 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.
6B 800*2 SOR 100 89 Long Mid 4 B, B 18 4 (11) 5 10 +4 18 19 27 27 45 12 +0 +5 - Click!
  • Fatal Counter
6C 1120 SOR 90 94 Normal High 5 B 25 4 20 -3 20 21 21 + Down 25 27 37 + Down 25 15 +0 +8 - Click!
  • Can cancel startup into Inevitable Calamity
3C 800*2 SOR 90 82 Long Low 4 F 12 4(8)4 23 -8 18 Launch 40 Launch 55 + Down 23 12 +0 +5 - Click!
j.A 450 STJOR 80 89 Normal High/Air 3 H 8 5 15 - 16 17 17 22 31 11 +0 +2 - Click!
j.B 740 SJOR 80 89 Long High/Air 3 H 10 4 22 - 16 17 17 22 31 11 +0 +2 - Click!
j.C 770*2 SJOR 80 92 Long High/Air 4 H 12 2(2)3 23 - 18 19 19, 30 24 34, 45 12 +0 +5 - Click!

Drive Moves[edit]

  • On hits that unlock, hitstop becomes 20F
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
5D 1100 SOR 100 84 Long Mid 5 B 17 3 28 -10 20 21 45 + WBounce 27 61 + WBounce 13 +0 +8 - Click!
2D 1080 R 90 79 Long Low 3 F 16 5 22 -10 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2 - Click!
6D 1150 SOR 90 82 Normal High 4 B 20 3(3)1 26 -14 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
4D - - - - - - - - - - 42 - - - - - - - - - - Click!
  • Unlocks on 16?
j.D 1100 SOR 80 82 Long All 4 H 15 6 21 - 18 19 30 24 45 12 +0 +5 - Click!

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*2, 1500 SR 100 50 (Once) Normal Throw 0*2, 4 T 7 3 23 - - Launch 60, 60 + Down 23 - - - 0/-1, 15 - - Click!
  • Minimum Damage 100%
Back Throw 0*2, 1500 SR 100 50 (Once) Normal Throw 0*2, 4 T 7 3 23 - - Launch 60*2, 60 + WBounce 60 - - - 0*2, 13 - - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 Normal Throw 0, 4 T 7 3 23+3L - - Launch 100 - - - 0, 15 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 31 - 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 30/Barrier - B 30~61 1 25 0 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 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
Sundering Claws Lv1
236A
900 R 80 79 Long - 3 B 15 6 19 -3 16 23 30 28 44 11 +0 +2 - Click!

On block, immediately enters recovery animation

Sundering Claws Lv2
236A
900 R 80 79 Long - 3 B 15 12 19 -3 16 23 30 28 44 11 +0 +2 - Click!
  • On block, immediately enters recovery animation
Sundering Claws Lv3
236A
900*2 R 80 79 Long - 3 B 15 12 [(10)4] 19 [12+16L] -3 16 23, Launch 30, 48 28 44, 62 11 +0 +2 - Click!
  • On block, immediately enters recovery animation
  • Only does follow-up hit on hit (not blocked). Values in [] are for follow-up.
Towering Flame
623C
1400 R 60 92 Very Short - 4 P1 12 12 Total 70 -28 18 Launch 60 Launch 75 0/+12 +12 +17 1-20 All Click!
  • Counterhit state for entire move
Megalith Lv1
214A
900 R 80 85 Long All 3 P1 20 4 Total 42 +1 16 17 27 22 39 0/+7 +7 +9 - Click!
  • Fatal Counter
  • Counterhit state until 10F after active frames
Megalith Lv2
214A
1000 R 80 89 Long All 4 P1 30 4 Total 52 +8 18 19 29 24 44 0/+12 +12 +17 - Click!
  • Fatal Counter
  • Counterhit state until 10F after active frames
Megalith Lv3
214A
1100 R 80 92 Long Guard Break 30/Barrier 5 P1 30 4 Total 52 +12 20 21 31 Crumple 41 47 0/+13 +13 +21 - Click!
  • Fatal Counter
  • Counterhit state until 10F after active frames
  • Guard Break on normal block
  • Guard crushed opponent recovers 20F after Susano'o
Hunter's Fang Lv1
214B
840*2 R 90 79 (Once) Normal High/Air 3 H 23 Until L, 3 24 -10 16 Launch 45 + GBounce Launch 59 + GBounce 8, 11 +0 +2 5-until L F Click!
Hunter's Fang Lv2
214B
840*3 R 90 79 (Once) Normal High/Air 3 H*2, P1 23 Until L, X, 3 24 -10 16 Launch 45 + GBounce*2, 45 - - 8, 11, 0/+8 +0*2, +8 +2*2, +10 5-until L F Click!
  • Projectile appers the frame Susanoo lands, has 8 active frames, 8F hitstop
Air Hunter's Fang Lv1
j.214B
660*N, 660 R 80 79 (Once) Normal High/Air 3 H 9 Until L, 3 24 -10 16 17*N, Launch 45 + Down 23 22*N, Launch 59 + Down 23 8/-1*N, 11 -1*N, +0 +1*N, +2 - Click!
Air Hunter's Fang Lv2
j.214B
660*N, 660, 660 R 80 79 (Once) Normal High/Air 3 H*N, P1 9 Until L, X,3 24 -10 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!
  • Projectile appers the frame Susanoo lands, has 8 active frames, 8F hitstop
Dancing Dual Kick
236B
390*5, 780 JR 100 92 Normal Low 4 F*5, B 18 4*5(18)4 19+11L -15 18 24*5, Launch 36 + Down 23*5, 36 29*5, Launch 59 + Down 23*5, 59 4*5, 15 +0 +5 - Click!
Inevitable Calamity
CCCC....
570*N R 100 89 Long All 3 P2 6 [3*3]*N 20 -7 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 Thrust
63214C
0, 1800*2 R 100 60 Normal Throw 0, 4 T 30 16 37 - 18 Launch 60 + WBounce 30 + WStick 30 + Down 28 - - - 0 +0 - Click!
  • Counterhit state for entire move
Blade of Judgement
236D
1650 R 80 94 Normal All 5 B 19 3 24 -6 20 Launch 45 Launch 61 15 +0 - - Click!

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
Liberating Dagger
236236D
2800 [3500] R 70 94 Very Short All 5 B 7+(75 Flash)+8 6 55 -20 20 Launch 80 + WBounce + Slide 20 Launch 96 + WBounce + Slide 20 + Down 23 0/+20 +20 +28 1-20 All 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 Resentment
[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 God
632146D
1000, see notes R 100 60 Long All 5 B 5+(40 Flash)+11 4 40 -23 20 Crumple 100 Stand Crumple 200 Stand 7 +0 +0 1-19 All 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[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
Bloodsplitter
ABCD
600, 500, 210*5, 0, 1000
{600, 500, 210*14, 0, 2000}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 200 + Down 24 - - 20 20, 12, 5*5 {*14}, 0*2 - 1-22 All
[1-12 All]
Click!
  • Minimum Damage 10%: 315 {604+59}
  • Counterhit state for entire move

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

Revolver Action Table[edit]

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

Navigation[edit]


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BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc