BBCP/Bullet/Frame Data 1.0

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< BBCP‎ | Bullet

System Data

Health: 11000

Combo Rate: 65%

Jump Startup: 4

Backdash Time: 26

Backdash Invincibility: 1-9

Movement Options: Lock-On, Double Jump, 1 Airdash, Dash type: Step

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 360F 390F 420F 540F 600F

Normals

5A
300 CSOJR 100 77 F - All 1 HB 6 3 9 0 11 12 16 14 26 -
5B
700 SOJR 100 89 N - HL 3 HB 10 3 15 -1 16 17 22 17 31 -
5C
800 SOR 100 92 N - HL 4 HBP 17 5 13 0 17 20 42S Sd21 Sd37 -
  • Fatal possible
2A
300 CSOJR 100 77 F - All 1 F 6 3 8 +1 11 12 16 14 26 -
2B
500 SOR 90 85 N - L 2 L 9 5 18 -9 16 17 18 17 26 -
2C
400x2 R 90 92, 89 N - L 4, 3 L 14 3(12)3 19 -5 18, 16 19, D30 24, D52 18, 16 19, 30 -
6A
800 SOR 85 92 N - H 4 HB 24 3 19 -3 18 19 24 B34 B58 -
6B
700 SOJR 90 89 N - HL 3 HB 12 3 18 -4 16 17 D45 26 D45 5-14H
6C
1100 SOJR 90 92 N 2 HL 4 H 23 6 14+8 -9 18 F37 F63 F37 F63 5-42F
  • Fatal possible
3C
700 SOR 95 89 N - L 3 F 21 3 21 -7 16 40 D68 68 45 4-15HB
  • Downs opponent on hit
j.A
300 CSOJR 90 77 F - HA 1 H 7 3 8 - 11 12 16 14 26 -
j.B
500 SOJR 90 89 N - HA 3 H 10 3 15 - 16 17 22 17 31 -
j.C
700 SOR 90 89 N - HA 3 H 13 3 15 - 16 17 22 24 B60 -
Forward Throw
0, 1400 -, SOR 100 100, 60 F - 80 0, 4 ground throw 7 3 16 - - -, Wb*65 - - - -
  • 100% minimum damage
Backward Throw
0, 1400 -, SOR 100 100, 60 F - 80 0, 4 ground throw 7 3 16 - - -, D19 - - - -
  • 100% minimum damage
Air Throw
0, 1400 -, SOR 100 100, 60 F - 120 0, 4 air throw 7 3 15+3 - - - - -, Wb*60 - -
  • 100% minimum damage
Counter Assault
0 R 50 92 M - all 4 HB 13 3 30 -14 18 D19 D34 19 34 1-20 Inv
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 BP 30-60 1 24 +4 27 Sp Sp 50 84 -
  • Can be charged
  • 180F Heat Gauge Cooldown

Drive Moves

  • Bullet starts each round with the Lock On Level 1.
  • All Drive normals can be charged.
  • All Drive normals increase the Lock-On level by 1 on hit.
  • All Drive normals decrease the Lock-On level by 1 if whiffed or blocked.
}}

Throws

5D (Lv.1)
300, 0x2, 700 R, -, Rx2 90 89, 100, 100 N - All 3, 0x2, 4 H 10+8 18 20+10 -10 9 17, 12, 50, B60 - 17, 12, 50, B60 - 1-19F
5D (Lv.1) (Red Lock)
700, 0x2, 700 R, -, Rx2 90 94, 100, 100 N - All 5, 0x2, 4 H 29+8 18 20+10 +2 21 21, 12, 50, B60 - 21, 12, 50, B60 - 1-19F
5D (Lv.2)
300, 0x2, 700 R, -, Rx2 90 89, 100, 100 N - All 3, 0x2, 4 H 10+6 18 20+10 +4 23 17, 12, 50, B60 - 17, 12, 50, B60 - 1-19F
5D (Lv.2) (Red Lock)
700, 0x2, 700 R, -, Rx2 90 94, 100, 100 N - All 5, 0x2, 4 H 24+6 18 20+10 +6 25 21, 12, 50, B60 - 21, 12, 50, B60 - 1-19F
5D (Lv.3)
300, 0x2, 700 R, -, Rx2 90 89, 100, 100 N - All 3, 0x2, 4 H 10+4 18 20+10 +6 25 17, 12, 50, B60 - 17, 12, 50, B60 - 1-19F
5D (Lv.3) (Red Lock)
700, 0x2, 700 R, -, Rx2 90 94, 100, 100 N - All 5, 0x2, 4 H 15+4 18 20+10 +9 28 21, 12, 50, B60 - 21, 12, 50, B60 - 1-19F
2D (Lv.1)
800 R 90 92 N - L 4 F 17+31 3 26 -10 18 D60 D100 60 100 6-24F
2D (Lv.1) (Red Lock)
1000 R 90 94 N - L 5 F 36+31 3 26 -8 20 D60 D100 60 100 6-24F
2D (Lv.2)
800 R 90 92 N - L 4 F 15+28 3 26 0 28 D60 D100 60 100 6-24F
2D (Lv.2) (Red Lock)
1000 R 90 94 N - L 5 F 29+28 3 26 +2 30 D60 D100 60 100 6-24F
2D (Lv.3)
800 R 90 92 N - L 4 F 13+23 3 26 +2 30 D60 D100 60 100 6-24F
2D (Lv.3) (Red Lock)
1000 R 90 94 N - L 5 F 29+28 3 26 +2 30 D60 D100 60 100 6-24F
6D (Lv.1)
800 R 90 92 N - HA 4 H 17+29 3 26 -10 18 B60 B100 B60 B100 6-32F
6D (Lv.1) (Red Lock)
1000 R 90 94 N - HA 5 H 36+29 3 26 -8 20 B60 B100 B60 B100 6-32F
6D (Lv.2)
800 R 90 92 N - HA 4 H 15+26 3 26 0 28 B60 B100 B60 B100 6-32F
6D (Lv.2) (Red Lock)
1000 R 90 94 N - HA 5 H 29+26 3 26 +2 30 B60 B100 B60 B100 6-32F
6D (Lv.3)
800 R 90 92 N - HA 4 H 13+21 3 26 +2 30 B60 B100 B60 B100 6-32F
6D (Lv.3) (Red Lock)
1000 R 90 94 N - HA 5 H 18+21 3 26 +4 32 B60 B100 B60 B100 6-32F
j.D (Lv.1)
300, 0x2, 700 R, -, Rx2 90 89, 100, 100 N - All 3, 0x2, 4 H 10+8 18 20+10 - 9 17, 12, 50, B60 - 17, 12, 50, B60 - 1-19F
j.D (Lv.1) (Red Lock)
700, 0x2, 700 R, -, Rx2 90 94, 100, 100 N - All 5, 0x2, 4 H 29+8 18 20+10 - 21 21, 12, 50, B60 - 21, 12, 50, B60 - 1-19F
j.D (Lv.2)
300, 0x2, 700 R, -, Rx2 90 89, 100, 100 N - All 3, 0x2, 4 H 10+6 18 20+10 - 9 17, 12, 50, B60 - 17, 12, 50, B60 - 1-19F
j.D (Lv.2) (Red Lock)
700, 0x2, 700 R, -, Rx2 90 94, 100, 100 N - All 5, 0x2, 4 H 24+6 18 20+10 - 21 21, 12, 50, B60 - 21, 12, 50, B60 - 1-19F
j.D (Lv.3)
300, 0x2, 700 R, -, Rx2 90 89, 100, 100 N - All 3, 0x2, 4 H 10+4 18 20+10 - 25 17, 12, 50, B60 - 17, 12, 50, B60 - 1-19F
j.D (Lv.3) (Red Lock)
700, 0x2, 700 R, -, Rx2 90 94, 100, 100 N - All 5, 0x2, 4 H 15+4 18 20+10 - 28 21, 12, 50, B60 - 21, 12, 50, B60 - 1-19F
test
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test
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Specials

test
- - - - - - - - - - - - - - - - - - -
test
- - - - - - - - - - - - - - - - - - -

Distortion Drives

test
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test
- - - - - - - - - - - - - - - - - - -

Astral Heat

test
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Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Overdrive, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Overdrive, Special
5C - - 2C, 6C, 3C 5D, 2D, 6D Overdrive, Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Overdrive, Special
2B - 5B 5C, 2C, 6C, 3C 5D, 2D, 6D Overdrive, Special
2C - - - 5D, 2D, 6D -
6A - - 5C - Overdrive, Special
6B - - - - Jump, Overdrive, Special
6C - - - - Jump, Overdrive, Special
3C - - - - Overdrive, Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Overdrive, Special
j.B - - j.C j.D Jump, Overdrive, Special
j.C - - - j.D Overdrive, 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