BBCP/Tsubaki Yayoi/Frame Data

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System Data

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options: Double Jump, Airdash, Dash type: Run

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 480F 580F 630F 780F

Normal Moves

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 75 S - all 0 B 6 3 9 -2 9 10 14 14 26 -
5B
520 SOJR 100 84 N - HL 3 B 10 5 17 -5 16 17 22 17 31 -
  • Followup possible even on whiff.
5BB
400 SO(J)R 100 80 N - HL 2 B 11 3 19 -8 13 14 18 14 26 -
5C
640 SOR 100 89 N - HL 3 B 8 3 23 -9 16 17 22 17 31 -
  • Followup possible even on whiff.
5CC
620 SO(J)R 100 87 N - HL 4 B 13 3 27 -11 18 19 24 19 34 -
2A
300 CSOR 100 75 S - all 0 F 7 2 8 ±0 9 10 14 14 26 -
2B
400 SOR 90 80 N - L 2 F 13 3 12 -1 13 14 18 14 26 -
  • Followup possible even on whiff.
2BB
480 SOR 90 80 N - L 2 F 10 3 18 -7 13 14 18 14 26 -
2C
660 SOJR 90 87 N - HL 4 B 13 3 22 -6 18 19 S48 22 39 8-14H
  • Followup possible even on whiff.
2CC
680 SOJR 100 87 N - HL 4 B 13 3 29 -13 18 19 24 29 50 -
6A
620 SOR 80 89 N - H 3 B 26 2 24 -9 16 17 22 G26 G45 -
  • Fatal counters.
6B
480 SOR 90 92 N - L 4 F 21 3 15 +1 18 19 F34 19 34 -
  • Followup possible even on whiff.
6BB
560 SOR 90 92 N - L 4 F 15 4 20 -5 18 19 24 Sd35 Sd60 -
6C
250*6 (S)OJR 100 94(1) N 2 HL 5 B 23 1*6 38 -18 20 21 27 D21 D27 -
  • Followup possible even on whiff.
6CC
300*3 (S)O(J)R 100 84(1) N - HL 5 B 22 1*3 35 -15 20 F27 F47 27 47 -
3C
720 R 95 94 N - L 5 F 18 10 23 -12 20 F54 F90 54 90 -
  • Followup possible even on whiff.
  • Fatal counters.
3CC
980 R 95 84 N - HL 5 B 17 4 35 -18 20 F54 F90 54 90 1-17H
  • In the air 23~31F
  • Fatal counters.
j.A
300 CSOJR 90 77 S - HA 1 H 7 2 6 - 11 12 16 14 26 -
j.B
420 SOJR 90 80 N - HA 2 H 8 4 12 - 13 14 18 14 26 -
  • Followup possible even on whiff.
j.BB
570 SO(J)R 90 84 N - HA 3 H 7 3 24 - 16 17 22 17 31 -
j.C
530 SOJR 90 84 N - HA 3 H 11 4 23 - 16 17 22 22 39 -
  • Followup possible even on whiff.
j.CC
680 SOR 90 87 N - HA 4 H 10 2 31 - 18 22 28 22 39 -
Counter Assault
0 R 50 87 VS - all 4 B 13 4 35 -20 18 F19 F34 19 34 1-20 All
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~59 1 26 +2 27 S60 S120 BD60 BD100 -
  • 180F Heat Gauge Cooldown.
  • Possible to charge.
  • Ignores character combo rate

Drive Moves

Notes
  • Possible to charge Install gauge with these moves.
  • Each stock in the Install gauge is 10000 points; total 50000 points.
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
- - - - - - - - - - - 18T - - - - - - -
  • Charge rate (normal): 7~21F = 250 points per frame; 22F~ = 200 points per frame
  • Charge rate (charge-cancel): 7~10F = 625 points per frame
  • Charge rate (charge-cancel from 22B): 7~10F = 1250 points per frame

-

  • Recovery listed is based on (normal).
(OD) 5D
- - - - - - - - - - - 14T - - - - - - -
  • Charge rate (normal): 5~6F = 500 points per frame; 7~17F = 250 points per frame; 18F~ = 200 points per frame
  • Charge rate (charge-cancel): 5~6F = 1250 points per frame
  • Charge rate (charge-cancel from 22B):5~6F = 2500 points per frame

-

  • Recovery listed is based on (normal).
  • Listed rates are separate from the passive gain to her gauge during OD.
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
2D
- - - - - - - - - - - 18T - - - - - - -
  • Charge rate (normal): 7~21F = 250 points per frame; 22F~ = 200 points per frame
  • Charge rate (charge-cancel): 7~10F = 625 points per frame
  • Charge rate (charge-cancel from 22B): 7~10F = 1250 points per frame

-

  • Recovery listed is based on (normal).
(OD) 2D
- - - - - - - - - - - 14T - - - - - - -
  • Charge rate (normal): 5~6F = 500 points per frame; 7~17F = 250 points per frame; 18F~ = 200 points per frame
  • Charge rate (charge-cancel): 5~6F = 1250 points per frame
  • Charge rate (charge-cancel from 22B):5~6F = 2500 points per frame

-

  • Recovery listed is based on (normal).
  • Listed rates are separate from the passive gain to her gauge during OD.
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
j.D
- - - - - - - - - - - 14T+9L - - - - - - -
  • Charge rate (normal): 4~7F = 250 points per frame; 8-21F~ = 200 points per frame; 22F~ = depends on Tsubaki's height
  • Charge rate (charge-cancel): 4~7F = 625 points per frame
  • Charge rate (charge-cancel from j.236A): 4~7F = 1250 points per frame

-

  • You can only charge once per jump.
  • Shorter heights causes less charging.
  • Charging only possible at certain heights.
  • Height dependent points varies from 50 to 350.
  • Landing recovery is 15F if you land while charging.
  • Recovery listed is based on (normal) and you stopped charging before hitting the ground.
(OD) j.D
- - - - - - - - - - - 10T+9L - - - - - - -
  • Charge rate (normal): 4~5F = 500 points per frame; 6~20F = 250 points per frame; 21F~ = depends on Tsubaki's height
  • Charge rate (charge-cancel): 4~5F = 1250 points per frame
  • Charge rate (charge-cancel from j.236A): 5~6F = 2500 points per frame

-

  • You can only charge once per jump.
  • Shorter heights causes less charging.
  • Charging only possible at certain heights.
  • Height dependent points varies from 50 to 350.
  • Landing recovery is 15F if you land while charging.
  • Listed rates are separate from the passive gain to her gauge during OD.
  • Recovery listed is based on (normal) and you stopped charging before hitting the ground.

Throws

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
0,1400 --,SOR 100 100,60 S - T(70) 0,4 T 7 3 19 - - --,Wb60 - - - -
  • 100% minimum damage (1400)
Back Throw
0,1400 --,SOR 100 100,60 S - T(70) 0,4 T 7 3 19 - - --,S36 - - - -
  • 100% minimum damage (1400)
Air Throw
0,1400 --,SOR 100 100,60 S - T(100) 0,4 T 7 3 17+3L - - - - --,BD60 - -
  • 100% minimum damage (1400)

Specials

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 Sanctus Aequum
236A
600 R 80 67 N 2 all 4 B 14 6 18 -5 18 19 24 30 52 -
  • Possible to cancel into 214X or 22X on hit.
  • Possible to cancel into D version on whiff.
B Sanctus Aequum
236B
700 R 80 72 N 2 all 4 B 18 8 18 -7 18 24 30 30 52 -
  • Possible to cancel into 214X or 22X on hit.
  • Possible to cancel into D version on whiff.
C Sanctus Aequum
236C
800 R 80 82 N 2 all 4 B 20 10 18 -9 18 24 30 40 68 -
  • Possible to cancel into 214X or 22X on hit.
  • Possible to cancel into D version on whiff.
D Sanctus Aequum
236D
1100 R 80 89 N 2 all 4 B 19 10 24 -3 20 S38 S76 Wb*60 Wb*100 -
  • Passes through opponent on hit or block.
  • Possible to cancel into 214X or 22X on hit.
  • 110% bonus proration while in 214214D
B Sanctus Veritas
214B
750 R 75 75 N 2A HL 4 B 21 3 29 -8 18 F45 F76 45 76 11-20B
  • Possible to cancel into 22X.
  • Possible to cancel D version on whiff.
D Sanctus Veritas
214D
1100 R 75 87 N 2B HL 4 B 21 3 25 -4 18 F60 F100 60 100 11-23B
  • Possible to cancel into 22X.
  • 110% bonus proration during 214214D.
  • Possible to cancel into D version on whiff.
  • Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
B Sanctus Veritas (followup)
? 214B
750 R 75 75 N 2A HL 4 B 17 5 36 -17 18 F45 F76 45 76 8-16B
  • Possible to cancel into 22X.
  • Possible to cancel into D version on whiff.
  • Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
D Sanctus Veritas (followup)
? 214D
1100 R 75 87 N 2B HL 4 B 16 5 25 -6 18 F60 F100 60 100 7-20B
  • Possible to cancel into 22X.
  • 110% bonus proration during 214214D.
  • Possible to cancel into D version on whiff.
  • Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent.
B Sanctus Decus
22B
600 R 100 84 N 2C all 3 B 14 3 20 -6 16 24 S64 24 Wb*42 13-16GP(P)
  • Possible to charge.
  • Guard point located on the sword only.
  • Possible to cancel into 5D/2D on hit.
D Sanctus Decus
22D
900 R 100 87 N 2D all 4 B 14 3 20 -4 18 WbD60 Wb*D100 WbD60 Wb*D100 13-16GP(P)
  • Possible to charge.
  • Guard point located on the sword only.
  • 110% bonus proration while in 214214D.
B Sanctus Decus (charged)
22B
900 R 100 87 N 2C all 4 B 39 3 20 -4 18 Sd36 Wb*61 Sd36 Wb*61 38-41GP(P)
  • Guard point located on the sword only.
  • Possible to cancel into 5D/2D on hit.
D Sanctus Decus (charged)
22D
1200 R 100 94 N 2D all 5 B 39 3 14 +8 24 Wb*D60 Wb*D100 Wb*D60 Wb*D100 38-41GP(P)
  • Fatal counters.
  • Guard point located on the sword only.
  • Causes guard crush on normal block and provides bonus proration 120% while in 214214D.
B Sanctus Decus (followup)
? 22B
600 R 100 84 N 2C all 3 B 14 3 20 -6 16 24 Wb*42 24 S54 13-16GP(P)
  • Possible to charge.
  • Guard point located at sword only.
  • Possible to cancel into 5D/2D on hit.
D Sanctus Decus (followup)
? 22D
900 R 100 87 N 2D all 4 B 14 3 20 -4 18 FWbD60 Wb*D100 Wb60 Wb*D100 13-16GP(P)
  • Possible to charge.
  • Guard point located at sword only.
  • 110% bonus proration while in 214214D.
B Sanctus Decus (charged followup)
? 22B
900 R 100 87 N 2C all 4 B 39 3 20 -4 18 Sd36 Wb*61 Sd36 Wb*61 38-41GP(P)
  • Guard point located on the sword only.
  • Possible to cancel into 5D/2D on hit.
D Sanctus Decus (charged followup)
? 22D
1200 R 100 94 N 2D all 5 B 39 3 14 +8 24 Wb*D60 Wb*D100 Wb*D60 Wb*D100 38-41GP(P)
  • Fatal counters.
  • Guard point located on the sword only.
  • Causes guard crush on normal block and provides bonus proration 120% while in 214214D.
C Benedictus Rex
623C
800 R 60 84 S 2 HL 5 B 10 till corner 64T -21 29 F48 F60 48 60 1-10 All
  • Possible to cancel into j.236X or j.214X on hit.
  • Possible to cancel into D version on whiff.
D Benedictus Rex
623D
550*3 R 70 82(1) S 2 HL 4 B 10 9 55 -21 24 F40 F68 40 68 1-14 All
  • Active frames calculated off 1st hit.
  • Attacks 2~ startup only on hit or block.
  • Possible to cancel into j.236X or j.214X on hit.
  • Possible to cancel into D version on whiff.
  • 110% bonus proration while in 214214D.
A Aequum Eleison
j.236A
800,300 R 100/75 89,90 N 2E,-- all 3 H,HBFP* 16 3 till L - 16,16 17,17 22,22 30,20 52,36 -
  • Projectile startup 25F.
  • Possible to cancel into j.214X regardless if projectile hits or not.
  • 59F~ possible to cancel into j.D
  • if 1st attack hits, 33F~ possible to cancel into j.D
D Aequum Eleison
j.236D
950,450 R 100/75 89,90 N 2F,-- all 4,3 H,HBFP* 16 3 till L - 18,16 S50,17 S100,22 BD60,20 BD100,36 -
  • Projectile startup 25F.
  • Possible to cancel into j.214X regardless if projectile hits or not.
  • Possible to cancel into D version whiff.
  • Following up with j.214D changes attack.
  • 110% bonus proration while in 214214D.
A Aequum Eleison (followup)
? j.236A
800 R 100 89 S 2E,-- all 3 H 16 3 till L - - - - 30 - -
  • Possible to cancel into j.214X on hit.
  • Possible to cancel D version on whiff.
  • 31F~ possible to cancel into j.D on hit.
D Aequum Eleison (followup)
? j.236D
950,450 R 100/75 92,100 S,N 2F,-- all 4,3 H,HBFP* 16 3 till L - 18,16 - - BD60,20 BD100,36 -
  • Projectile startup 25F.
  • Possible to cancel into j.214X regardless if projectile hits or not.
  • Possible to cancel into D version on whiff.
  • Following up with j.214D changes attack.
  • 110% bonus proration while in 214214D.
A Lux Aeterna
j.214A
500 R 90 67 N 2G all 4 H 13 till L 28L - 18 GD40 GD68 G40 G68 -
B Lux Aeterna
j.214B
650 R 90 72 N 2H all 4 H 15 till L 31L - 18 GD40 GD68 G40 G68 -
C Lux Aeterna
j.214C
800 R 90 82 N 2I all 4 H 17 till L 34L - 18 GD40 GD68 G40 G68 -
D Lux Aeterna
j.214D
1000 R 90 92 N 2J all 4 H 13 till L 26L - 18 Sd60 Sd100 Sd60 Sd100 -
  • 110% bonus proration while in 214214D.
A Lux Aeterna (followup)
? j.214A
1000 R 90 82 S 2G all 4 H 9 till L 28L - 18 - - 36 61 -
B Lux Aeterna (followup)
? j.214B
1000 R 90 82 S 2H all 4 H 10 till L 31L - 18 - - 36 61 -
C Lux Aeterna (followup)
? j.214C
1000 R 90 82 S 2I all 4 H 11 till L 34L - 18 - - 36 61 -
D Lux Aeterna (followup)
? j.214D
1000 R 90 92 S 2J all 4 H 9 till L 26L - 18 - - Sd60 Sd100 -
  • 110% bonus proration while in 214214D.
D Aequum Eleison > D Lux Aeterna (aura)
j.236D ? j.214D
240*7 R 90 99 N 2 all 5 HBFP 1F after projectile contact till L 26L - 20 F60 F100 60 100 -
  • Starts up when j.214D comes into contact with j.236D projectile.
  • 110% bonus proration while in 214214D.
A Lux Macto
421A
300 R 75 90 N - all 3 HBFP* 25 70 56T -2 16 17 22 20 36 -
D Lux Macto
421D
450 R 75 100 N - all 3 HBFP* 13 - 47T -7 16 17 22 20 36 -
D Lux Macto > D Sanctus Aequum (aura)
421D > 236D
280*7 R 80 99 N 2 all 5 B, HBFP(2) 1F after projectile contact 9 24 +6 20 S38 S76 Wb60 Wb100 1-28P after projectile contact
  • Starts up when 236D comes into contact with [4]6D projectile.
  • Invul calculated on whiff.
  • Possible to cancel into 214X or 22X.
  • 110% bonus proration while in 214214D.
Sanctus Aerolata
63214C
0*2,80*12 --,R*13 90 100,80*13 --,Sp,VS*12 2 c.T(80) 0,1,3*12 T 9 3 30 - - --,F40*12,50 - - - -

Distortion Drives

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
C Confutatis Maledictis
236236C
300,700*3 (R) 100 92 S - all 4 B,HBFPr (2) 5+7 15 26 -22 18 F50,--*3 F84,--*3 50 84,--*3 1-14 All
  • 180F Heat Gauge Cooldown
  • 20% minimum damage (480)
  • only possible to Rapid Cancel on block
D Confutatis Maledictis
236236D (0 stock)
300,2000 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,-- F84,-- 50,Wb50 84,-- -
D Confutatis Maledictis
236236D (1 stock)
300,2250 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,-- F84,-- 50,Wb50 84,-- -
D Confutatis Maledictis
236236D (2 stock)
300,2630 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,-- F84,-- 50,Wb50 84,-- -
D Confutatis Maledictis
236236D (3 stock)
300,3150 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,-- F84,-- 50,Wb50 84,-- -
D Confutatis Maledictis
236236D (4 stock)
300,900*5 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*5 F84,--*5 50*5,Wb50 84,--*5 -
D Confutatis Maledictis
236236D (5 stock)
300,690*9 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*9 F84,--*9 50*8,Wb50 84,--*9 -
  • Notes below apply to 0-5 stock(s).

-

  • First attack has 20% minimum damage, projectile has 30% minimum damage.
  • Minimum Damage Lv0 = 660; Lv1 = 735; Lv2 = 849; Lv3 = 1005; Lv4 = 1410; Lv5 = 1923
  • 180F Heat Gauge Cooldown.
  • Only possible to Rapid Cancel on block.
(OD) D Confutatis Maledictis
236236D (0 stock)
300,620*4 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*4 F84,--*4 50,120*4 84,--*4 -
(OD) D Confutatis Maledictis
236236D (1 stock)
300,750*4 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*4 F84,--*4 50,120*4 84,--*4 -
(OD) D Confutatis Maledictis
236236D (2 stock)
300,590*7 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*7 F84,--*7 50,120*7 84,--*7 -
(OD) D Confutatis Maledictis
236236D (3 stock)
300,720*7 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*7 F84,--*7 50,120*7 84,--*7 -
(OD) D Confutatis Maledictis
236236D (4 stock)
300,680*10 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*10 F84,--*10 50,120*10 84,--*10 -
(OD) D Confutatis Maledictis
236236D (5 stock)
300,810*10 (R) 100 92 S - all 4 B,HBFP*(2) 5+0 15 26 -22 18 F50,--*10 F84,--*10 50,120*10 84,--*10 -
  • Notes below apply to 0-5 stock(s).

-

  • First attack has 20% minimum damage, projectile has 25% minimum damage.
  • Minimum Damage Lv0 = 680; Lv1 = 810; Lv2 = 1089; Lv3 = 1320; Lv4 = 1760; Lv5 = 2080
  • 180F Heat Gauge Cooldown.
  • Only possible to Rapid Cancel on block.
  • 110% bonus proration while in 214214D.
Macto Maledictis
214214D
- - - - - - - - - - - 7+0T - - - - - - -
(Air) Macto Maledictis
j.214214D
- - - - - - - - - - - 7+0T - - - - - - -
  • Notes below apply to both ground and air version.

-

  • Possible to move 3F before opponent after super flash.
  • 180F Heat Gauge Cooldown.
  • Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame.
  • Allows unlimited use of D moves without spending any charge; When the gauge is empty, the effect ends.
  • Any SMP on D moves changes from 2 to 1.
  • You can only activate this move if you have at least one charge.
Requiem Maledictus
632146B
450*8 - 60 96 VS - all 2 HBFP*(2) 1+51 - 1+58T - 13 F36 F61 36 61 16-59 All
  • 20% minimum damage (720).
  • 180F Heat Gauge Cooldown.

Astral Heat

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
Requiem Aeternam
632146C
Death - - - - - all 4 B 3+17 10 24 -20 18 - - - - 1-29 All
  • 180F Cooldown

Revolver Action Table

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, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 6A 5BB, 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5C - 6B 5CC, 2C, 6C Yes Special
5CC - 6B 2C, 6C Yes Jump, Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Throw, Special
2B 6A 2BB 5C, 2C, 3C Yes Special
2BB - 5B 5C, 2C Yes Special
2C - - 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
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