BBCP/Amane Nishiki

From Dustloop Wiki
Jump to navigation Jump to search
Amane Nishiki
BBCP Amane Portrait.png

Health: 10,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Zoning, Chip Damage
Full Frame Data
Amane Frame_Data_(BBCP)

Overview[edit]

Amane is a young man in a pink kimono and scarf who travels around to gather a troupe of young and handsome men. He is seeking to add Carl to his traveling troupe.

Drive: Spiral
His Drive attacks turn his cloth into a drill, with which he can use to attack his opponent.

  • A total of 3 levels of Spiral Gauge. Gauge increases upon using D attacks and decreases over time. Drill attacks last longer and do more damage with higher level. Gauge even builds on whiffed D attacks.
  • Drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used.
  • Each attack will deal more hits if button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.
  • Level 3 D moves do a very high amount of chip damage on block.


Overdrive: Cyclone
Spiral Gauge continues to rapidly rise to level 3. Does not immediately become level 3 on activation. The Distortion Drive, Kyouryuu Tokkou: Seijyuu Rensoukyaku (632146C), becomes enhanced gaining extra hits to the attack.

Some general information on Overdrive (OD) as it is a new system mechanic in Chrono Phantasma:

  • You activate OD by pressing A+B+C+D when you are not blocking or taking damage, as OD and bursts use the same input.
  • The OD gauge becomes 3/4 depleted after being used but it recharges with time. How much has been recharged will carry over to the next round.
  • Since the gauge is used for both OD and bursts, if you use OD you can not burst until the gauge is full again and vice versa (if you burst you can not use OD).
  • The lower your health, the longer OD will last and the match timer will also freeze while OD is active.


Pros/Strengths:

  • Amazing chip damage and barrier draining.
  • Great attack range with D and C normals.
  • Good anti-air 6A.
  • High mobility with Choujin Kaihi: Zettou.


Cons/Weaknesses:

  • Below Average health.
  • Lack of mixup options.
  • Lack of meterless defensive options.
  • Very space dependent.
  • Combo damage is lower than average.


External References:


Move List[edit]

Normal Moves[edit]

5A[edit]
5A
BBCP Amane 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*2 CSOJR All 6 3(4)3 6 +3 B - Click!

A standard jab, whiffs on crouching

5B[edit]
5B
BBCP Amane 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
200*3 SOR HL 11 2*3 25 -10 B - Click!

Most versatile ground normal. Can create distance, covers a lot of space, chain into all C moves

5C[edit]
5C
BBCP Amane 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
585, 315 SOR HL 20 4(4)5 12 -5 B - Click!
  • Cannot hit crouching opponents.
  • Useful to hit people jumping or airborne.
  • Combo filler


2A[edit]
2A
BBCP Amane 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*2 CSOJR All 7 2(6)1 11 0 F - Click!

Standard crouching jab

2B[edit]
2B
BBCP Amane 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450 SOR L 11 3 27 -16 F - Click!

Low attack somewhat comparable to 5B in possible uses, but less efficient in multiple aspects. Use this if you need an extra normal in combos or in blockstrings

2C[edit]
2C
BBCP Amane 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520, 280 SOR L, HL 21 4(4)4 23 -10 F - Click!
  • Can be used to beat rolls or late teching on knockdowns


Ground control from a distance

6A[edit]
6A
BBCP Amane 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOJR HL 12 4 21 -8 B 5-15H Click!
  • 5-15H invul.


Dedicated Anti-air. You can chain it into 5B as a hitconfirm into 5C.

6B[edit]
6B
BBCP Amane 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 R All 15 3 21 -3 H 1-4T, 5-17FT Click!
  • Fatal Counter.
  • 1-4T, 5-17FT invul.
  • Air options available during/after recovery (Airdash, Zettou, etc.)


Can blow up certain mashing attempts and be safe if fails or blocked.

6C[edit]
6C
BBCP Amane 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
845, 455 SOR HL 27 2(6)4 24 - B - Click!
  • Fatal Counter.
  • Cannot hit grounded opponents.
  • On air hit this move side switches and slides the opponent


3C[edit]
3C
BBCP Amane 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOR L 14 4 21 -6 F - Click!
  • Low profile and slides slightly forward


Excellent in pressure due to higher blockstun, but negative on block nevertheless

j.A[edit]
j.A
BBCP Amane jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*2 CSOJR HA 6 3(4)3 8 - H - Click!
  • Can be chained indefinitely into itself


Helpful to adjust yourself during airborne combos

j.B[edit]
j.B
BBCP Amane jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
200*3 (S)JOR All 14 2, 2, 3 20 - H - Click!
  • Can beat rolls by using Zettou > j.B after Gekiren, Gosei, Seijyuu


Offers the best balance of covering space versus ease of use. You want to use this move a lot

j.2B[edit]
j.2B
BBCP Amane j2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOR All 16 9 till L +8 H - Click!
  • Frame advantage calculated off shortest jump possible.
  • Can be used to beat rolls on knockdowns in corner
  • Will cause ground bounce on hit
  • Can be used to set up an ambiguous crossup after an IAD


j.C[edit]
j.C
BBCP Amane jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520, 280 SOR All 18 4(4)4 28+5L - H - Click!
  • Can be used to punish certain grounded projectiles
  • Will keep momentum on airdash, but not during Zettou


With the use of fabhop, this move does a good job at extending or starting pressure. Good harass with a few options and rewards afterwards.

j.6C[edit]
j.6C
BBCP Amane j6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
650, 350 SOR All 19 4(4)4 24+5L - H - Click!
  • Will keep momentum on airdash, but not during Zettou


Used mostly in combos as the rewards for using this at neutral are pretty low since you can hardly hitconfirm into anything but Gosei.

j.4C / j.2C[edit]
j.4C / j.2C
BBCP Amane j4C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520, 280 SOR All 18 4(4)4 30+5L - H - Click!
  • Can be used to beat anti-airs as there is no hurtbox nearby the hitbox.
  • Will keep momentum on airdash, but not during Zettou


Placeholder


Drive Moves[edit]

Notes
  • 1 gauge has total 60000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame.
  • During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
5D[edit]
5D
BBCP Amane 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*4, 1*12 20 -1 BP - Click!
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 20 +1 BP - Click!
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 20 +3 BP - Click!
  • Lv1: 30% chip damage. Lv2: 40% chip damage. Lv3: 50% chip damage.
  • Lv3: 5% minimum damage.
  • Add more hits by holding button.
  • Holding button during transition from Lv2 to Lv3 changes damage to 421.
  • Lv1, Lv2: Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff.


Creates distance when used midscreen
Does good corner pressure considering frame advantage + placement
Will lead to a standing reset when used as a combo. Either Command dash in, try to hit them with a Hariken (they can jump out of this one if not counter hit) or prevent their movement with C moves

2D[edit]
2D
BBCP Amane 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*14, 1*2 24 -5 BP 13~H Click!
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 24 -3 BP 13~H Click!
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 24 -1 BP 13~H Click!
  • Head addtribute invul from 13F till end of active frames
  • Lv1: 30% chip damage. Lv2: 40% chip damage (93*4~16). Lv3: 50% chip damage (162*4~16).
  • Lv3: 5% minimum damage (15*4~16).
  • Add more hits by holding button.
  • Holding button during transition from Lv2 to Lv3 changes damage to 468.
  • Lv1, Lv2: Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff.


Due to slow startup, head invulnerability that kicks in way to late, no ability to cancel into anything when blocked but RC and non beneficial frame advantage, you don't really want to use this reliably anywhere else than combos.

6D[edit]
6D
BBCP Amane 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 300*N R All 44 - 69~T +2 HBFP* - Click!
Lv2 300*N R All 44 - 69~T +4 HBFP* - Click!
Lv3 300*N R All 44 - 69~T +6 HBFP* - Click!
  • Lv1: 25% chip damage (75*N). Lv2: 50% chip damage (150*N). Lv3: 75% chip damage (225*N).
  • Lv3: 5% minimum damage (15*N).
  • Add more hits by holding button.
  • Lv1, Lv2: Adds 200 (100*3, 200*N in OD) gauge per hit or attack on whiff.
  • Lv3: Adds 200 (70 in OD) gauge per hit or attack on whiff.


Your best mean to raise your drill level. Very few ways to combo into it. Hariken drill from counter hit 5D, Gosei RC or seijyuu RC is the only reliable way to do it. Instead, use this during resets. Many scenarios will force the opponent to tech into it or to take a bluebeat combo as it beats rolls and late tech. While not an actual combo, you'll still obtain the drill level increase. Be wary though, certain matchups have tools to deal with these setups.

j.D[edit]
j.D
BBCP Amane jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 130*4~16 R*3, (S)OR*1~13 All 13 3*14, 1*2 25+9L - HP - Click!
Lv2 169*4~16 R*3, (S)OR*1~13 All 13 2*14, 1*2 25+9L - HP - Click!
Lv3 234*4~16 R*3, (S)OR*1~13 All 13 1*14 25+9L - HP - Click!
  • Lv1: 30% chip damage (39*4~16). Lv2: 40% chip damage (67*4~16). Lv3: 50% chip damage (117*4~16).
  • Lv3: 5% minimum damage (11*4~16).
  • Add more hits by holding button.
  • Lv1, Lv2: Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff.


This move is godlike as you can jump then do it right away and it'll connect on crouching opponents. You can nearly let it active up until you land. Builds good drill meter while still applying pressure as you'll stay in. Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves.

j.6D[edit]
j.6D
BBCP Amane j6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 220*4~16 R*3, (S)OR*1~13 All 19 3*14, 1*2 21 - HP - Click!
Lv2 286*4~16 R*3, (S)OR*1~13 All 19 2*14, 1*2 21 - HP - Click!
Lv3 396*4~16 R*3, (S)OR*1~13 All 19 1*14 21 - HP - Click!
  • Lv1: 30% chip damage (66*4~16). Lv2: 40% chip damage (114*4~16). Lv3: 50% chip damage (198*4~16).
  • Lv3: 5% minimum damage (19*4~16).
  • Add more hits by holding button.
  • Lv1, Lv2: Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Lv3: Adds 100 (70 in OD) gauge per hit or attack on whiff.


Much like 2D, this move has no uses in neutral game and is really a combo tool. This the most damaging drive normal he has. Will cause a wallbounce that you can combo afterwards on level 3. Same attack property will make opponents tech out immediately if triggered. Note that if this happens, the damage of the second j.6D will also be really low.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5/6B+C
BBCP Amane ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T(70) 7 3 17 - T - Click!
  • 100% minimum damage (1400)
  • Wallstick in corners


Fairly versatile as it can lead to either big damage or a reset into ground hariken.

Back Throw[edit]
Back Throw
4B+C
BBCP Amane BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T(70) 7 3 17 - T - Click!

Same as forward throw

Air Throw[edit]
Air Throw
j.B+C
BBCP Amane AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 700*2 -, SOR*2 T(90) 7 3 15+3L - T - Click!
  • 100% minimum damage.
  • Opponent will do a ground bounce followed by a wallbounce and should comeback where Amane will land on the ground.


Follow up combo will either be 6A if you grab low enough to the ground, else you'll want to go straight into a simpler air combo if you're too high.

Counter Assault[edit]
Counter Assault
6A+B (When Blocking)
BBCP Amane 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R All 13 6 25 -12 B 1-20Inv Click!
  • 1-20 invul.
  • 180F heat gauge cooldown.


Uses 5B animation

Crush Trigger[edit]
Crush Trigger
5A+B
BBCP Amane CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~61 1 33 -8 B - Click!
  • Possible to charge.
  • 180F heat gauge cooldown.


Mostly used in combos since you don't get a big combo reward for hitting a guard crushed standing opponent. Furthermore, it doesn't look like it has horizontal reach when all your other normals generate a lot of pushblock


Specials[edit]

Ninpu Sengeki: Hariken[edit]
Ninpu Sengeki: Hariken
236D~A/B/C
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Stance - - - - - 139T - - - Click!
  • 7F~ possible to cancel into followups.
  • Hariken immediately disappears if overheat is reached.
  • Cannot use while another Hariken is active or while in overheat.
Lv1 200*15 R All 6+40 90 6+64T +47 HBFP* - Click!
Lv2 200*15 R All 6+40 120 6+64T +47 HBFP* - Click!
Lv3 200*15 R All 6+40 240 6+64T +47 HBFP* - Click!
Break - - - - - 13T - - - Click!
  • Lv1: 20% chip damage (600). Lv2: 40% chip damage (1200). Lv3: 60% chip damage (1800).
  • Lv3: 5% minimum damage (150).
  • Gauge values: 1~4F = freeze gauge; 5~30F = 60; 31~54F = 70; 55~78F = 80; 79~102F = 90; 103~127F = 100; adds 100 to all values while in OD until level 3.
  • Gauge value at level 3 in OD is 30 points per frame.

Depending on the input pressed while in the stance he'll place the drill at different distances on the screen; A = Close range, B = Mid range, C = Far range, and D cancels the stance.

Jyuuken Dageki: Gekiren[edit]
Jyuuken Dageki: Gekiren
623C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 2300 -, R UNB 25 3 60T - PT - Click!
  • Cannot hit grounded opponents.


Air unblockable (Command grab). The hand will spawn at a fixed distance from Amane unless in the corner. The hand will never be off screen, so the range might change to accommodate this rule.
Very useful for call outs if you're opponent is jumping. Can be rapid canceled and combo'd afterwards into 2C for big damage. Same attack property prevents corner loops to go beyond 2 reps of Gekiren.

Choujyuu Rengeki: Raibu[edit]
Choujyuu Rengeki: Raibu
236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
180*6, 600 R All 14 3*6(4)3 23 -7 B - Click!

As this move is minus 7 on block, you really want to be using this in combos. It'll most likely be used to end standing combos in an other way than using 5D. Instead, this will send the opponent full screen. Can be rapid cancel into 5C for a modest combo extension depending on the starter used.

Tensou Rakugeki: Gosei[edit]
Tensou Rakugeki: Gosei
j.236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
150*N, 800 R All 11 2*N(12)3 24 -9 H*N, F - Click!
  • Active frames continue until landing.
  • Amane will turn around if he lands behind the opponent for the last hit.


Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into 2C for a combo extension. If you have 50 meter, you might also want to use it as it's really fast and will be either safe or give you a combo.

Choujin Kaihi: Zettou[edit]
Choujin Kaihi: Zettou
214A/B, 236A/B, air OK
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
236A - - - - - 28+3LT - - - Click!
214A - - - - - 22+3LT - - - Click!
236B - - - - - 31+3LT - - - Click!
214B - - - - - 32+3LT - - - Click!
j.236A - - - - - 25+3LT - - - Click!
j.214A - - - - - 25+3LT - - - Click!
j.236B - - - - - 29+3LT - - - Click!
j.214B - - - - - 33+3LT - - - Click!
  • Can cancel into anything except jump/airdash/block after a certain amount of time depending on which versions is used:
  • 236A and 214A: 14F onwards
  • 236B and 214B: 16F onwards
  • All Aerial versions: 7F onwards


Depending on the input pressed the arc of the command jump is different; A = short, and B = high. You have 2 Zettou before landing.


Distortion Drives[edit]

Kyouryuu Tokkou: Seijyuu Rensoukyaku[edit]
Kyouryuu Tokkou: Seijyuu Rensoukyaku
632146C
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 800, 950 (OD: 800, 400*2, 950) (R) All 5+5 1*8 42 -24 B 1-14 All Click!
Lv2 800, 1600 (OD: 800, 400*3, 1600) (R) All 5+5 1*8 42 -24 B 1-14 All Click!
Lv3 800, 2350 (OD: 800, 400*6, 2350) (R) All 5+5 1*8 42 -24 B 1-14 All Click!
  • 20% minimum damage (Lv1: 350 Lv2: 480 Lv3: 630).
  • 20% minimum damage in Overdrive (Lv1: 510 Lv2: 720 Lv3: 1110).
  • Base Damage is 800*8 on block, on hit it is as listed above.
  • 10% chip damage (Lv1: 640 Lv2: 960, Lv3: 1280).
  • 180F Heat Gauge Cooldown.
  • 1st hit forces opponent into standing on hit.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit (not on block).


Only invincible reversal available. If blocked, it's obviously punishable. If whiffed (IE opponent jumped over it), Amane will travel such a long distance that the best way to punish it would have been to anticipate it.

Depending on the drill level and resources available, different followups are possible. Level 1

  • Only followup possible is by using Rapid cancel
  • Possible to do Seijyuu > RC > 6D

Level 2

  • Followup with 3C

Level 3

  • Followup with 6C
Kaizoku Senkou: Goukai Rasen Renpa[edit]
Kaizoku Senkou: Goukai Rasen Renpa
632146D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 200*N R All 9+9 27*N 72T - HBFP*(2) - Click!
Lv2 200*N R All 9+9 27*N 72T - HBFP*(2) - Click!
Lv3 200*N R All 9+9 27*N 72T - HBFP*(2) - Click!
  • 20% minimum damage (40xN).
  • 180F Heat Gauge Cooldown.
  • Lv1: 20% chip damage (40xN) Lv2: 40% chip damage (80xN) Lv3: 60% chip damage (120xN).
  • Taller hitboxes in OD.


Excellent super to get some easy damage regardless your drill level. It also makes combos easily burst safe from 6C for equivalent damage as a regular combo.


Astral Heat[edit]

Jyatoku Meika: Gouha Houyou
222D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - All - 9 44 -22 HBFP*(2) - Click!
  • 180F heat gauge cooldown.


Easy to combo into from 5D. Since 5D has no possibility to be canceled on block, you can just buffer the input anyway and it'll only come out on hit. It's also pretty fabulous.


Strategy[edit]

Offense[edit]

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense[edit]


Neutral[edit]

Combos[edit]

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
>> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen[edit]

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner[edit]

Corner Only[edit]


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc