BBCF/Arakune/Frame Data

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Arakune


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Arakune 10,500 5F 32F (1~24F Inv All) 40F (7~26F Inv All) Teleport Dashes
2 Air Dashes
Command Teleports
Wall Teleport

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 B 100 80 Normal CSOJRDa 1 11 12 14 16 25 9 +0 +0
5B 300×3 Mid 11 1×8 12 -1~+4 B 100 89 Long SO(J)RDa 3 16 17 17 22 31 2×2, 7 +0 +2
5C 1000 Mid 23 3 18 -2 B 4~25 H 80 92 Long SOJRDa 4 18 Launch 27 Launch 42 12 +0 +5
2A 300 Low 10 2 11 -1 F 90 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 700 Low 8 4 11 -1 F 90 85 Long CSOR 2 13 14 14 18 26 10 +0 +1
2C 300×5 Low, All×4 12 45 14 -16 F 90 82 Long R 4 18 19×4, Launch 42 + Down 23×4, 42 24 57 + Down 23×4, 57 5 +0 +5
6A 600 High 25 2 15 0 B 90 89 Normal SOJRDa 3 16 17 30 + Down 17 22 44 + Down 17 11 +0 +2
6B 800 Mid 10 2 25 -10 B 4~11 Guard B 70 89 Long SO(J)RDa 3 16 Launch 34 + Slide 10 Launch 48 + Slide 20 11 +0 +2
4B 700 Low 19 3 21 -7 F 90 89 Long SOJRDa 3 16 Crumple 29 29 Crumple 58 43 11 +0 +2
6C 800 High 27 2 14+19L -16 H 4~42 F 100 84 Long R 5 20 Launch 35 + GBounce Launch 51 + GBounce 13 +0 +8
6CC 1200 Mid 21 4 25 -8 B 100 84 Long R 5 20 Launch 44 Launch 60 13 +0 +8
6CCC 1600 Mid 21 4 36 -19 H 100 84 Long R 5 20 21 30 + Down 17 27 46 + Down 17 13 +0 +8
3C 900 Low 26 3 37 -21 F 13~16 All 100 82 Long SOR 4 18 Launch + Down 17 40 Launch + Down 17 55 12 +0 +5
j.A 300 High/Air 7 1 16 H 80 80 Normal CSOJR 1 11 12 14 16 25 9 +0 +0
j.B 300×5 High/Air 10 3×5 21 H 80 89 Normal SOR 3 16 17 17 22 31 3 +0 +2
j.C 1000 High/Air 12 2 20 -5 H 80 89 Long SOR 3 16 17 60 + Down 29 Launch 77 + GBounce + Down 29 11 +0 +2
j.6A/B/C 700 All 11 4/5/6 12/13/14+7L H 80 89 Long (S)OJR 3 16 17 22 22 36 11 +0 +2
j.2A 900 High/Air 21 Until L 20 H 80 92 Long (S)R 4 18 Launch 40 Launch 55 12 +0 +5
j.2B 900 High/Air 22 6 21 -8 H 80 92 Long (S)R 4 18 Launch 40 Launch 55 12 +0 +5
j.2C 900 High/Air 21 6 20 -7 H 80 92 Long (S)R 4 18 Launch 40 Launch 55 12 +0 +5


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 640 Mid 17 18 33 -34 B 100 79 Long SOJRDa 3 16 Crumple 33 45 + WStick 23 Crumple 38 59 + WStick 23 11 +0 +2
2D 640 All 36 12 Total 46 +9 P1 100 79 Long 3 16 17 27 22 41 0/+3 +0 +2
6D 900, 640 Mid 14 16(9)P 15 -23 B, P1 90 89, 79 Long SOJR, R 3 16 Launch, 17 33, 23 Launch, 22 50, 37 11, 0/+3 +0, +3 +2
j.D 640 All 28 3 Total: Until L+7 P1 80 79 Long SOJR 3 16 Launch 38 Launch 52 0/+3 +3 +2
A Bug A Bug 500 All 1 P1 70 89 Normal 3 16 17 24 22 38 0/+16 +16 +2
B Bug B Bug 450×3 All 13 P1 80 79 Normal 3 16 17 24 36 50 0/+6 +6 +2
C Bug C Bug 940 Guard Break 35/Barrier 55 14 P1 70 89 Normal 3 16 Crumple 27 17 Crumple 54 31 25 +0 +2
D Bug D Bug 250×N, 940 All×N, All 1 3×N(18)Until Hit P1 80 79 Normal 3 16 Launch 40 + Down 23×N, 50 + Down 23 Launch 54 + Down 23×N, 64 + Down 23 0/+1×N, 0/+14×2 -1 +0


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Ground Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 2 Launch 60 0 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SOR 0, 4 100 0 0
6A+B Counter Assault 0 All 13 2 29 -12 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 3 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 3 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
66 Cancel Dash Cancel 46 7~30 All


Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236B Equals Zero Total: 30
22A/B/C Permutation N, R 940 All 43 Until L Total: 48 P1 80 89 Long R 3 16 Launch 30 Launch 44 0/+11 +11 +2
j.22A/B/C Permutation N, R 940 All 28 Until L Total: 57 P1 80 89 Long R 3 16 Launch 30 Launch 44 0/+11 +11 +2
j.236C Y-Two Dash 200×8 High/Air 11 3×8 Until L+11 H 90 89 Normal R 3 16 Launch 45 Launch 59 3 +0 +2
236D Zero Vector 33 Total: 39
j.236D Air Zero Vector 28 Total: 33+3L
236D Curse a±b 23 Total: 39
j.236D Curse Air a±b 23 Total: 38+3L
214A A If p then q Total: 53 1~5 T
24~37 T
38~43 All
214B B If p then q Total: 83 22~70 All
214C C If p then q Total: 59 18~38 All
j.214A Air A If p then q Total: 51 24~38 All
j.214B Air B If p then q Total: 57 16~44 All
j.214C Air C If p then q Total: Until L + 21 19~(Until L+6) All
214A/B/C Attack Negating "p" 800, 0 All 13 6 P 1~Until Reappear All 80 89 Normal 3, 0 16 Launch 200 Launch 214 0/+11 0/+11, 0 +2, +0
j.44 Near Wall Wall Teleport Total: 47 25~32 All


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236C F-Inverse 640 Mid 5+(28 Flash)+2 108 [162] 33 -122 [-176] B 1~15 All 80 92 Very Short R 4 18 Launch 60 Launch 75 3 +0 +5
236236C Laser F-Inverse 180×35
[180×53]
All 5+(28 Flash)+5 3×35
[3×53]
P2 80 99×35 [99×53] Very Short R 4 18 Launch 120 Launch 135 0/+1 +1 +5
j.214214D F of G 160×24
[160×48]
All 10+(33 Flash)+35 P({3}P)×24 [×48] Total: Until L + 32 P2 1~16 All 100 60 Normal R 2 13 Launch 60 Launch 72 0 +2 +0
236236D F equals 500×8 [500×N] per Bug All 7+(75 Flash)+31 Until Offscreen Total 31 P2* 1~7 All 70 Normal 5 20 21 100 27 116 0/+3 +3 +8
j.236236D Air F equals 500×8 [500×N] per Bug All 7+(75 Flash)+31 Until Offscreen Total 24+7L P2* 1~7 All 70 Normal 5 20 21 100 27 116 0/+3 +3 +8


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D n Factorial 600, 0, 400, 1980
{600, 0, 400×4, 300×5, 2000}
All 20 [10] 3 34 -10 F 1~22 All
[1~12 All]
100 100 Long 26 Launch 100 Launch 100 20, 0 20, 0×3 {×11} +0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
64641236D N-Infinity 0, 14000 All 9+(60 Flash)+81 12 24 -17 H 1~101 All 100 92 Long 4 18 20


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Arakune 5A.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 6B[+] - 5D Throw, Jump, Dash, Special/Super
5BBBCF Arakune 5B.pngGuard:
Mid
Startup:
11
Recovery:
12
Advantage:
-1~+4
[2*]
5A[*][+], 6A 2B, 4B 5C, 2C, 6C, 3C 5D, 2D Jump[-], Dash, Special/Super
5CBBCF Arakune 5C.pngGuard:
Mid
Startup:
23
Recovery:
18
Advantage:
-2
- - 6C 5D, 6D Jump, Dash, Special/Super
5DBBCF Arakune 5D.pngGuard:
Mid
Startup:
17
Recovery:
33
Advantage:
-34
- - 3C 2D, 6D Jump, Dash, Special/Super
2ABBCF Arakune 2A.pngGuard:
Low
Startup:
10
Recovery:
11
Advantage:
-1
[2]
5A, 2A[+], 6A 5B 2C, 3C 2D Special/Super
2BBBCF Arakune 2B.pngGuard:
Low
Startup:
8
Recovery:
11
Advantage:
-1
[2*]
- 5B, 2B[+] 5C, 2C, 6C, 3C 2D Special/Super
2CBBCF Arakune 2C.pngGuard:
Low, All×4
Startup:
12
Recovery:
14
Advantage:
-16
- - - 6D[-] (5th hit) 214C[-] (5th hit)
3CBBCF Arakune 3C.pngGuard:
Low
Startup:
26
Recovery:
37
Advantage:
-21
- - - - Special/Super
6ABBCF Arakune 6A.pngGuard:
High
Startup:
25
Recovery:
15
Advantage:
0
[1]
- 2B, 6B, 4B 5C 5D, 6D Jump, Dash, Special/Super
6BBBCF Arakune 6B.pngGuard:
Mid
Startup:
10
Recovery:
25
Advantage:
-10
- - - 2D, 6D Jump[-], Dash, Special/Super
4BBBCF Arakune 4B.pngGuard:
Low
Startup:
19
Recovery:
21
Advantage:
-7
6A 6B 6C, 3C - Jump, Dash, Special/Super
6CBBCF Arakune 6C-1.pngGuard:
High
Startup:
27
Recovery:
14+19L
Advantage:
-16
- - 6CC - -
6CCBBCF Arakune 6C-2.pngGuard:
Mid
Startup:
21
Recovery:
25
Advantage:
-8
- - 6CCC - -
6CCCBBCF Arakune 6C-3.pngGuard:
Mid
Startup:
21
Recovery:
36
Advantage:
-19
- - - - -
6DBBCF Arakune 6D.pngGuard:
Mid
Startup:
14
Recovery:
15
Advantage:
-23
- - - - Jump, Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Arakune jA.pngGuard:
High/Air
Startup:
7
Recovery:
16
Advantage:
-
[3]
j.A, j.6A, j.2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special/Super
j.BBBCF Arakune jB.pngGuard:
High/Air
Startup:
10
Recovery:
21
Advantage:
-
[2]
j.A - j.C - Special/Super
j.CBBCF Arakune jC.pngGuard:
High/Air
Startup:
12
Recovery:
20
Advantage:
-5
j.2A j.2B j.2C j.D Special/Super
j.DBBCF Arakune jXD.pngGuard:
All
Startup:
28
Recovery:
Total: Until L+7
Advantage:
-
[2]
j.6A, j.2A j.6B, j.2B j.6C, j.2C j.D Jump, Special/Super
j.6A/B/CBBCF Arakune j6X.pngGuard:
All
Startup:
11
Recovery:
12/13/14+7L
Advantage:
-
- - - - Jump, Special/Super
j.2ABBCF Arakune dive.pngGuard:
High/Air
Startup:
21
Recovery:
20
Advantage:
-
[1]
- j.2B[-] j.2C[-] - j.214C[-]
j.2BBBCF Arakune dive.pngGuard:
High/Air
Startup:
22
Recovery:
21
Advantage:
-8
[1]
j.2A[-] - j.2C[-] - -
j.2CBBCF Arakune dive.pngGuard:
High/Air
Startup:
21
Recovery:
20
Advantage:
-7
[1]
j.2A[-] j.2B[-] - - j.214C[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

External References

Navigation

Arakune
Ambox notice.png To edit frame data, edit values in BBCF/Arakune/Data.

System Explanations

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The Basics
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Detailed & Advanced Information
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Archived Information
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Mechanics Glossary