BBCP/Taokaka/Frame Data 1.0

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System Data

Health: 9,500

Combo Rate: 85%

Jump Startup: 4

Backdash Time: 18

Backdash Invincibility: 1-7

Movement Options: Triple Jump, 2 Airdashes, 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 420F 450F 480F 600F

Normal Moves

5A
300 CSOJRDr 100 75 S -- all 0 B 7 2 10 -2 9 10 14 12 23 --
5B
400 SOJRDr 100 77 S -- HL 1 B 6 3 9 -1 10 12 16 14 26 --
5C
550 SO(J)RDr 100 89 N -- HL 3 B 10 3 24 -10 16 17 22 17 31 --
  • Possible to charge
5C (max)
650 SO(J)RDr 100 92 N -- HL 4 B 17 3 24 -10 16 19 24 19 34 --
2A
300 CSORDr 85 75 F -- LA 0 F 6 3 11 -4 9 10 14 12 23 --
2B
360 SORDr 85 77 F -- L 1 F 7 4 18 -10 11 12 16 14 26 --
2C
575 SORDr 100 89 N -- HL 3 F 12 2 21 -6 16 17 S40 17 31 --
  • Possible to charge
2C (max)
675 SORDr 100 92 N -- HL 4 F 29 2 21 +1 18 S45 S45 19 34 --
6A
320*2 SOJRDr 90 75(1) N -- HL 2 B 13 2(5)3 18 -7 13 20 F36 20 36 8-14H
6B
440 SORDr 75 89 N -- HA 3 H 26 3 4+13L -2 16 21 B30 G17 GB30 1-32F
6C
700 SORDr 100 92 N -- HL 4 B 19 6 18 -5 18 Ws30 (F4) Wb*60 Ws30 (F4) Wb*60 --
  • Possible to charge
6C (max)
800 SORDr 100 92 N -- HL 4 B 42 6 18 ±0 18 Wb*D30 Wb*D60 Wb*D30 Wb*D60 --
3C
390*2, 440 --, SOR*2 100 89 N -- HL*2, L 3 F 10 2(4)2(13)3 25 -11 16 17*2, F40 22*2, D68 17*2,40 31*2, 60 --
j.A
300 CSOJRDr 90 77 S -- HA 1 H 6 2 9 -- 11 12 16 14 26 --
j.B
140*2 SOJRDr 90 85(1) N -- HA, all 2 H 8 2(3)2 15 -- 13 14 18 17, G17 31, G31 --
j.C
400 SOJRDr 90 89 N -- HA 3 H 9 3 21 -- 16 17 22 20 36 --
  • Possible to charge
j.C (max)
500 SOJRDr 90 92 N -- HA 4 H 24 3 21 -- 18 19 24 20 36 --
Taunt
100*2 SOR 100 20 S -- HL 0 B 11 5(10)5 15 -10 9 10 14 30, 10 52, 20 --
Crawl
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
  • 1F~ low profile hitbox
  • 4F~ even lower profile hitbox
Counter Assault
0 R 50 92 VS -- all 4 B 13 4 30 -15 18 F19 F34 19 34 1-20Inv
  • 180F cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~59 1 25 +2 26 BD60 BD100 BD60 BD100 --
  • Possible to charge
  • 180F cooldown
  • Cannot guard crush while in OD

Drive Moves

5D
600 R 90 82 N 2 all 4 H 15 9 5+25L -- 18 23 31 Sd37 Sd63 --
2D
650 R 90 92 N -- all 4 H 13 10 10 -- 13 -- -- 37 63 --
  • Cannot hit grounded opponents
4D
750 R 85 92 N 2 HA 4 H 30 11 9 -- 15 Sd37 Sd63 Sd37 Sd63 --
j.D
550 R 90 92 N -- all 4 H 11 12 till L+10 -- 18 23 29 37 Wb*55 --
j.2D
600 R 90 92 N 2 all 4 H 12 till L 25L -- 17 19 24 37 63 --
j.8D
580 R 90 92 N -- all 4 H 10 10 10 -- 13 19 24 37 63 --
  • Cannot hit grounded opponents
j.4D
200, 600 R 90 72, 92 N 2, -- all 4 H 6 till L(16)9 4+25L -- 13, 17 --, 20 --, 26 GB25, 37 GB44, 63 --
  • 1st attack cannot hit grounded opponents
Dancing Edge > [6]
-- S -- -- -- -- -- -- -- -- -- 18 -- -- -- -- -- -- --
  • Starts up either after drive hit or 5F after drive block
  • 15F landing recovery
Dancing Edge > [4]
-- SR -- -- -- -- -- -- -- -- -- 20 -- -- -- -- -- -- --
  • Starts up either after drive hit or 5F after drive block
  • 15F landing recovery
Dancing Edge > A
-- -- -- -- -- -- -- -- -- -- -- 18 -2 18T -- -- -- -- --
  • 13F landing recovery on landing during animation
  • Frame advantage calculated using cancel from 5D
Dancing Edge > B
-- -- -- -- -- -- -- -- -- -- -- 21 -5 -- -- -- -- -- --
  • Cancels from 5D (23T), 4D (15T), j.D (21T), or j.4D (20T) travels sideways
  • Cancels from 2D, j.8D travels upwards (16T)
  • Cancels from j.2D travels downwards (16T)
  • 16F landing recovery on landing during animation
Dancing Edge > C
-- -- -- -- -- -- -- -- -- -- -- 16 -- 16T -- -- -- -- --

Throws

Forward Throw
5B+C/6B+C
0, 1400 --, SOR 100 100, 60 S -- T (70) 0, 4 T 7 3 18 -- -- --, Wb60 -- -- -- --
  • 100% minimum damage
Back Throw
4B+C
0, 1400 --, R 100 100, 60 S -- T (70) 0, 4 T 7 3 18 -- -- --, BD60 -- -- -- --
  • 100% minimum damage
Air Throw
j.B+C
0, 1400 --, R 100 100, 60 S -- T (70) 0, 4 T 7 3 15+3L -- -- -- -- --, B60 -- --
  • 100% minimum damage

Specials

Cat Spirit One!
236A
420*N RDr 100 85 N -- all 2 B 14 2(15)*N (18, 19)*N (-6, -7)*N 13 18*2, 22*N 23*2, 28*N 26 45 --
  • Recovery and frame advantage are written that first value applies to odd-placement moves (1st, 3rd, 5th), and second value applies to even-placement (2nd, 4th, 6th)
Cat Spirit Two!
236B
380*N RDr 90 89 N -- all 1 H 9 4(3)*N 12+9L -- 11 12 16 17 31 --
Cat Spirit Two! (5)
1000 R 90 20 N -- all 4 H 37 4 12+9L -- 18 F34 F58 34 58 --
  • 60% minimum damage (20% in OD)
Cat Spirit Three! (down)
236C
660 RDr 90 92 N 2A all 4 B 21 2 17 ±0 18 19 24 GD26 GD26 --
  • 1st attack possible to charge
  • Pressing button again performs (up) version
  • Performing this move after 1st time changes guard properties to HA (remains as "all" in OD)
Cat Spirit Three! (down) (max)
236C
660 RDr 90 92 N 2A HA 4 B 37 2 17 ±0 18 19 24 GD26 GD26 --
  • Pressing button again performs (up) version
Cat Spirit Three! (up)
⇒ C
580 (J)RDr 90 92 N 2A all 4 B 35 4 22 -7 18 F26 F26 26 26 --
  • Pressing button again performs (down) version
Cat Spirit Encore!
236C~B
800 R 80 92 N 2 LA 4 F 15 3 33 -4 18 37 46 -- -- --
Kitty Litter Special A
214A
-- R -- -- -- -- -- -- -- 30 -- 52T -- -- -- -- -- -- --
  • Throws either an apple, a bomb, a Chibikaka, or a pillow at random
Kitty Litter Special B
214B
-- R -- -- -- -- -- -- -- 30 -- 52T -- -- -- -- -- -- --
  • Throws either a hammer, a baseball, or a fish at random
Kitty Litter Special C
214C
-- -- -- -- -- -- -- -- -- 67 -- 56T -- -- -- -- -- -- --
  • Throws a bowling ball
Apple
150 R 100 77 N -- all 1 HBFPr -- -- -- -- 11 12 16 14 26 --
Bomb
150*2 R 100 77 N -- all 1 HBFPr -- -- -- -- 11 F30 F52 30 52 --
Chibikaka
300 R 100 77 N -- all 1 HBFPr -- -- -- -- 11 12 16 14 26 --
Pillow
150*2 R 100 77 N -- all 1 HBFPr -- -- -- -- 11 12 16 14 26 --
  • Pillow travels upwards on hit or block for 1st attack
Hammer
200 R 100 89 N -- all 3 HBFPr -- -- -- -- 16 17 22 17 31 --
Baseball
200 R 100 85 N -- all 2 HBFPr -- -- -- -- 13 14 18 14 26 --
  • Travels from side of screen behind Taokaka if baseball initially whiffs (disappears if Taokaka gets hit)
Fish
200 R 100 77 N -- all 1 HBFPr -- -- -- -- 11 12 16 14 26 --
Bowling Ball
300*2 -- 90 89 N -- all 3 HBFPr -- -- -- -- 16 17 22 17 31 --
Cat Jump!
214D
-- -- -- -- -- -- -- -- -- -- -- 15+2LT -- -- -- -- -- -- --
Sticky Kitty
j.214[D]
-- -- -- -- -- -- -- -- -- -- -- 10L -- -- -- -- -- -- --
  • Holding button prolongs move
  • Unclings from wall 11F after releasing button
Trick Edge!
[2]8D
600 R 90 92 N 2 all 4 H 4 after wall contact 10 till L+10 -- 20 30 38 35 60 --
Trick Edge! > 2
600 R 90 92 n 2 all 4 H 4 after wall contact till L 25 -- 20 30 38 33 56 --
Trick Edge! > 4
600 R 90 92 N -- all 4 H 17L 9 4+25L -- 17 20 26 37 63 --
Slashy Slashy!
22C
80*9 RDr 100 89(1) N 2 HL 3 B 11 (2, 2, 6)*2 15 -4 16 17 22 20 36 --
  • Possible to charge
  • Charging lengthens active frames

Distortion Drives

Hexa Edge
236236D
450*4, 1900 R 70 92 N -- all 4 B 4+3 2(6)2(4)2(6)2(18)2 43 -26 18 23*4, F55 29*4, F92 60*4, 55 100*4, 92 1-14Inv
  • Attacks 1~4 have 20% minimum damage (10% in OD)
  • 5th attack has 30% minimum damage
  • 180F cooldown
I'mma Beat the Crap Outta You!
214214C
0, 3300 R 100 100, 20 VS -- UNB 0*39, 4 T 5+11 10 5+50L -- -- -- -- 1000 1000 1-15Inv
  • 25% minimum damage
  • 180F cooldown
  • Cannot hit crouching opponents
(OD) I'mma Beat the Crap Outta You!
214214C
0, 5500 R 100 100, 20 VS -- UNB 0*99, 4 T 5+11 10 5+50L -- -- -- -- 1000 1000 1-15Inv
  • 25% minimum damage
  • 180F cooldown
  • Cannot hit crouching opponents
Unison Drive~nya!
j.236236D
500, 300*8, 500, 2000, 500*2 R 60 92 N -- all 4 H 4+5 3 till L -- 18 F120, -- F196, -- 120, 60*15, Sd60 196, -- 1-32Inv
  • Attacks 1, 10~17 have 20% minimum damage
  • Attacks 2~9 have 10% minimum damage
  • 180F cooldown
(OD) Unison Drive~nya!
j.236236D
500, 300*28, 500, 2000, 500*2 R 60 92 N -- all 4 H 4+5 3 till L -- 18 F120, -- F196, -- 120, 60*35, Sd60 196, -- 1-32Inv
  • Attacks 1, 30~37 have 20% minimum damage
  • Attacks 2~29 have 10% minimum damage
  • 180F cooldown

Astral Heat

test
- - - - - - - - - - - - - - - - - - -
  • notes go in here
  • default number of columns is 2
  • number of columns can be changed to 1/2/3/4/5 by: {{ColumnList |col=3|text=

Revolver Action Table

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