BBCP/Arakune Frame Data

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System Data[edit]

Health: 10,500

Combo Rate: 80%

Jump Startup: 5

Backdash Time: 34

Backdash Invincibility: 1-24

Movement Options: Double Jump, 2 Airdashes, Dash type: Teleport

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F

Normal Moves[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5A
300 CSOJR 100 77 S - All 1 B 6 3 12 -3 11 12 16 14 26 0
5B
300x3 SO(J)R 100 89 (once) N - HL 3 B 11 2, 3, 3 12 +2 16 17 22 17 31 -
5C
800 SOJR 90 82 N 2 HL 3 B 23 3 18 -2 18 F24 F42 24 42 4-25H
2A
300 CSOR 90 77 S - LA 1 F 10 2 12 -2 11 13 17 14 26 -
2B
460 CSOR 90 85 N - L 2 F 11 2 10 +2 10 14 18 14 26 -
2C
240x5 R 90 82 (once) N 2 L, HLx4 4 F 13 9, 6, 9, 9, 3 13 -9 18 19x4,Ws40 (F35) 24x4,Ws68 (F35) D40x4, Ws40 (F35) D68x4, Ws68 (F35) -
  • Frame advantage is ±0 if blocked on active F10~end
  • Max of 5 hits
6A
600 SOJR 80 89 N 2 H 3 B 23 2 15 0 16 17 22 GD30 GD52 -
5A/6A > 6B
500 SO(J)R 90 89 N 2 HL 3 B 6 2 25 -10 16 D39 D66 D39 D66 -
6B
500 SOJR 90 89 N 2 HL 3 B 10 2 -25 -10 16 D39 D66 D39 D66 -
  • Fatal Counter
4B
600 SOJR 90 89 N - L 3 F 19 3 21 -7 16 S27 S54 17 31 -
6C
1000 R 85 89 N 2 H 3 H 27 2 32 -17 16 B35 B60 B35 B60 4-41F
  • Airborne F7-41
6C > 5C
1000 R 100 92 N 2 HL 4 B 21 4 32 -17 18 F44 F74 44 74 -
  • Airborne F21-24
6C > 5C > 2C
1000 R 100 92 N 2 HL 4 H 24 4 36 -21 18 19 24 D30 D52 -
  • Airborne F13-22
3C
800 SOR 100 60 N - L 4 F 26 3 37 -21 18 D40 D68 40 68 13-26 All
j.A
300 CSOJR 90 77 S - HA 1 H 7 1 16 - 11 12 16 14 26 -
j.B
180x5 SOR 80 89 S - HA 3 H 10 3x5 21 - 16x5 14 18 14 26 -
j.C
700 SOR 90 89 N 2 HA 3 H 12 2 20 - 16 17 BD100 GD60 BD100 -
  • Arakune jumps on hit or block
  • Jump direction can be selected forward, straight up or backwards depending on direction inputs
  • Fatal Counter
j.6A
600 SOJR 90 89 N - HA 3 H 13 3 13+7L - 16 17 22 22 39 -
j.6B
600 SOJR 90 89 N - HA 3 H 14 4 14+7L - 16 17 22 22 39 -
j.6C
600 SOJR 90 89 N - HA 3 H 15 5 14+7L - 16 17 22 22 39 -
j.2A
600 R 90 92 N 2 All 4 H 21 until landing 20L - 18 F40 F68 40 68 after L, 1-10 All
  • Can transition into follow-up on hit anytime before reaching the ground.
  • Follow-ups used 4f before landing or later puts Arakune on the ground (no landing recovery)
j.2B
600 R 90 89 N 2 All 4 H 22 until landing 21L - 18 F40 F68 40 68 after L, 1-10 All
  • Can transition into follow-up on hit anytime before reaching the ground.
  • Follow-ups used 4f before landing or later puts Arakune on the ground (no landing recovery)
j.2C
600 R 90 89 N 2 All 4 H 21 until landing 20L - 18 F40 F68 40 68 after L, 1-10 All
  • Can transition into follow-up on hit anytime before reaching the ground.
  • Follow-ups used 4f before landing or later puts Arakune on the ground (no landing recovery)
Counter Assault
0 --, R 50 92 VS - All 4 B 13 2 29 -12 18 F14 F26 14 26 1-20 All
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30-60 1 26 0 25 GD17 GD31 GD17 GD31 -
  • Can be charged
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate
Dash Cancel
- - - - - - - - - - - 46T - - - - - - 7-30 All
  • Can pass through opponents

Drive Moves[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5D
480 SOR 100 94 N 2 HL 5 BP 17 18 44 -35 26 S31 S62 Ws45 (F30) Ws76 (F30) -
  • Fills Curse Gauge: 20000 on hit, 10000 on block
2D
400, 520 R 90 77 N - All 1 HBFP* 19 11(15)12 46T - 12, 10 12 16 14 26 -
  • Guaranteed execution
  • Fills Curse Gauge: 10000x2 on hit, 5000x2 on block
6D Headbutt
560 R 90 89 N 2 HL 3 B 14 16 48T -18 19 F40 F68 40 68 -
  • If used again, old projectile dissapears on F14
6D Bell Bug
880 R 85 89 N - HA 3 HBFP* 38 until ground - - 16 17 22 D30 D52 -
  • Fills Curse Gauge: 20000 on hit, 10000 on block
j.D
500 R 90 79 N 2 All 3 HBFP* 34 3 until landing + 7L - 16 F35 F60 35 60 -
  • Hitbox disappears if Arakune is hit before landing
  • Location depends on directional input
  • Fills Curse Gauge: 20000 on hit, 10000 on block

Curse Mode[edit]

  • Max gauge value is 60000
  • Enters curse status upon reaching max
  • During curse, the gauge depletes by 30 per frame.
  • Curse ends once gauge reaches 0 (Curse Mode continues if Arakune is in Overdrive)
Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
A Bug
220 - 75 90 N - All 4 HBFP* 1 until ground + 55 - - 18 19 24 24 42 -
  • Disappears if Arakune is hit
  • Uses 3000 curse
B Bug
200x3 - 75 85 (once) N - All 3 HBFP* 7 until ground - - 16 F36 F61 36 61 -
  • Dissappears if Arakune is hit.
  • Uses 2000 curse
C Bug
650 - 70 95 N - All 4 HBFP* 40 24 - - 18 S29 S58 19 34 -
  • Disappears if Arakune is hit
  • Uses 5000 curse
  • 41F hitstop
D Bug
150xN, 500 - 70 90 (once) N - All, HL 3 HBFP* 1 until ground (33) until off screen - - 16xN, 16 D40xN, F50 D68xN, F84 D40xN, F50 D68xN, F84 -
  • Dissapears if Arakune is hit
  • Uses 12000 curse
  • 120% bonus proration on rising hit

Throws[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Throw/Back Throw
1400 --, SOR 100 100, 60 S - T(90) 0, 2 T 7 3 19 - - --, F50 - - - -
  • 100% minimum damage (1400)
Air Throw
1400 --, SOR 100 100, 60 S - T(120) 0, 4 T 7 3 15+3L - - - - --, 100 - -
  • 100% minimum damage (1400)

Specials[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Equals Zero
236B
- - - - - - - - - - - 30T - - - - - - -
  • Transparency effect ends if opponent gets hit or blocks a non-P* attribute attack, or if Arakune is hit by or blocks any attack.
Zero Vector
j.236D
- - - - - - - - - 33 390 46+11LT - - - - - - -
  • Trajectory is random between 3 types
  • Fills curse gauge by 20000 if touched by opponent
  • Dissapears if Arakune is hit (including throws), 20f after using another Zero Vector, or 16F after a throw from Arakune is teched
  • While a cloud is active, using Zero Vector again will generate a different cloud trajectory
  • Fills heat gauge by 500 if touched by opponent
Y-Two Dash
j.236C
200x8 R 100 90 (once) N 1 HA 3 H 11 3x8 until landing + 11L - - F45 F76 45 76 -
Permutation, N, R
22A/B/C
500 - 100 89 N - All 3 HBFP* 57 until ground 48T - 16 G30 G52 G30 G52 -
  • Button used only affects attack location
  • Start up frames listed are for when opponent in on the ground
  • Fills curse gauge - 20000 on hit, 10000 on block
Permutation, N, R (air)
j.22A/B/C
500 - 100 89 N - All 3 HBFP* 33 until ground 75+7L - 16 G30 G52 G30 G52 -
  • Button used only affects attack location
  • Start up frames listed are at apex of double jump
  • Fills curse gauge - 20000 on hit, 10000 on block
a±b
41236A air OK (during curse)
- - - - - - - - - 31 - 54T - - - - - - -
If P Then Q (A)
214A
- - - - - - - - - - - 48T - - - - - - 1-5T, 29-37T, 38-39 All
  • Airborn F6-38
If P Then Q (B)
214B
- - - - - - - - - - - 48T - - - - - - 1-5T, 6-25 All
If P Then Q (C)
214C
- - - - - - - - - - - 85T - - - - - - 7-62 All
If P Then Q (A) (air)
j.214A
- - - - - - - - - - - 46T - - - - - - 24-33 All
  • Cannot be used after a double jump or airdash
If P Then Q (B) (air)
j.214B
- - - - - - - - - - - 52T - - - - - - 28-39 All
  • Cannot be used after a double jump or airdash
If P Then Q (C) (air)
j.214C
- - - - - - - - - - - 56T - - - - - - 28-46 All
  • Cannot be used after a double jump or airdash
Wall Teleport
j.44 at wall
- - - - - - - - - - - 47T - - - - - - 25-32 All
  • Uses 1 airdash

Distortion Drives[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
F Inverse body
236236C
640 R 80 92 N - All 4 B 5+2 107 (OD: 160) 33 -121 (OD: -175) 18 F60 F100 60 100 1-12 All
  • Active immediately after Super Flash
  • 15% minimum damage (96)
  • 180F Heat Gauge Cooldown
  • Can move horizontally during animation
F Inverse laser (OD)
90x35 (OD: 90x53) R 80 99 N - All 4 HBFP*(2) 5+2 3x35 (OD: 3x53) - - 18 - - 120 196 -
  • 15% minimum damage (Normal:472 OD:715)
FoG (OD)
j.214214D
350x15 (OD: 350x25) R 80 92, 77x13, 10 (OD: 90, 77x23, 10) VS - LA 4, 1x13, 4 (OD: 4, 1x23, 4) HBFP*(2) 20+4 15 until landin + 32 - 18 19, 12x13, G50 (OD: 19, 12x23, G50) 24, 16x13, G84 (OD: 24, 16x23, G84) - - 1-26 All
  • 10% (5%) minimum damage (Normal:525 OD:425)
  • Last hit fills curse gauge by 60000
  • 180F Heat Gauge Cooldown

Astral Heat[edit]

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
N-Infinity
632146D air OK
death - - - - - All 4 H 5+81 12 25 - 18 - - - - 1-97 All
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

NOTE: 5A and 2A can only be done three times in any string of normals, even on whiff.

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 6B, 6C 5D, 6D Special, Jump, Rapid, Throw
5B 5A 2B 5C, 2C, 6C, 3C 5D, 2D Special, Jump, Rapid
5C - - 6C 5D, 6D Special, Jump, Rapid
5D - - 3C - Special, Rapid
2A 5A, 2A, 6A 5B 5C, 2C, 6C 2D Special, Rapid
2B - 5B, 2B 2C, 6C 2D Special, Rapid
2C - - - 6D Rapid
2D - - - - Rapid
6A - 2B, 6B 5C 5D, 6D Special, Jump, Rapid
5A > 6B - - - - Special, Jump, Rapid
6B - - - - Special, Jump, Rapid
4B - - - - Special, Jump, Rapid
6C - - - - Rapid
3C - - - - Special, Rapid
Air Revolver Action Table
A B C D Cancels
j.A j.A, j.2A, j.6A j.B, j.2B, j.6B j.C, j.2C, j.6C j.D Special, Jump, Rapid, Throw
j.B j.A - j.C j.D Special, Rapid
j.C j.2A j.2B j.2C - Special, Rapid
j.2A/B/C j.2A j.2B j.2C - Rapid
j.6A-C - - - - Special, Rapid
j.D - - - - Rapid
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials, Supers, and Overdrive
Super = Supers only

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

HUDControlsFrame DataSystem Data


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