BBCF/Lambda-11/Frame Data

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Lambda-11


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
Lambda-11 10,500 4F 25F (1-7F Inv All)

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 6 9 -3 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 3 17 -3 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 160×8 All 16 P{(4)P}×7 Total: 71 -8 P1 100 89 Long SR 3 16 17 21 22 35 0/+5 +5 +7
2A 300 All 7 4 12 -4 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 4 13 0 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 140×8 Mid×2, All×6 14 1×6,2×2 24 -9 B 11~19 H 90 89 Long SR×3,SJR×5 3 16 19 19 Launch 33 2 +0 +2
6A 620 Mid 11 6 17 -6 B 5~11 H 90 89 Long SJR 3 16 17 26 22 40 11 +0 +2
6B 680 High 24 2 15+8L -8 H 80 89 Normal SR 3 16 Launch 42 Launch 56 11 +0 +2
6C 180×8 Mid×2, All×6 22 1×6 24 -6 B 100 82 Long SR 4 18 24 36 + Slide 5 Launch 54 + Slide 5 2 +0 +5
3C 140×8 Low×3, All×5 11 1×8 22 -6 F 90 89 Long SR 3 16 Launch 36 Launch 50 + Down 23 3 +0 +2
j.A 300 High/Air 8 2 10 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 9 4 12 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.C 150×8 High/Air 9 1×2,2×6 25 H 80 89 Long SJR 3 16 17 20 22 34 2 +0 +2
j.2C 150×8 High/Air, All×7 15 1×8 10 H 80 89 Long SR 3 16 17 24 22 38 3 +0 +2


Drive Moves

  • Values in [] are during OD

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 600 All 15 18 Total 47 P2→P1 [P2] 80 92 Normal R 4 18 19 19 24 44 0/+12 +16 +21
5D Followup 300 [600] All 17 13 Total: 42 -2 [+2] P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [Crumple 31] 25 [27] Crumple 58 [Crumple 62] 40 [43] 0/+5 +5 +10 [+13]
2D 600 All 12 25 Total: 44 P2→P1 [P2] 80 92 Normal R 4 18 19 19 24 44 0/+12 +16 +21
2D Followup 300 [600] All 17 13 Total: 45 -5 [-1] P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] 0/+5 +5 +10 [+13]
6D 600 All 14 22 Total: 44 P2→P1 [P2] 80 92 Normal R 4 18 19 19 24 34 0/+12 +12 +16
6D Followup 300 [600] All 19 13 Total: 54 -12 [-8] P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
4D 600 High/Air 27 3 Total: 56 P1 80 92 Normal R 4 18 19 19 24 34 0/+12 +12 +16
4D Followup 300 [600] All 17 13 Total: 48 -8 [-4] P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
j.D 600 All 13 10 Total: 99+10L P2→P1 [P2] 80 92 Normal R 4 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19
j.D Followup 300 [600] All 18 13 Total: 99+10L P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
j.2D 600 All 11 25 Total: 99+10L P2→P1 [P2] 80 92 Normal R 4 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19
j.2D Followup 300 [600] All 18 13 Total: 99+10L P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]
j.6D 600 All 13 6 Total: 99+10L P2→P1 [P2] 80 92 Normal R 4 18 19 [Launch] 10 Launch 25 [40] 0/+10 +14 +19
j.6D Followup 300 [600] All 18 13 Total: 99+10L P1 80 92 [94] Normal S(J)R 4 [5] 18 [22] 22 [25] 25 [27] 27 [31] 40 [43] +5 +5 +10 [+13]


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 SR 0, 4 Launch 40 + WBounce 100 0, 12 +0
j.B+C Air Throw 0, 1500 Throw(70) 7 3 23+3L T 100 50 Normal SR 0, 4 53 + GBounce 0 +0
6A+B Counter Assault 0 All 13 2 32 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 60 60 + WBounce 60 + Slide 34 Crumple 120 74 + WBounce 60 + Slide 34 12 +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 60 60 + WBounce 60 + Slide 34 Crumple 120 74 + WBounce 60 + Slide 34 12 +0 +2


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
236D Sickle Storm 400×4 All 37 Until Offscreen Total 61 P1 80 79 Long R 3 16 17 30 + Down 23 22 44 + Down 23 0/+4 +4 +6
214D Spike Chaser 1200 All 27 31
[Until Offscreen]
Total: 69 -7 P2 80 94 Long R 5 20 Launch 40 Launch 56 0/+15 +15 +15
j.214D Crescent Saber 1000 High/Air 16 9 Total: Until L+9 P1 80 89 Normal R 3 16 Launch 40 + Down 28 Launch 40 + Down 28 0/+7 +7 +9
214A Gravity Seed 800 All 13 3 18 -2 B 80 99 Long R 4 18 Launch 45 Launch 63 12 +0 +5
236A Act Parcer Zwei 34
236B Act Parcer Tri 800 All 18~24 3 19 -5 B 100 89 Long R 3 16 21 31 + Slide 5 Crumple 54 45 + Slide 5 15 +0 +2
236B 6A Act Parcer Tri: Sparda 1100 High/Air 21 6 16+7L -11 H 90 82 Normal R 4 18 Launch 45 Launch 60 12 +0 +5
236B 6B Act Parcer Tri: Blade 950 Low/Air 11 6 16 -5 F 90 79 Long R 3 16 Launch 40 Launch 54 11 +0 +2
236C Act Parcer Tri: Cavalier 1500 Mid 30 4 22 -5 B 90 84 Long R 5 20 Launch 60 + WBounce 36 Launch 79 + WBounce 60 + WStick 39 20 +0 +8
22D Exiga Nail 1000 All 26 30 Total 54+5L
[Total 39]
-3 ~ 0 P1 1~7 All 80 92 Normal R 4 18 Crumple 29 19 + GBounce Crumple 58 34 + GBounce + WBounce 44 0/+12 +12 +17


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
632146D Calamity Sword 2400 [2800] High 10+(52 Flash)+1 9 Total: 68 -27 P2 1~11 All 70 82 Normal R 4 18 Launch 100 + GBounce Launch 115 + GBounce 12 +0 +5
j.632146D Air Calamity Sword 2400 [2800] High/Air 8+(42 Flash)+5 9 Total: Until L+5 P2 70 82 Normal R 4 18 Launch 100 + GBounce Launch 115 + GBounce 12 +0 +5
236236D Legacy Edge 130×19 [130×29] All 16+(41 Flash)+9 P{(4)P}×19 [×29] Total: 57 +59 [+99] P2 100 79 Normal R 3 16 17 40 + WBounce 22 54 + WBounce 0/+2 +2 +4


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 Duo Cultus 600, 200×6, 1230
{600,300×9, 2530}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
100 100 Long 26 Launch 60 20 20, 3×6 {×9}, 20 +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
214214D Sword of Destruction 40000 All 13+(101 Flash)+7 9 21 -9 B 13~28 All
1~28 Burst
Long 5 20 0 +0 +0


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Lambda 5A.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special/Super
5BBBCS Lambda 6B.pngGuard:
Mid
Startup:
8
Recovery:
17
Advantage:
-3
[2*]
6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special/Super
5CBBCS Lambda 5C.pngGuard:
All
Startup:
16
Recovery:
Total: 71
Advantage:
-8
[1]
- 6B 2C, 6C, 3C (5D, 2D, 6D, 4D) 8th hit Special/Super
2ABBCS Lambda 2A.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-4
[3]
5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Special/Super
2BBBCS Lambda 2B.pngGuard:
Low
Startup:
9
Recovery:
13
Advantage:
0
[2*]
6A 5B, 6B 5C, 2C, 6C, 3C - Throw, Special/Super
2CBBCS Lambda 2C.pngGuard:
Mid×2, All×6
Startup:
14
Recovery:
24
Advantage:
-9
[1]
- 6B 5C, 6C, 3C (5D, 2D, 6D, 4D) 8th hit Jump (4th~8th hit), Special/Super
6ABBCS Lambda 6A.pngGuard:
Mid
Startup:
11
Recovery:
17
Advantage:
-6
- 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Jump, Special/Super
6BBBCS Lambda 4B2.pngGuard:
High
Startup:
24
Recovery:
15+8L
Advantage:
-8
- - - - Special/Super[*]
6CBBCS Lambda 6C.pngGuard:
Mid×2, All×6
Startup:
22
Recovery:
24
Advantage:
-6
- - - (5D, 2D, 6D, 4D) 8th hit Special/Super
3CBBCS Lambda 3C.pngGuard:
Low×3, All×5
Startup:
11
Recovery:
22
Advantage:
-6
- - - - Special/Super
5DBBCP Lambda 5D.pngGuard:
All
Startup:
15
Recovery:
Total 47
Advantage:
-
[1]
- - - 2D, 6D, 4D Jump[-], Special/Super
2DBBCP Lambda 2D.pngGuard:
All
Startup:
12
Recovery:
Total: 44
Advantage:
-
[1]
- - - 5D, 6D, 4D Jump[-], Special/Super
6DBBCP Lambda 6D.pngGuard:
All
Startup:
14
Recovery:
Total: 44
Advantage:
-
[1]
- - - 5D, 2D, 4D Jump[-], Special/Super
4DBBCP Lambda 4D.pngGuard:
High/Air
Startup:
27
Recovery:
Total: 56
Advantage:
-
[1]
- - - 5D, 2D, 6D Jump[-], Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Lambda jA.pngGuard:
High/Air
Startup:
8
Recovery:
10
Advantage:
-
j.A j.B j.2C - Throw, Special/Super
j.BBBCS Lambda jB.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
j.A - j.C, j.2C - Throw, Jump, Special/Super
j.CBBCS Lambda jC.pngGuard:
High/Air
Startup:
9
Recovery:
25
Advantage:
-
- - j.2C j.D, j.2D, j.6D Jump, Special/Super
j.2CBBCS Lambda j2C.pngGuard:
High/Air, All×7
Startup:
15
Recovery:
10
Advantage:
-
- - - j.D, j.2D, j.6D Jump, Special/Super
j.DBBCP Lambda jD.pngGuard:
All
Startup:
13
Recovery:
Total: 99+10L
Advantage:
-
[1]
- - - j.2D, j.6D Jump[-], Special/Super
j.2DBBCP Lambda j2D.pngGuard:
All
Startup:
11
Recovery:
Total: 99+10L
Advantage:
-
[1]
- - - j.D, j.6D Jump[-], Special/Super
j.6DBBCP Lambda j6D.pngGuard:
All
Startup:
13
Recovery:
Total: 99+10L
Advantage:
-
[1]
- - - j.D, j.2D Jump[-], Special/Super
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
  • D normals can cancel into every other D normal
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

External References

Navigation

Lambda-11
Ambox notice.png To edit frame data, edit values in BBCF/Lambda-11/Data.

System Explanations

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