BBCPE/Amane Nishiki

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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
  

Overview

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.


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
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR All 6 3(4)3 6 +3 B -

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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 SOR HL 11 2*3 25 -10 B -

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5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
585, 315 SOR HL 20 4(4)5 12 -5 B -

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Placeholder

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR All 7 2(6)1 11 0 F -

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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOR L 11 3 27 -16 F -

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2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR L, HL 21 4(4)4 23 -10 F -

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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 12 4 21 -8 B 5-15H

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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 15 3 21 -3 H 1-4T, 5-17FT

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6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
845, 455 SOR HL 27 2(6)4 24 - B -

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3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR L 14 4 21 -6 F -

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j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR HA 6 3(4)3 8 - H -

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j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*3 (S)JOR All 14 2, 2, 3 20 - H -

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j.2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR All 16 9 till L +8 H -

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j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR All 18 4(4)4 28+5L - H -

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j.6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650, 350 SOR All 19 4(4)4 24+5L - H -

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j.4C / j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520, 280 SOR All 18 4(4)4 30+5L - H -

  • List what the move is used for
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Drive Moves

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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*4, 1*12 20 -1 BP -
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 20 +1 BP -
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 20 +3 BP -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 180*4~16 R*3, (S)OR*1~13 All 17 3*14, 1*2 24 -5 BP 13~H
Lv2 234*4~16 R*3, (S)OR*1~13 All 17 2*14, 1*2 24 -3 BP 13~H
Lv3 324*4~16 R*3, (S)OR*1~13 All 17 1*14 24 -1 BP 13~H

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 300*N R All 44 - 69~T +2 HBFP* -
Lv2 300*N R All 44 - 69~T +4 HBFP* -
Lv3 300*N R All 44 - 69~T +6 HBFP* -

  • List what the move is used for
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j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 130*4~16 R*3, (S)OR*1~13 All 13 3*14, 1*2 25+9L - HP -
Lv2 169*4~16 R*3, (S)OR*1~13 All 13 2*14, 1*2 25+9L - HP -
Lv3 234*4~16 R*3, (S)OR*1~13 All 13 1*14 25+9L - HP -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 220*4~16 R*3, (S)OR*1~13 All 19 3*14, 1*2 21 - HP -
Lv2 286*4~16 R*3, (S)OR*1~13 All 19 2*14, 1*2 21 - HP -
Lv3 396*4~16 R*3, (S)OR*1~13 All 19 1*14 21 - HP -

  • List what the move is used for
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Universal Mechanics

Forward Throw

5/6B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(70) 7 3 17 - T -

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Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(70) 7 3 17 - T -

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Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 700*2 -, SOR*2 T(90) 7 3 15+3L - T -

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Counter Assault

6A+B (When Blocking)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 6 25 -12 B 1-20Inv

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Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~61 1 33 -8 B -

  • List what the move is used for
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Specials

Ninpu Sengeki: Hariken

236D~A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Stance - - - - - 139T - - -
Lv1 200*15 R All 6+40 90 6+64T +47 HBFP* -
Lv2 200*15 R All 6+40 120 6+64T +47 HBFP* -
Lv3 200*15 R All 6+40 240 6+64T +47 HBFP* -
Break - - - - - 13T - - -

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Jyuuken Dageki: Gekiren

623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 2300 -, R UNB 25 3 60T - PT -

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Choujyuu Rengeki: Raibu

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
180*6, 600 R All 14 3*6(4)3 23 -7 B -

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Tensou Rakugeki: Gosei

j.236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150*N, 800 R All 11 2*N(12)3 24 -9 H*N, F -

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Choujin Kaihi: Zettou

214A/B, 236A/B, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
236A - - - - - 28+3LT - - -
214A - - - - - 22+3LT - - -
236B - - - - - 31+3LT - - -
214B - - - - - 32+3LT - - -
j.236A - - - - - 25+3LT - - -
j.214A - - - - - 25+3LT - - -
j.236B - - - - - 29+3LT - - -
j.214B - - - - - 33+3LT - - -

  • List what the move is used for
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Distortion Drives

Kyouryuu Tokkou: Seijyuu Rensoukyaku

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 800, 950 (OD: 800, 400*2, 950) (R) All 5+5 1*8 42 -24 B 1-14 All
Lv2 800, 1600 (OD: 800, 400*3, 1600) (R) All 5+5 1*8 42 -24 B 1-14 All
Lv3 800, 2350 (OD: 800, 400*6, 2350) (R) All 5+5 1*8 42 -24 B 1-14 All

  • List what the move is used for
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Kaizoku Senkou: Goukai Rasen Renpa

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 200*N R All 9+9 27*N 72T - HBFP*(2) -
Lv2 200*N R All 9+9 27*N 72T - HBFP*(2) -
Lv3 200*N R All 9+9 27*N 72T - HBFP*(2) -

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Astral Heat

222D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - All - 9 44 -22 HBFP*(2) -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc