BBCF/Taokaka/Frame Data

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System Data

Health
Combo Rate
Prejump
Backdash


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
2A
2B
2C
6A
6B
  • Bonus Proration 110%
  • Fatal Counter
6C
  • Values in [] for max charge
  • Bonus Proration 110%
  • [Fatal Counter]
3C
j.A
j.B
j.2B
j.C
Taunt

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
2D
  • On hit/block, has 2F recovery before transitioning to followups
4D
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
  • Fatal Counter
j.D
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.2D
  • On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.4D
  • On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3
j.8D
Triangle Jump Attack
[2]8D
  • On hit/block, has 2F recovery before transitioning to followups
Triangle Jump > Drop Attack
[2]8D~2
  • On hit/block, has 2F recovery before transitioning to followups
Forward D > Stop
xD > A
Upwards D > Stop
xD > A
Downwards D > Stop
xD > A
Forward D > Turn
xD > B
  • Can pass through oppoonent 2-16
Upward D > Turn
xD > B
  • Can pass through oppoonent 2-16
Downards D > Turn
xD > B
  • Can pass through oppoonent 2-14
D > Jump
xD > C
D > 6
D > 4

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Kitty Litter Special
63214A/B
Chibikaka
Fish
Apple
Hammer
Baseball
Bomb
Pillow
Bowling Ball
63214C
Cat Jump
214D
  • Can cancel into actions on 19
Cat Spirit One!
236A
  • Press button for more hits (max 9).
  • Followup hits will have startup 9 and 2 active frames.
  • Can cancel in Drives on hit/block.
  • Can cancel into Cat Sprit Encore! on hit/block/whiff
Slashy Slashy
22C
  • Press button for more hits
Cat Spirit Two!
j.236B
  • Release button to stop attack and go into recovery.
  • Can cancel into Drive on hit/block
Cat Spirit Three!
236C
Cat Spirit Encore!
236A/C~B
Sticky Kitty
j.214D

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Hexa Edge
236236D
  • Values in [] are during OD
  • Minimum Damage 20%: 1008 [1328]
Imma Beat The Crap Outta You
214214C
  • Values in [] are during OD
  • Misses vs crouching opponents.
  • Minimum Damage 25%: 1000 [1200]
Aerial Dancing Edge
j.236236D
  • Values in [] are during OD
  • Minimum Damage 15%: 720 [1140]

Overdrive

All normals, drives and specials that are strikes create a shadow that:

  • hit 20F after the original attack
  • have hitstop 5F
  • can be guarded All

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Kaka Clan Hospitality!
ABCD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 296 {572+46}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Attack Meow Pow!
[4]128D

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B 5A, 6A 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Jump[-], Special
5C[1] - - 2C, 6C, 3C 5D, 2D, 4D Jump, Special
5D - - - - D Followups[+]
2A[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
2B 6A 5B 5C, 2C, 6C 5D, 2D, 4D Special
2C[1] - - 5C, 6C, 3C 5D, 2D, 4D Special
2D - - - - D Followups[+]
6A - 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump
6B - - - j.D, j.2D, j.4D, j.8D Special
6C - - - 5D, 2D, 4D Special
6D - - - - D Followups[+]
4D - - - - D Followups[+]
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B, j.2B j.C j.D, j.2D, j.4D, j.8D Throw, Jump, Special
j.B - j.2B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.2B - j.B j.C j.D, j.2D, j.4D, j.8D Jump, Special
j.C - - - j.D, j.2D, j.4D, j.8D Jump, Special
j.D - - - - D Followups[+]
j.2D - - - - D Followups[+]
j.4D - - - - D Followups[+]
j.8D - - - - D Followups[+]
  • All cancels from 6A are on the 2nd hit
  • All cancels from 3C are on the 2nd or 3rd hit
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Taokaka/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.