BBTag/Rachel Alucard/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:Drive: Sylpheed
  • Can cancel into all action except back walk 26F onwards


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1500 All 13 5 17 -5 B 5~12 Guard H 90 70 - 3 16 Launch 30 Launch 44 11 +0 +2 -
  • On Guard Point, hitstop for Rachel is 0F. Opponent hitstop is unchanged
4AA 1700 All 23 4 17 -2 B - 90 85 - 4 18 19 53 + GBounce 24 68 + GBounce 12 +0 +5 -
5A 1500 All 8 6 15 -4 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 1200 All 15 3 18 -4 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AAA 180*N All 7 3*N 22L -8 H - 100 80 (once) - 3 16 17 17 Launch 31 2 +0 +2 -
5AAAA 1700 All 8 6 Until L+9 - H - 100 85 - 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 -
2A 1000 Low 10 6 18 -10 F - 90 75 - 2 13 14 14 18 26 10 +0 +1 -
5B 1500 All 11 3 15 -1 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5BB 1500 All 13 8 22 -13 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5BBB 1700 All 11 8 18 -7 B - 100 85 - 4 18 Crumple 42 50 Crumple 51 65 12 +0 +5 -
2B 2000 All 11 30 18 -27 B 5~23 Guard HBFP 80 80 - 5 20 Launch 30 Launch 46 13 +0 +8 -
  • On Guard Point, hitstop for Rachel is 0F. Opponent hitstop is unchanged
5C 800 High 22 3 24 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 600*3 Low 10 4*2,2 17 -2 F - 90 70 (once) - 3 16 Launch 80 Launch 94 8 +0 +2 -
2[C] 600*7 Low 10 4,4,4,4,4,4,2 17 -2 F - 90 70 (once) - 3 16 Launch 80 Launch 94 8 +0 +2 -
j.A 1000 High 8 6 12 - H - 100 75 - 2 13 17 17 21 29 10 +0 +1 -
j.AA 1000 All 6 6 12 - H - 100 75 - 2 13 17 17 21 29 10 +0 +1 -
j.B 1700 All 5 9 20 - H - 100 75 - 4 18 Launch 24 Launch 39 12 +0 +5 -
j.C 1500/1700/2000 All/High/All 13 Until L 31L - H - 80 80/75/80 - 3/4/5 16 20 90 + GBounce 25 104 + GBounce 11 +0 +2 -
  • Values in // are from slowest j.C, to fastest j.C. Use Downward wind to increase speed

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7-30 3 23 - T - 100 50 (once) - 0, 4 - Launch 60 - - 0, 12 - - -
  • Minimum Damage 100% (2000)
Gerbera Lute
Reversal Action
2000 Air Unblockable 16 8 40 -27 B 1~23 All 80 60 - 5 20 Launch 60 Launch 76 3 +0 +0 -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Tiny Lobelia
236A
1230 All 11 Until Hit Total: 42 -4 P1 - 80 80 - 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13 -
  • During the first 4 active frames, launches the opponent on ground hit and has untechable time 40F
B Tiny Lobelia
236B
1230 All 17 - Total: 44 0 P1 - 80 80 - 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13 -
  • During the first 4 active frames, launches the opponent on ground hit and has untechable time 40F
Air A Tiny Lobelia
j.236A
1230 All 9 - Total: 53+9L - P1 - 80 80 - 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
Air B Tiny Lobelia
j.236B
1230 All 22 - Total: 55+9L -6 P - 80 80 - 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
Barrel Lotus
214A
500, 1000 All 25 120 [(6)8] Total: 36 - P1 - 80 100, 75 (Once) - 2, 1 13 14, Launch 14, 34 18, Launch 28, 45 0/+10, 0/+12 +10, +12 +11, +12 -
  • Multiple bats do not scale the combo further
  • Only does 2nd attack (the lightning) on hit. Startup 13F, Active 8F
Air Barrel Lotus
j.214A
500,1000 All 25 120 [(6)8] Total: 36 - P1 - 80 100, 75 (Once) - 2, 1 13 14, Launch 14, 34 18, Launch 28, 45 0/+10, 0/+12 +10, +12 +11, +12 -
  • Multiple bats do not scale the combo further
  • Only does 2nd attack (the lightning) on hit. Startup 13F, Active 8F
Sword Iris
214B
1000 All 17 8 Total: 40 - P1 - 80 75 (Once) - 2 13 Launch 34 Launch 46 0/+12 +12 +13 -
Air Sword Iris
j.214B
1000 All 22 8 Total: 45 - P - 80 75 (Once) - 2 13 Launch 34 Launch 46 0/+12 +12 +13 -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Tiny Lobelia
236C
1230*3 All 20 X(5)X(5)X Total: 57 - P1 - 80 80 (Once) - 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13 -
  • During the first 4 active frames of each shot, launches the opponent on ground hit and has untechable time 40F
Air EX Tiny Lobelia
j.236C
1230*3 All 22 X(2)X(2)X Total: 55+9L - P1 - 80 80 (Once) - 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
George the 13th
214C
1500, 400*12 All 24 Until L (in range+18) 3*12 Total: 44 - P1 - 80 80 (Once) - 3 16 17, Launch*12 60, 35*12 22, Launch*12 74, 49*12 0/+11, 0/+2*12 +11, +2*12 +11, +4*12 -
Air George the 13th
j.214C
1500, 400*12 All 24 Until L (in range+18) 3*12 Total: 44 - P1 - 80 80 (Once) - 3 16 17, Launch*12 60, 35*12 22, Launch*12 74, 49*12 0/+11, 0/+2*12 +11, +2*12 +11, +4*12 -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
Winded 6C
400*8, 1700 All (18)+13 3*N
[3*N(7)6]
Until L+4 - H - 70 80 (Once) - 3*8, 4 16*8, 18 17*8, Launch 36*8, 40 + Down 33 - - 1 +0 - -
6P
Tiny Lobelia
1230*2 All (18)+19 X(5)X Total: (18)+42 +8 P - 80 80 (Once) - 3 16 Launch/ 17 30 - - 0/+11 +11 - -
4P
Sword Iris
1000 All (18)+12 8 Total: (18)+42 -5 P1 - 70 75 (Once) - 2 13 Launch 34 Launch 46 0/+12 +12 +13 -
  • Also detonates all rods on screen. Those rods deal 1000 damage, P1 80, and P2 75

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Tempest Dahlia
236B+C
400*8, 800*3, 1200*3
[400*11, 800*6, 1200*3]
All 10+(34 Flash)+17 See notes Total: 74 - P2 1~27 P 80 60 (Once) - 3*8, 4*3, 5*3
[3*11, 4*6, 5*3]
16*8, 18*3, 20*3
[16*11, 18*6, 20*3]
25*8, Launch*5
[25*11, Launch*9]
40*2, 50, 40*2, 50*3, 90*6
[40*2, 50, 40*2, 50, 40*2, 50*6, 90*3]
- 54*2, 64, 54*2, 65*3, 106*6
[54*2, 64, 54*2, 64, 54*2, 65*6, 106*3]
0/+11*8, 0/+3*2, 0/+11, 0/+3*2, 0/+20
[0/+11*11, 0/+3*2, 0/+11, 0/+3*2, 0/+11, 0/+3*2, 0/+20]
+11*8, +3*2, +11, +3*2, +20
[+11*11, +3*2, +11, +3*2, +11, +3*2, +20]
- -
  • Values in [] are for Enhanced version
  • Active frames are X(5)X(5)X(5)X(5)X(5)X(5)X(5)X(15)X [X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(5)X(5)X(5)X(5)X]
  • Minimum damage 60*8, 120*2, 180*3 (1260)
  • [Minimum damage 60*11, 120*6, 180*3 (1920)]
Air Tempest Dahlia
j.236B+C
400*8, 800*2, 1200*3
[400*11, 800*6, 1200*3]
All 10+17 See notes Total: 74 - P2 1~27 P 80 60 (once) - 3*8, 4*2, 5*3 16*8, 18*3, 20*3
[16*11, 18*6, 20*3]
25*8, Launch*5
[25*11, Launch*9]
40*2, 50, 40*2, 50*3, 90*6
[40*2, 50, 40*2, 50, 40*2, 50*6, 90*3]
- 54*2, 64, 54*2, 65*3, 106*6
[54*2, 64, 54*2, 64, 54*2, 65*6, 106*3]
0/+11*8, 0/+3*2, 0/+11, 0/+3*2, 0/+20
[0/+11*11, 0/+3*2, 0/+11, 0/+3*2, 0/+11, 0/+3*2, 0/+20]
+11*8, +3*2, +11, +3*2, +20
[+11*11, +3*2, +11, +3*2, +11, +3*2, +20]
- -
  • Values in [] are for Enhanced version
  • Active frames are X(5)X(5)X(5)X(5)X(5)X(5)X(5)X(15)X [X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(5)X(5)X(5)X(5)X]
  • Minimum damage 60*8, 120*2, 180*3 (1260)
  • [Minimum damage 60*11, 120*6, 180*3 (1920)]
Baden Baden Lily
214B+C
1100*8 [1370*8] All 10+(33 Flash)+4 2*28 Total: 97+14L -16 P2 1~20 All 80 60 (Once) - 4 18 Launch 100 Launch 115 0/+6 +20 +25 -
  • Values in [] are for Enhanced version
  • After the opponent blocks or gets hit by 8 hits, remaining active frames disappear
  • Minimum damage 110*8 (880) [137*8 (1096)]
Air Baden Baden Lily
j.214B+C
1100*8 [1370*8] All 10+(33 Flash)+4 2*28 Total: Until L+8 - P2 1~20 All 80 60 (Once) - 4 18 Launch 100 Launch 115 0/+6 +20 +25 -
  • Values in [] are for Enhanced version
  • After the opponent blocks or gets hit by 8 hits, remaining active frames disappear
  • Minimum damage 110*8 (880) [137*8 (1096)]
Baden Baden Lily Rods 500*4 All 10+(33 Flash)+8 2*4 - - P2 - 80 100 - 2 13 Launch 100 Launch 112 0/+6 +20 +25 -
  • Rods detonate in 4F intervals
  • Minimum damage 50*4 (200)
Baden Baden Lily
Distortion Skill Duo
250*8 [310*7, 330] All 1+(71 Flash)+1 2*28 Total: 98+14L -32 P2 1~7 All 100 100 - 4 18 Launch 100 Launch 115 0/+6 +20 +25 -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Clownish Calendula
222B+C
- All 6+(120 Flash)+10 40 25 -44 P2 1~55 Guard All - - - 5 20 - - - - 0 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - - Wind[+], Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - 2B 5C, 2C Wind[+], Special, Super
2B - - - -
5C - - - -
2C and 2[C] - - - Wind[+], Special, Super
Air Revolver Action Table
A B C Cancel
j.A[2] j.AA j.B j.C Wind[+], Jump, Special, Super
j.AA[2] j.A j.B j.C Wind[+], Jump, Special, Super
j.B - - j.C Wind[+], Jump, Special, Super
j.C - - - Wind[+], Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Wind = Hold direction during move to use Wind, each move can only Wind in certain directions
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Rachel Alucard/Data.