BBCF/Tsubaki Yayoi/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:22F (1-5F Inv All)
Unique Movements:


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
5ABBCS Tsubaki 5A.png 300 All 6 3 11 -2 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Tsubaki 5B.png 550 Mid 10 5 17 -5 B - SJR 100 89 Long 3 16 17 17 22 31 9 +0 +2 Click!
5BBBBCS Tsubaki 5BB.png 500 Mid 11 3 19 -8 B - S(J)R 100 85 Long 2 13 14 14 18 26 9 +0 +1 Click!
5CBBCS Tsubaki 5C.png 660 Mid 8 3 23 -9 B - SR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CCBBCS Tsubaki 5CC.png 600 Mid 12 3 27 -11 B - S(J)R 100 92 Long 4 18 19 19 27 37 12 +0 +5 Click!
  • Fatal Counter
2ABBCS Tsubaki 2A.png 300 All 7 2 11 -1 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Tsubaki 2B.png 550 Low 11 3 12 -1 F - SR 90 85 Long 2 13 14 14 18 26 9 +0 +1 Click!
2BBBBCS Tsubaki 2BB.png 500 Low 10 3 18 -7 F - SR 90 85 Long 2 13 14 14 18 26 9 +0 +1 Click!
2CBBCS Tsubaki 2C.png 660 Mid 13 3 22 -8 B 8~15 H SJR 90 89 Long 3 16 17 22 Crumple 48 36 11 +0 +2 Click!
2CCBBCS Tsubaki 2CC.png 740 Mid 12 3 29 -15 B 1~17 H SJR 100 89 Long 3 16 Launch 22 Launch 36 11 +0 +2 Click!
6ABBCS Tsubaki 6A.png 800 High 26 2 24 -9 B - SR 80 89 Normal 3 16 17 17 + Down 23 25 34 + Down 23 11 +0 +2 Click!
  • Bonus Proration 110%.
  • Fatal Counter
6BBBCS Tsubaki 6B.png 600 Low 17 3 17 -3 F - SR 90 89 Long 3 16 17 17 Launch 31 + Down 23 11 +0 +2 Click!
6BBBBCS Tsubaki 6BB.png 600 Low 11 4 15 -7 F - SR 90 89 Long 3 16 19 35 24 49 11 +0 +2 Click!
6CBBCS Tsubaki 6C.png 200*6 Mid 23 1*6 38 -18 B - S(J)R 100 94 Long 5 20 21 21 + Down 23 27 37 + Down 23 2 +6 +6 Click!
6CCBBCS Tsubaki 6CC.png 200*3 Mid 20 1*3 35 -15 B - S(J)R 100 84 Long 5 20 Launch 29 Launch 45 4 +0 +8 Click!
  • Bonus proration 110%
3CBBCS Tsubaki 3C.png 800 Low 18 10 23 -12 F - SR 90 94 Long 5 20 Launch 54 Launch 73 13 +0 +8 Click!
  • Fatal Counter
3CCBBCS Tsubaki 3CC.png 800 Mid 17 4 17+18L -18 B 1~17 H SR 90 84 Long 5 20 Launch 54 Launch 73 13 +0 +8 Click!
j.ABBCS Tsubaki jA.png 300 High/Air 7 2 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Tsubaki jB.png 600 High/Air 8 4 12 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.BBBBCS Tsubaki jBB.png 750 High/Air 7 3 24 - H - S(J)R 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCS Tsubaki jC.png 700 High/Air 11 4 23 - H - SJR 80 89 Long 3 16 17 22 22 36 11 +0 +2 Click!
j.CCBBCS Tsubaki jCC.png 800 High/Air 10 2 29 - H - SR 80 92 Long 4 18 22 22 27 37 12 +0 +5 Click!

Drive Moves

  • Install gauge consists of 5 stocks
  • Each stock is 10,000 install points
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
5DBBCS Tsubaki 5D.png - - 18 [14] While held 9 - - - - - - - - - - - - - - - - Click!
  • Active time refers to when Install gauge increases
2DBBCS Tsubaki 2D.png - - 18 [14] While held 9 - - - - - - - - - - - - - - - - Click!
  • Active time refers to when Install gauge increases
j.DBBCS Tsubaki jD.png - - 13 [9] While held 5L - - - - - - - - - - - - - - - - Click!
  • Ends automatically if Tsubaki lands.

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 ThrowBBCS Tsubaki FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 60 + GBounce - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Tsubaki BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Crumple 36 - - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Tsubaki AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - - 60 + GBounce + Down 23 - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Tsubaki Decus.png 0 All 13 4 35 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
CrushTriggerBBCF Tsubaki CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 100 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 100 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 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
A Sanctus AequumBBCS Tsubaki Aequum.png
236A
600 All 13 4 18 -7 B - R 90 79 Long 3 16 17 30 22 44 11 +0 +2 Click!
B Sanctus AequumBBCS Tsubaki Aequum.png
236B
800 All 18 9 18 -8 B - R 90 82 Long 4 18 19 30 24 45 12 +0 +5 Click!
C Sanctus AequumBBCS Tsubaki Aequum.png
236C
800 All 18 9 18 -8 B - R 90 82 Long 4 18 Spin Fall 31 40 Spin Fall 36 55 12 +0 +5 Click!
  • On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case
D Sanctus AequumBBCS Tsubaki Aequum.png
236D
900 All 19 10 10 +2 B - R 90 94 Long 5 20 Launch 50 - - 13 - - Click!
Shot > D Sanctus AequumBBCP Tsubaki ShingiAura.png
421D > 236D
250*7 All 19 10 [2*6] 18 +6 B 19~End of Active Guard P R 90 94 (Once) Long 5 20 Launch 50 Launch 65 3/+5 +5 +13 Click!
  • On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged
B Sanctus VeritasBBCS Tsubaki Veritas.png
214B
800 Mid 21 3 23 -7 B 9~20 B R 90 82 Normal 4 18 Launch 45 Launch 60 12 +0 +5 Click!
D Sanctus VeritasBBCS Tsubaki Veritas.png
214D
1000 [900] Mid [All] 20 [17] 3 23 -7 B 6~22 B [-] R 90 92 Normal 4 18 Launch 60 Launch 75 12 +0 +5 Click!
  • Values in [] are when canceled into from a Special Attack
C Benedictus RexBBCS Tsubaki BenedictusRex.png
623C
850 Mid 10 40 Total 45+19L -21 B 1~10 All R 50 89 Very Short 3 29 Launch 44 Launch 60 0/+4 +4 +4 Click!
D Benedictus RexBBCS Tsubaki BenedictusRex.png
623D
650*3 Mid 10 3,3,3 Total 50+23L -21 B 1~14 All R 50 92 (Once) Very Short 4 24 Launch 44 Launch 59 0/+4 +4 +9 Click!
A Aequum ElesionBBCF Tsubaki AequumElesion.png
j.236A
800, 500 All 16 3(6)X Until L+5 - H, P1 - R 100, 90 79, 89 Long 3 16 17 30, 20 22 44, 34 13, 0/+11 +0, +11 +2, +13 Click!
  • Second hit is a projectile
D Aequum ElesionBBCF Tsubaki AequumElesion.png
j.236D
800, 600 All 16 3(6)X 37 - H, P1 - R 100, 90 92, 89 Long 4, 3 18, 16 Crumple 50, 17 60 + GBounce + Down 23, 20 Crumple 100, 22 75 + GBounce + Down 23, 34 12/+0, 0/+11 -8, +11 -8, 0/+11 Click!
  • Second hit is a projectile
D Aequum Elesion (Followup)BBCF Tsubaki AequumElesion.png
Special > j.236D
700, 600 All 16 3(6)X Until L - H, P1 - R 100, 90 92, 89 Long 4, 3 18, 16 Crumple 50, 17 60 + GBounce + Down 23, 20 Crumple 100, 22 75 + GBounce + Down 23, 34 12/+0, 0/+11 -8, +11 -8, 0/+11 Click!
  • Second hit is a projectile
A Lux AeternaBBCS Tsubaki LuxAeterna.png
j.214A
600 All 9 Until L 22 - H - R 80 82 Normal 4 18 Launch + Down 23 60 Launch + Down 23 75 8 +0 +5 Click!
B Lux AeternaBBCS Tsubaki LuxAeterna.png
j.214B
700 All 11 Until L 24 - H - R 80 82 Normal 4 18 Launch + Down 28 60 Launch + Down 28 75 8 +0 +5 Click!
C Lux AeternaBBCS Tsubaki LuxAeterna.png
j.214C
800 All 17 Until L 33 - H - R 80 82 Normal 4 18 Launch + Down 23 62 + WBounce Launch + Down 23 77 + WBounce 8 +0 +5 Click!
D Lux AeternaBBCS Tsubaki LuxAeterna.png
j.214D
900 All 13 Until L 16 - H 11~Until L P R 80 92 Long 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5 Click!
D Lux Aeterna (Followup)BBCS Tsubaki LuxAeterna.png
Special > j.214D
800 All 9 Until L 29 - H 11~Until L P R 80 92 Long 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5 Click!
Shot > D Lux AeternaBBCS Tsubaki AequumElesionD.png
j.236D > j.214D
250*N All 9 Until L 29 - H 11~Until L P R 80 92 Long 4 18 Launch 60 + Down 33 Launch 75 + Down 33 3/+8 +8 13 Click!
Sactus AerolataBBCF Tsubaki Shinsa.png
63214C
0, 100*12 Throw(90) 11 3 30 - T - R 100 80 Very Short 3 - Launch 40*12, 50 - - - 0, 2*12 +0 Click!
A Lux MactoBBCP Tsubaki Shingi.png
421A
500 All 25 70 Total 54 -2 P1 - R 90 89 Long 3 16 17 20 22 34 0/+11 +11 +13 Click!
D Lux MactoBBCP Tsubaki Shingi.png
421D
600 All 13 95 Total: 47 -7 P1 - R 90 89 Long 3 16 17 20 22 34 0/+11 +11 +13 Click!
B Agnus DeiBBCP Tsubaki Hammer.png
22B
800 High/Air 28 6 1+10L 0 H 7~38 F R 90 79 Normal 3 16 Launch 44 + GBounce Launch 58 + GBounce 11 +0 +2 Click!
D Agnus DeiBBCP Tsubaki Hammer.png
22D
660*2 High/Air 28 3,3 3+10L +3 H 5~36 FT R 90 92 Normal 4 18 Launch 44 + GBounce Launch 59 + GBounce 12 +0 +5 Click!
Agnus Dei (Followup)BBCP Tsubaki Hammer.png
Special > 22D
660*2 High/Air 22 3,3 4+9L +3 H 5~37 FT R 90 92 Normal 4 18 Launch 44 + GBounce Launch 59 + GBounce 12 +0 +5 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
C Confutatis MaledictisBBCS Tsubaki ConfutatisMaledictis.png
236236C
1000*4 [1000*5] All 5+(30 Flash)+7 21? Total 51 -21 B 1~14 All R 80 65 Long 4 18 Launch 50 - - 0, 0/+3*3 [*4] +0, +3*3 [*4] +0, +3*3 [*4] Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 600 [750]
D Confutatis MaledictisBBCS Tsubaki ConfutatisMaledictis.png
236236D
1000, See notes
[1000, See notes, 1000]
All 5+(34 Flash)+1 18? Total 51 -28 B 5~5 All R 80 65 Long 4 18 Launch 50 + GBounce - - 0 +0 +0 Click!
  • Values in [] are during OD
  • Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500
  • [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740]
  • Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200*5 Lv5: 1000*9
  • [Base Damage of projectile Lv0: 500*4, Lv1: 750*4, Lv2: 570*7, Lv3: 710*7, Lv4: 710*10 Lv5: 960*10]
Macto MaledictisBBCS Tsubaki MactoMaledictis.png
214214D
- - - - 7+(125 Flash)+4 - - 7~7 All - - - - - - - - - - - - - Click!
  • Consumes 100 install points per frame normally, 50 during overdrive.
Requiem MaledictusBBCP Tsubaki Shinpatsu.png
632146B
450*7 [600*8] All 1+40 - Total 1+57 - P2* 16~58 All - 60 96 Very Short 2 13 Launch 36 Launch 48 0 [0/+2] +0 [+2] +1 [+7] Click!
  • Values in [] are during OD
  • Shots fire in 4F intervals starting on 41F
  • Minimum Damage 20%: 630 [960]

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
Macto Lux KyrieBBCF Tsubaki ExceedAccel.png
ABCD during OD
600, 120*20
{600, 160*32}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long 4 26 Launch 60 + Down 23 - - 20 20, 0/+1*20 [*32] +0, +1*20 [*32] Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {572+38}

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
Requiem AeternamBBCS Tsubaki RequiemAeternam.png
632146C
0, 9000 All 3+(127 Flash)+17 10 23 -19 B 1~29 All - 100 92 Long 4 18 - - - - 20/-5 - - Click!

Revolver Action Table

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 5BB[+], 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump[-], Special
5C[1] - 6B 5CC[+], 2C Yes Special
5CC - 6B 6C, 2C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 2BB[+] 5C, 2C, 6C, 3C Yes Special
2BB - 5B 5C, 2C, 6C Yes Special
2C[1] - - 2CC[+] - Jump, Special
2CC - - 5C - Jump, Special
6A - - 5C - Special
6B - 6BB[+] - - Special
6BB - - - - Special
6C - - 6CC[+] - Jump[-], Special
6CC - - - - Jump[-], Special
3C - - 3CC[+] - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Jump, Throw, Special
j.B - j.BB[+] j.C Yes Jump, Special
j.BB - - j.C Yes Jump, Special
j.C - - j.CC[+] Yes Jump, Special
j.CC - - - 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

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Ambox notice.png To edit frame data, edit values in BBCF/Tsubaki Yayoi/Data.