BBCP/Azrael/Frame Data 1.0

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System Data

Health: 12,000

Combo Rate: 90%

Jump Startup: 4

Backdash Time: 28

Backdash Invincibility: 1-20

Movement Options: Double Jump, 1 Airdash, Dash type: Teleport

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 360F 390F 420F 480F 600F 720F

Normal Moves

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5A
300 CSOJR 100 85 S - HL 2 B 6 6 7 +1 13 17 22 17 31 -
5B
500 SOJR 100 89 N - HL 3 B 9 7 10 ±0 16 19 24 21 37 -
5BB
500 SOR 100 89 N 2? HL 3 B 13 3 9 +5 16 19 B42 G24 GB42 -
5C
800 SOR 100 89 N - HL 4 B 15 6 16 -3 18 19 24 19 Wb*34 -
  • Fatal Counter
2A
300 SOR 85 85 S - LA 2 F 9 3 9 +2 13 17 22 17 31 -
2B
580 SOR 100 89 N - HL 3 F 12 6 18 -7 16 17 22 17 31 -
2C
800 R 80 82 N 2 All 3 HBFP*(2) 13 9 23 -3 16 F50 F84 50 84 9-21H
6A
820 R 90 92 N 2 HL 4 B 19 9 14 -4 18 Wb60 Wb100 Wb*60 Wb*100 7-24B
  • Frame Advantage listed is for point-blank range.
6B
860 RDa 80 82 N - HL 4 B 13 6 37 -24 18 F36 F61 36 61 6-14H
  • Can be dash canceled from F30 regardless of whiff, hit, or block.
6C
900 R 80 92 N - HL 4 H 28 8 9 +2 18 19 24 24 GB42 10-35F
  • Fatal Counter
  • Frame advantage listed is for standing opponent.
3C
860 (S*)R 80 92 N 2 L 4 F 15 10 18 -9 18 D60 D100 60 100 11-24F
  • Frame advantage listed is for point-blank rage.
  • Can only be special canceled into Sentinel Dump (downed follow-up version).
j.A
300 COJR 90 85 N - HA 2 H 7 3 6 - 13 14 18 14 26 -
j.B
600 OJR 90 89 N - HA 3 H 9 3(2)3 12 - 16 17 22 17 31 -
  • One hit max.
j.C
760 OJR 90 89 N - HA 3 H 12 6 15 - 16 17 22 30 52 -
j.2C
840 OR 90 89 N - All 3 H 22 till L 10L - 16 G17 G31 G17 G31 -
Counter Assault
0 R 50 92 VS - All 4 B 19 6 18 -5 18 Wb14 Wb26 14 26 1-20 All
  • Frame Advantage listed is for point-blank range.
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30-60 1 20 +4 23 Sp Sp 60 100 -
  • Can be charged.
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
5D
800 R 85 92 N - H 4 B 21 3 20 -4 18 G19 D34 G19 GD34 -
5D
(w/weakpoint)
1200 R 85 92 N 2 H 4 B 21 3 20 -4 18 S36 S72 GB60 GBD100 -
2D
680 R 85 89 N - L 3 F 15 3 18 -4 16 F40 D68 40 D68 -
2D
(w/weakpoint)
900 R 85 89 N 2 L 3 F 15 3 18 -4 16 D40 D68 D40 D68 -
6D
1000 R 85 92 N - H 4 B 27 7 14 -2 18 G40 B68 G40 GB68 -
6D
(w/weakpoint)
1500 R 85 92 N 2 H 4 B 27 7 14 -2 18 B60 B100 GB60 GB100 -
3D
1000 R 95 92 N - L 4 F 24 6 15 -2 18 G19 B34 G19 GB34 -
3D
(w/weakpoint)
1500 R 95 92 N 2 L 4 F 24 6 15 -2 18 B60 B100 GB60 GB100 -
j.D
680 OR 90 89 N - HA 3 H 19 5 16 - 16 17 22 G30 G52 -
j.D
(w/weakpoint)
900 OR 90 89 N 2 HA 3 H 19 5 16 - 16 S32 S64 GB60 GB100 -
j.2D
680 OR 90 89 N - HA 3 H 19 3 18 - 16 17 22 G30 G52 -
j.2D
(w/weakpoint)
900 OR 90 89 N 2 HA 3 H 19 3 18 - 16 S32 S64 GB60 GB100 -

Throws

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Forward Throw
6B+C
0•1500 -•R 100 100•60 S - T(90) 0•4 T 7 3 18 - - -•F60 - - - -
  • 100% Minimum Damage (1500).
Back Throw
4B+C
0×2•1500 -×2•SOR 100 100•60 S - T(90) 0×2•4 T 7 3 18 - - -×2•B40 - - - -
  • 100% Minimum Damage (1500).
Air Throw
j.B+C
0•1400 -•R 100 100•60 S - T(90) 0•4 T 7 3 21+3L - - - - -•GD19 - -
  • 100% Minimum Damage (1400).

Specials

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Gustaf Buster
236A
800 R 80 89 N 2 All 3 B 13 6 24 +1 30 32 40 24 42 -
  • Start-up listed is for point-blank range. (Mook error?, possibly meant Frame Advantage?)
Tiger Magnum
236C
600 R 100 89 N 2 All 3 B 13 3 18 -4 16 17 22 17 31 -
Cobra Strike
46C during Tiger Magnum
450 R 100 89 N 2 All 3 B 10 5 18 -6 16 21 S54 36 61 -
Leopard Launcher
6C after Cobra Strike
1250 R 100 92 N 2 All 4 B 16 3 30 -14 18 Wb*60 Wb*100 Wb*60 Wb*100 -
Growler Field
214B (chargeable)
500 R 50 89 S 2 All 3 B 11 7 47 -37 16 F17 F31 17 31 1-11 All,11-(53-117)GP(P)
  • Can be charged.
  • During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received.
  • During F52-116 PGP until 1F after button is released, followed by 11F recovery.
  • Besides final 1F, successful GP of P property attack generates 35F recovery (during recovery, GP(P) F1-16, Inv F17-End).
  • Invincibility doesn't apply to Ignis/Nirvana attacks.
Phalanx Cannon
236B (after absorbing projectile w/Growler Field)
1000 R 100 89 N - All 3 P(2) 7 - 26T ±0 16 Wb*40 Wb*68 Wb*40 Wb*68 -
  • 3 stock max.
Sentinel Dump (623C version)
623C
1000 R 100 89 N - All 3 HBFP 39 10 46T +12 16 F40 F68 40 68 1-10GP(A)
Sentinel Dump (22C version)
22C (on downed opponent)
600 R 100 79 N - All 3 HBFP 33 10 50T +2 16 F40 F68 40 68 1-6GP(A)
  • Only possible to perform when opponent is Downed.
Valiant Crash
236D(Chargeable)
900 R 85 82 N 2A HA 5 B 26 9 38 -26 20 Wb*60 Wb*100 Wb*60 Wb*100 11-(active~7)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
Valiant Crash (w/weakpoint)
236D(Chargeable)
1200 R 85 82 N 2A HA 5 B 26 9 38 -26 20 Ws60 (F30) Ws100 (F30) Ws60 (F30) Ws100 (F30) 11-(active~7)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
  • Causes a special type of knockback.
  • Can be followed with Valiant Charger only on hit.
Valiant Charger
Press [6] during Valiant Crash w/weakpoint
- - - - - - - - - - - 101T - - - - - - -
  • Special knockback persists if follow-up from Valiant Charger is not a D move or a special (Gustaf Buster and Phalanx Cannon are exceptions).
  • Normals used during Valiant Charger can be canceled with Valiant Charger.
Hornet Bunker
214D(Chargeable)
900 R 95 82 N 2B LA 4 B 27 8 33 -19 18 F60 F100 60 100 10-(active~12)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
Hornet Bunker (w/weakpoint)
214D(Chargeable)
1200 R 95 82 N 2B LA 4 B 27 8 33 -19 18 F65 F108 65 108 10-(active~12)GP
  • Can be charged.
  • Retains GP during charging.
  • GP doesn't apply to T, UNB property attacks.
  • Causes a special type of knockback.
  • Can be followed with Hornet Chaser only on hit.
Hornet Chaser
Press [8] during Hornet Bunker w/weakpoint
- - - - - - - - - - - 106T - - - - - - -
  • Special knockback persists if followup from Hornet Chaser is not a D move.
  • Normals used during Hornet Chaser are not affected by normal revolver action restrictions (excluding D moves).

Distortion Drives

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Black Hawk Stinger
236236D
3000 R 70 92 N - All 4 B 7+4 3 54 -38 18 60 100 F60 F100 7 All
  • Applied weakpoints make move UNB for that attribute.
  • 180F Heat Gauge Cooldown
(OD) Black Hawk Stinger
236236D
3700 R 70 92 N - All 4 B 7+4 3 54 -38 18 Sd60 Sd100 Sd60 Sd100 7-13 All
  • Applied weakpoints make move UNB for that attribute.
  • 180F Heat Gauge Cooldown
Scud Punishment
214214D
300•1182 R 100 94•10 S - All 5 B 5+14 3 46 -28 20 50•S40 62•S40 - - 1-21 All
  • Applies both weakpoints on hit.
  • For a certain duration after hit, activated weakpoints reapply automatically at the end of a combo.
  • 180F Heat Gauge Cooldown
(OD) Scud Punishment
214214D
300•550×3 R 100 94•89×3 S - All 5 B 5+14 3 46 -28 20 50•S32×3 62•S40×3 - - 1-21 All
  • Applies both weakpoints on hit.
  • For a certain duration after hit, activated weakpoints reapply automatically at the end of a combo.
  • 180F Heat Gauge Cooldown

Astral Heat

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Patriot Apocalypse
632146C
Death - - - - - All 5 B 7+9 15 128 -122 20 - - - - 1-30 All
  • 180F Heat Gauge Cooldown

Revolver Action Table

Note #1 = 5A is restricted to 3 times max.

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A 5B, 2B 2C 5D, 2D Throw, Jump, Special, Overdrive
5B 6A - 2C, 6C, 3C 5D, 2D Jump, Special, Overdrive
5C - - 6C 5D, 2D, 6D, 3D Special, Overdrive
5D - - - - -
2A 5A, 6A 2B 6C 5D, 2D, 6D, 3D Throw, Special, Overdrive
2B - - 2C 5D, 2D, 6D, 3D Special, Overdrive
2C - - 3C 6D, 3D -
2D - - - - -
6A - - - - -
6B - - 6C 6D, 3D Dash
6C - - - - -
6D - - - - -
3C - - - - Sentinel Dump
3D - - - - -
5BB - - - 5D, 6D, 3D Special, Overdrive


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