BBCF/Valkenhayn R. Hellsing/Frame Data

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System Data

Health:10,500
Prejump:Human: 4F/ Wolf: 3F
Backdash:Human: 22F (1-5F Inv All)/ Wolf: 25F (1-7F Inv All)
Forward Dash:Human: 23F
Unique Movements:Forward Dash, Wolf Movement


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 Valkenhayn 5A.png 300 All 6 3 9 0 B - CSJR 100 80 Normal 1 - 12 12 16 23 - - - Click!
5BBBCS Valkenhayn 5B.png 600 Mid 10 3 15 -1 B - SJR 100 89 Long 3 - 17 17 22 31 - - - Click!
5CBBCS Valkenhayn 5C.png 900 Mid 14 6 22 -9 B - S(J)R 100 92 Long 4 - 19 19 24 34 - - - Click!
2ABBCS Valkenhayn 2A.png 300 All 7 2 10 0 F - CSR 100 80 Normal 1 - 12 12 16 23 - - - Click!
2BBBCS Valkenhayn 2B.png 550 Low 9 4 13 -3 F - SR 90 85 Long 2 - 14 14 18 26 - - - Click!
2CBBCS Valkenhayn 2C.png 820 Mid 12 3 26 -10 Binv= - SJR 100 92 Long 4 - 19 23 24 38 - - - Click!
6ABBCS Valkenhayn 6A.png 800 Mid 10 3 27 -13 B 5~12 Guard HB R 80 89 Normal 3 - Launch 40 Launch 54 - - - Click!
  • On Guard Point, hitstop for Valk is 0F. Opponent hitstop unchanged
6BBBCF Valkenhayn 6B.png 800 High 21 3 23 -7 B - R 90 92 Short 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5 Click!
  • First 2 active frames only hit above Valk
6CBBCS Valkenhayn 6B.png 600*2 Mid 19 6 (4) 2 13 +4 B - R 100 92 Long 4 18 19 24 27 42 12 +0 +5 Click!
  • Fatal Counter
3CBBCS Valkenhayn 3C.png 860 Low 12 3 18 -2 F - SR 90 82 Long 4 18 Launch 40 Launch 55 + Down 26 12 +0 +5 Click!
j.ABBCS Valkenhayn jA.png 300 High/Air 7 3 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Valkenhayn jB.png 600 High/Air 9 3 14 - H - - 80 85 Long 2cancel=SJR - 14 18 18 30 - - - Click!
j.CBBCS Valkenhayn jC.png 900 High/Air 11 3 24+1L - H - SJR 80 89 Long 3 - 21 40 26 54 - - - Click!

Drive 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
Human > Wolf - - - - 12 - - - - - - - - - - - - - - - - Click!
Wolf > Human - - - - 9 - - - - - - - - - - - - - - - - Click!
  • Can cancel into ground normals and throws on 7F
Air Human > Wolf - - - - 12 - - - - - - - - - - - - - - - - Click!
  • Can cancel into air normals and throw on 7F
Air Wolf > Human - - - - 9 - - - - - - - - - - - - - - - - Click!
  • Can cancel into air normals and throw on 7F
5ABBCS Valkenhayn 5Aw.png 300 All 6 3 12 -3 F - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Valkenhayn 5Bw.png 600 Mid 7 6 20 -12 B 4~6 H SJR 80 85 Long 2 13 14 24 18 36 10 +0 +1 Click!
  • Hitbox fully extended on 10F
5CBBCP Valkenhayn 5Cw.png 900 Low 10 3 21 -5 F - SJR 100 92 Long 4 18 Launch 24 Launch 39 + Down 23 12 +0 +5 Click!
j.ABBCS Valkenhayn jAw.png 300 High/Air 6 4 19 - H - SJR 80 100 Normal 1 11 12 24 16 35 9 +0 +0 Click!
j.AABBCS Valkenhayn jAw.png 300 High/Air 6 2 7 - H - SJR 80 100 Normal 1 11 12 24 16 35 9 +0 +0 Click!
j.AAABBCS Valkenhayn jAw.png 300 High/Air 6 3 9 - H - SJR 80 100 Normal 1 11 12 24 16 35 9 +0 +0 Click!
j.BBBCS Valkenhayn jBw.png 650 High/Air 9 3 12 - H - SJR 80 85 Normal 2 13 17 26 21 38 10 +0 +1 Click!
j.CBBCP Valkenhayn JCw.png 900 High/Air 15 3 16 - H - SJR 80 89 Normal 3 16 17 26 22 40 11 +0 +2 Click!
6DBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 5F
4DBBCS Valkenhayn ND.png - - - - - - - 1~10 All - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 11F
2D/1D/3DBBCS Valkenhayn ND.png - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 3F
8DBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 9F
7DBBCS Valkenhayn ND.png - - - - - - - 1~10 All - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 11F
9DBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 5F
6D CancelBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 14F. During OD, on 7F
4D CancelBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 21F. During OD, on 3F
2D/1D/3D CancelBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 12F. During OD, on 10F
8D CancelBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 20F. During OD, on 14F
7D CancelBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 15F. During OD, on 3F
9D CancelBBCS Valkenhayn ND.png - - - - - - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks on 15F. During OD, on 9F

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 Valkenhayn FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 100 + WBounce + Slide 20 - - - 0 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Valkenhayn BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 100 + WBounce + Slide 20 - - - 0 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Valkenhayn AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - - 60 + WBounce 60 - - - 0 +0 Click!
  • Minimum Damage 100%
Himmel WolfBBCS Valkenhayn HimmelWolf.png
BC[w]
0, 1400 Throw(70) 7 3 22 - T - SR 100 60 (Once) Normal 0, 4 - Launch 50 + WBounce 60 - - - 0, 15 +0 Click!
  • Minimum Damage 100%
Air Himmel WolfBBCS Valkenhayn HimmelWolf.png
j.BC[w]
0, 1400 Throw(90) 7 3 22+11L - T - SR 100 60 (Once) Normal 0, 4 - Launch 50 + WBounce 60 - - - 0, 15 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Valkenhayn 5C.png 0 All 13 4 30 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
CrushTriggerBBCP Valkenhayn 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
Nacht JagerBBCS Valkenhayn NachtJager.png
236A
900 All 14 15 23 0 B - R 90 79 Long 3 23 25 35 30 49 11 +0 +2 Click!

On hit/block, Valk goes into Recovery animation (23F)

Schwarz JagdBBCS Valkenhayn SchwarzJagd.png
236B
900 Low/Air 19 4 21 -8 F - R 90 89 Long 3 16 Launch 40 Launch 57 11 +0 +2 Click!
Weiss JagdBBCS Valkenhayn WeisJagd.png
236B > 236B
1000 All 15 5 25 -13 B - R 100 89 Long 3 16 Launch 27 + Slide 40 Launch 41 + Slide 40 11 +0 +2 Click!
Nacht RosenBBCS Valkenhayn NachtRosen.png
236C
1050 Mid 21 4 25 -10 B - R 90 92 Long 4 18 Launch 42 Launch 57 12 +0 +5 Click!
MondlichtBBCS Valkenhayn Mondlicht.png
j.214B
900 All 13 5 Until L+16 - H - R 90 82 Long 4 18 Launch 40 + WBounce 42 + WStick 20 Launch 55 + WBounce 42 + WStick 20 12 +0 +5 Click!
A Konig WolfBBCF Valkenhayn KonigWolf.png
236A[w]
1000 All 20 8 19 - H - R 80 89 Long 3 16 Launch 42 Launch 56 6 +0 +2 Click!
Air A Konig WolfBBCF Valkenhayn KonigWolf.png
j.236A[w]
1000 All 20 8 Until L+12 - H - R 80 89 Long 3 16 Launch 42 Launch 56 6 +0 +2 Click!
B Konig WolfBBCF Valkenhayn KonigWolf.png
236B[w]
1000 All 20 8 Until L+12 - H - R 80 89 Long 3 16 Launch 50 Launch 64 6 +0 +2 Click!
Air B Konig WolfBBCF Valkenhayn KonigWolf.png
j.236B[w]
1000 All 22 8 Until L+12 - H - R 80 89 Long 3 16 Launch 50 Launch 64 6 +0 +2 Click!
C Konig WolfBBCF Valkenhayn KonigWolf.png
236C[w]
1000 All 20 8 Until L+12 - H - R 80 89 Long 3 16 Launch 50 Launch 64 6 +0 +2 Click!
Air C Konig WolfBBCF Valkenhayn KonigWolf.png
j.236C[w]
1000 All 22 8 Until L+12 - H - R 80 89 Long 3 16 Launch 50 Launch 64 6 +0 +2 Click!
A Eisen WolfBBCF Valkenhayn EisenWolf.png
j.214A[w]
1000 All 22 Until L 18L - H - R 80 89 Long 3 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2 Click!
B Eisen WolfBBCF Valkenhayn EisenWolf.png
j.214B[w]
1000 All 22 Until L 18L - H - R 80 89 Long 3 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2 Click!
C Eisen WolfBBCF Valkenhayn EisenWolf.png
j.214C[w]
1000 All 22 Until L 18L - H - R 80 89 Long 3 16 Launch 60 [+ Down 23] Launch 74 + Down 23 6 +0 +2 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
Sturm WolfBBCS Valkenhayn SturmWolf.png
632146D
800, 180*17, 1200
[800, 180*20, 1000*2]
All 1+(69 Flash)+9 3 38 -22 B 1~12 All R 80 82, 100*18
[82, 100*22]
Normal 4, 3*17, 5
[4, 3*20, 5*2]
18 40*11, Launch*7 Stand, 40 + GBounce*17, 40
[Stand, 40 + GBounce*20, 40*2]
- - 30 30, 10, 8, 6, 4, 2*7, 1*6, 20
[30, 10, 8, 6, 4, 2*7, 1*9, 10, 20]
+5, +2*17, +8
[+5, +2*20, +8*2]
Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1012 [1280]
Konig FlugBBCS Valkenhayn KonigFlug.png
j.236236C
1000*2, 3000
[1000*2, 350*4, 3000]
All 4+(53 Flash)+2 Until L+ 3 37 - H 4~4 All R 100 60 (Once) Normal 4 18 Launch 60, 180, 120 [*4, 120 + GBounce] - - 6, 3 6, 3, 4
[6, 3, 0*4, 0/+4]
+0 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1000 [1280]

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
Sieg NagelBBCF Valkenhayn ExceedAccel.png
ABCD during OD
600*3, 0, 1150
{600,1200*2, 0, 2700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 + GBounce + Down 23 - - 20 20, 13*2, 0*2
{20, 20*2, 0*2}
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 295 {570+57}

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
Blut VollmondBBCS Valkenhayn BlutVollmond.png
214214C
0,800,900*21,6000 Mid 7+(55 Flash)+7 1,1,1 15+55L -52 B 1~19 All - - - - 4 18 - - - - 15 - - Click!

Revolver Action Table

Human Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 4D Throw, Jump, Special
5B[1] - 2B 5C, 2C, 6C, 3C - Jump, Special
5C - - 6C Wolf Dash[+] Jump[-], Special
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 4D Throw, Special
2B[1] - 5B 5C, 2C, 6C, 3C - Special
2C - 6B 5C, 6C, 3C Wolf Dash[+] Jump, Special
6A - - - - -
6B - - - 5D, 4D -
6C - 6B 3C Wolf Dash[+] Special
3C - - - Wolf Dash[+] Special
Human Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - - Special
Wolf Ground Revolver Action Table
A B C D Cancels
5A[3] 5A 5B 5C Wolf Dash Throw, Jump, Special
5B - - 5C Wolf Dash Jump, Special
5C - - - Wolf Dash Special
Wolf Air Revolver Action Table
A B C D Cancels
j.A[3] j.A j.B j.C Wolf Dash Throw, Jump, Special
j.B - - j.C Wolf Dash Jump, Special
j.C - - - Wolf Dash Jump, 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/Valkenhayn R. Hellsing/Data.