BBCP/Azrael/Frame Data

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System Data[edit]

Health: 12,000

Combo Rate: 90%

Jump Startup: 4

Backdash Time: 28

Backdash Invincibility: 1-20

Movement Options: Double Jump, 1 Airdash, 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 360F 390F 420F 480F 600F 720F

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 85 S - HL 2 B 6 6 7 +1 13 17 22 17 31 -
5B
500 SOJR 100 89 N - HL 3 B 9 7 10 ±0 16 19 24 21 37 -
5BB
500 SOR 100 89 N 2? HL 3 B 13 3 9 +5 16 19 B42 G24 GB42 -
5C
800 SOR 100 89 N - HL 4 B 15 6 16 -3 18 19 24 19 Wb*34 -
  • Fatal Counter
2A
300 SOR 85 85 S - LA 2 F 9 3 9 +2 13 17 22 17 31 -
2B
580 SOR 100 89 N - HL 3 F 12 6 18 -7 16 17 22 17 31 -
2C
800 R 80 82 N 2 All 3 HBFP*(2) 13 9 23 -3 16 F50 F84 50 84 9-21H
6A
820 R 90 92 N 2 HL 4 B 19 9 14 -4 18 Wb60 Wb100 Wb*60 Wb*100 7-24B
  • Frame Advantage listed is for point-blank range.
6B
860 RDa 80 82 N - HL 4 B 13 6 37 -24 18 F36 F61 36 61 6-14H
  • Can be dash canceled from F30 regardless of whiff, hit, or block.
6C
900 R 80 92 N - HL 4 H 28 8 9 +2 18 19 24 24 GB42 10-35F
  • Fatal Counter
  • Frame advantage listed is for standing opponent.
3C
860 (S*)R 80 92 N 2 L 4 F 15 10 18 -9 18 D60 D100 60 100 11-24F
  • Frame advantage listed is for point-blank rage.
  • Can only be special canceled into Sentinel Dump (downed follow-up version).
j.A
300 COJR 90 85 N - HA 2 H 7 3 6 - 13 14 18 14 26 -
j.B
600 OJR 90 89 N - HA 3 H 9 3(2)3 12 - 16 17 22 17 31 -
  • One hit max.
j.C
760 OJR 90 89 N - HA 3 H 12 6 15 - 16 17 22 30 52 -
j.2C
840 OR 90 89 N - All 3 H 22 till L 10L - 16 G17 G31 G17 G31 -
Counter Assault
0 R 50 92 VS - All 4 B 19 6 18 -5 18 Wb14 Wb26 14 26 1-20 All
  • Frame Advantage listed is for point-blank range.
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30-60 1 20 +4 23 Sp Sp 60 100 -
  • Can be charged.
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

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
800 R 85 92 N - H 4 B 21 3 20 -4 18 G19 D34 G19 GD34 -
5D
(w/weakpoint)
1200 R 85 92 N 2 H 4 B 21 3 20 -4 18 S36 S72 GB60 GBD100 -
2D
680 R 85 89 N - L 3 F 15 3 18 -4 16 F40 D68 40 D68 -
2D
(w/weakpoint)
900 R 85 89 N 2 L 3 F 15 3 18 -4 16 D40 D68 D40 D68 -
6D
1000 R 85 92 N - H 4 B 27 7 14 -2 18 G40 B68 G40 GB68 -
6D
(w/weakpoint)
1500 R 85 92 N 2 H 4 B 27 7 14 -2 18 B60 B100 GB60 GB100 -
3D
1000 R 95 92 N - L 4 F 24 6 15 -2 18 G19 B34 G19 GB34 -
3D
(w/weakpoint)
1500 R 95 92 N 2 L 4 F 24 6 15 -2 18 B60 B100 GB60 GB100 -
j.D
680 OR 90 89 N - HA 3 H 19 5 16 - 16 17 22 G30 G52 -
j.D
(w/weakpoint)
900 OR 90 89 N 2 HA 3 H 19 5 16 - 16 S32 S64 GB60 GB100 -
j.2D
680 OR 90 89 N - HA 3 H 19 3 18 - 16 17 22 G30 G52 -
j.2D
(w/weakpoint)
900 OR 90 89 N 2 HA 3 H 19 3 18 - 16 S32 S64 GB60 GB100 -

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
Forward Throw
6B+C
0•1500 -•R 100 100•60 S - T(90) 0•4 T 7 3 18 - - -•F60 - - - -
  • 100% Minimum Damage (1500).
Back Throw
4B+C
0×2•1500 -×2•SOR 100 100•60 S - T(90) 0×2•4 T 7 3 18 - - -×2•B40 - - - -
  • 100% Minimum Damage (1500).
Air Throw
j.B+C
0•1400 -•R 100 100•60 S - T(90) 0•4 T 7 3 21+3L - - - - -•GD19 - -
  • 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
Gustav Buster
236A
800 R 80 89 N 2 All 3 B 13 6 24 +1 30 32 40 24 42 -
  • Start-up listed is for point-blank range. (Mook error?, possibly meant Frame Advantage?)
Tiger Magnum
236C
600 R 100 89 N 2 All 3 B 13 3 18 -4 16 17 22 17 31 -
Cobra Spike
46C during Tiger Magnum
450 R 100 89 N 2 All 3 B 10 5 18 -6 16 21 S54 36 61 -
Leopard Launcher
6C after Cobra Spike
1250 R 100 92 N 2 All 4 B 16 3 30 -14 18 Wb*60 Wb*100 Wb*60 Wb*100 -
Growler Field
214B (chargeable)
500 R 50 89 S 2 All 3 B 11 7 47 -37 16 F27 F31 27 31 1-11 All,11-(53-117)GP(P)
  • Can be charged.
  • During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received.
  • During F52-116 PGP until 1F after button is released, followed by 11F recovery.
  • Besides final 1F, successful GP of P property attack generates 35F recovery (during recovery, GP(P) F1-16, Inv F17-End).
  • Invincibility doesn't apply to Ignis/Nirvana attacks.
Phalanx Cannon
236B (after absorbing projectile w/Growler Field)
1000 R 100 89 N - All 3 P(2) 7 - 26T ±0 16 Wb*40 Wb*68 Wb*40 Wb*68 -
  • 3 stock max.
Sentinel Dump (214C version)
214C
1000 R 100 89 N - All 3 HBFP 39 10 46T +12 16 F40 F68 40 68 1-10GP(A)
Sentinel Dump (22C version)
22C (on downed opponent)
600 R 100 79 N - All 3 HBFP 33 10 50T +2 16 F40 F68 40 68 1-6GP(A)
  • Only possible to perform when opponent is Downed.
Valiant Crash
236D(Chargeable)
900 R 85 82 N 2A HA 5 B 26 9 38 -26 20 Wb*60 Wb*100 Wb*60 Wb*100 11-(active~7)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
Valiant Crash (w/weakpoint)
236D(Chargeable)
1200 R 85 82 N 2A HA 5 B 26 9 38 -26 20 Ws60 (F30) Ws100 (F30) Ws60 (F30) Ws100 (F30) 11-(active~7)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
  • Causes a special type of knockback.
  • Can be followed with Valiant Charger only on hit.
Valiant Charger
Press [6] during Valiant Crash w/weakpoint
- - - - - - - - - - - 101T - - - - - - -
  • Special knockback persists if follow-up from Valiant Charger is not a D move or a special (Gustav Buster and Phalanx Cannon are exceptions).
  • Normals used during Valiant Charger can be canceled with Valiant Charger.
Hornet Bunker
214D(Chargeable)
900 R 95 82 N 2B LA 4 B 27 8 27 -13 18 F60 F100 60 100 10-(active~12)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
Hornet Bunker (w/weakpoint)
214D(Chargeable)
1200 R 95 82 N 2B LA 4 B 27 8 27 -13 18 F65 F108 65 108 10-(active~12)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
  • Causes a special type of knockback.
  • Can be followed with Hornet Chaser only on hit.
Hornet Chaser
Press [8] during Hornet Bunker w/weakpoint
- - - - - - - - - - - 106T - - - - - - -
  • Special knockback persists if followup from Hornet Chaser is not a D move.
  • Normals used during Hornet Chaser are not affected by normal revolver action restrictions (excluding D moves).

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
Black Hawk Stinger
236236D
3000 R 70 92 N - All 4 B 7+4 3 54 -38 18 60 100 F60 F100 7 All
  • Applied weakpoints make move UNB for that attribute.
  • 180F Heat Gauge Cooldown
(OD) Black Hawk Stinger
236236D
3700 R 70 92 N - All 4 B 7+4 3 54 -38 18 Sd60 Sd100 Sd60 Sd100 7-13 All
  • Applied weakpoints make move UNB for that attribute.
  • 180F Heat Gauge Cooldown
Scud Punishment
214214D
300•1182 R 100 94•10 S - All 5 B 5+14 3 46 -28 20 50•S40 62•S40 - - 1-21 All
  • Applies both weakpoints on hit.
  • For a certain duration after hit, activated weakpoints reapply automatically at the end of a combo.
  • 180F Heat Gauge Cooldown
(OD) Scud Punishment
214214D
300•550×3 R 100 94•89×3 S - All 5 B 5+14 3 46 -28 20 50•S32×3 62•S40×3 - - 1-21 All
  • Applies both weakpoints on hit.
  • For a certain duration after hit, activated weakpoints reapply automatically at the end of a combo.
  • 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
Patriot Apocalypse
632146C
Death - - - - - All 5 B 7+9 15 128 -122 20 - - - - 1-30 All
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A 5B, 2B 2C 5D, 2D Throw, Jump, Special, Overdrive
5B 6A - 2C, 6C, 3C 5D, 2D Jump, Special, Overdrive
5C - - 6C 6D, 3D Special, Overdrive
5D - - - - -
2A 5A, 6A 2B 6C 5D, 2D, 6D, 3D Throw, Special, Overdrive
2B - - 2C 5D, 2D, 6D, 3D Special, Overdrive
2C - - 3C 6D, 3D -
2D - - - - -
6A - - - - -
6B - - 6C 6D, 3D Dash
6C - - - - -
6D - - - - -
3C - - - - Sentinel Dump
3D - - - - -
5BB - - - 5D, 6D, 3D Special, Overdrive


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

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc