BBCPE/Amane Nishiki/Frame Data

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System Data

Health: 10,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options: Air Dash Special, Double Jump, 1 Airdash, 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
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

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 Hitbox
5A
300×2 CSOJR 100 77(once) S - All 1 B 6 3(4)3 6 +3 11 12 16 14 26 - Click!
5B
200×3 SOR 100 89(once) N - HL 3 B 11 2×3 25 -10 16 17 22 22 39 - Click!
5C
585, 315 SOR 100 89(once) S - HL 3 B 20 4(4)5 12 -5 16 17, S27 22, S54 28 48 - Click!
  • Cannot hit crouching opponents.
2A
300 CSOJR 100 77(once) S - All 1 F 7(5 when mashed) 3 9 0 11 12 16 14 26 - Click!
2B
450 SOR 90 85 N - L 2 F 11 3 27 -16 13 14 18 14 26 - Click!
2C
520, 280 SOR 90 89(once) S - L, HL 3 F 21 4(4)4 23 -10 16 Sp Sp 28 48 - Click!
6A
500 SOJR 90 89 N - HL 3 B 12 4 21 -8 16 17 F48 28 48 5-15H Click!
6B
500 R 90 94 N - All 5 H 15 3 21 -3 20 Sd40 Wb*68 Sd40 Wb*68 1-4T, 5-17FT Click!
  • Fatal Counter.
6C
845, 455 SOR 100 89(once) N - HL 3 B 27 2(6)4 24 - 16 - - Sd35, Sd38 Sd60, Sd64 - Click!
  • Fatal Counter.
  • Cannot hit grounded opponents.
3C
720 SOR 90 85 N - L 4 F 14 4 21 -6 18 F40 D68 40 D68 - Click!
j.A
300×2 CSOJR 90 77(once) S - HA 1 H 6 3(4)3 8 - 11 12 16 14 26 - Click!
j.B
200×3 (S)JOR 90 89(once) N - All 3 H 14 2, 2, 3 20 - 16 17 22 20 36 - Click!
j.2B
700 SOR 90 89(once) N - All 3 H 16 9 till L +8 16 B36 B61 B36 B61 - Click!
  • Frame advantage calculated off shortest jump possible.
j.C
520, 280 SOR 90 89(once) S - All 3 H 18 4(4)4 28+5L - 16 Sp F48 28 48 - Click!
j.6C
650, 350 SOR 90 89(once) S - All 3 H 19 4(4)4 24+5L - 16 Sp F48 28 48 - Click!
j.4C / j.2C
520, 280 SOR 90 89(once) S - All 3 H 18 4(4)4 30+5L - 16 Sp F48 28 48 - Click!
Counter Assault
0 R 50 92 VS - All 4 B 13 6 25 -12 18 F19 F34 19 34 1-20Inv Click!
  • 180F Heat Gauge Cooldown.
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~61 1 33 -8 24 S60 S120 60 100 - Click!
  • Possible to charge.
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves

Notes
  • Gauge has total 60000 points.
  • Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move.
  • Gauge overheats if gauge exceeds level 3.
  • During overheat, gauge depletes at 50 points per frame.
  • During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa.
  • For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end.
  • Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD).
  • While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame.
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 Hitbox
5D (Lv 1)
180×4~16 R*3, (S)OR*1~13 70 60(once) S 2A All 4 BP 17 3×4, 1×12 20 -1 18 S24 S48 24 42 - Click!
  • 30% chip damage (54×4~16).
  • Possible to add more attacks by holding button.
  • Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
5D (Lv 2)
234×4~16 R*3, (S)OR*1~13 75 60(once) S 2A All 4 BP 17 2×14, 1×2 20 +1 20 S24 S48 26 45 - Click!
  • 40% chip damage (93×4~16).
  • Possible to add more attacks by holding button.
  • Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Holding button during transition to level 3 changes damage to 421.
5D (Lv 3)
324×4~16 R*3, (S)OR*1~13 80 60(once) S 2A All 4 BP 17 1×14 20 +3 22 S24 S48 28 48 - Click!
  • 5% minimum damage (15×4~16).
  • 50% chip damage (162×4~16).
  • Possible to add more attacks by holding button.
  • Adds 100 (70 in OD) gauge per hit or attack on whiff.
2D (Lv 1)
180×4~16 R*3, (S)OR*1~13 70 60(once) S 2B All 4 BP 17 3×14, 1×2 24 -5 18 F30 F52 30 52 13~H Click!
  • 30% chip damage (54×4~16).
  • Possible to add more attacks by holding button.
  • Head invincibility lasts until end of active frames.
  • Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
2D (Lv 2)
234×4~16 R*3, (S)OR*1~13 75 60(once) S 2B All 4 BP 17 2×14, 1×2 24 -3 20 F34 F58 34 58 13~H Click!
  • 40% chip damage (93×4~16).
  • Possible to add more attacks by holding button.
  • Head invincibility lasts until end of active frames.
  • Adds 30 (160 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Holding button during transition to level 3 changes damage to 468.
2D (Lv 3)
324×4~16 R*3, (S)OR*1~13 80 60(once) S 2B All 4 BP 17 1×14 24 -1 22 F38 F64 38 64 13~H Click!
  • 5% minimum damage (15×4~16).
  • 50% chip damage (162×4~16).
  • Possible to add more attacks by holding button.
  • Head invincibility lasts until end of active frames.
  • Adds 100 (70 in OD) gauge per hit or attack on whiff.
6D (Lv 1)
300×N R 70 60(once) S 2C All 3 HBFP* 44 - 69~T +2 16 GD17 GD31 GD17 GD31 - Click!
  • 25% chip damage (75×N).
  • Possible to add more attacks by holding button.
  • Adds 200 (100×3, 200×N in OD) gauge per hit or attack on whiff.
6D (Lv 2)
300×N R 75 60(once) S 2C All 3 HBFP* 44 - 69~T +4 18 GD17 GD31 GD17 GD31 - Click!
  • 50% chip damage (150×N).
  • Possible to add more attacks by holding button.
  • Adds 200 (100×3, 200×N in OD) gauge per hit or attack on whiff.
6D (Lv 3)
300×N R 80 60(once) S 2C All 3 HBFP* 44 - 69~T +6 20 GD17 GD31 GD17 GD31 - Click!
  • 5% minimum damage (15×N).
  • 75% chip damage (225×N).
  • Possible to add more attacks by holding button.
  • Adds 200 (70 in OD) gauge per hit or attack on whiff.
j.D (Lv 1)
130×4~16 R*3, (S)OR*1~13 70 60(once) S 2D All 2 HP 13 3×14, 1×2 25+9L - 13 14 18 14 26 - Click!
  • 30% chip damage (39×4~16).
  • Possible to add more attacks by holding button.
  • Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
j.D (Lv 2)
169×4~16 R*3, (S)OR*1~13 75 60(once) S 2D All 2 HP 13 2×14, 1×2 25+9L - 13 14 18 16 29 - Click!
  • 40% chip damage (67×4~16).
  • Possible to add more attacks by holding button.
  • Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Holding button during transition to level 3 changes damage to 304.
j.D (Lv 3)
234×4~16 R*3, (S)OR*1~13 80 60(once) S 2D All 2 HP 13 1×14 25+9L - 13 14 18 18 32 - Click!
  • 5% minimum damage (11×4~16).
  • 50% chip damage (117×4~16).
  • Possible to add more attacks by holding button.
  • Adds 100 (70 in OD) gauge per hit or attack on whiff.
j.6D (Lv 1)
220×4~16 R*3, (S)OR*1~13 70 60(once) S 2E All 4 HP 19 3×14, 1×2 21 - 18 Wb*36 Wb*36 Wb*36 Wb*36 - Click!
  • 30% chip damage (66×4~16).
  • Possible to add more attacks by holding button.
  • Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
j.6D (Lv 2)
286×4~16 R*3, (S)OR*1~13 75 60(once) S 2E All 4 HP 19 2×14, 1×2 21 - 20 Wb*40 Wb*40 Wb*40 Wb*40 - Click!
  • 40% chip damage (114×4~16).
  • Possible to add more attacks by holding button.
  • Adds 10 (120 in OD) gauge per attack on whiff, 100 (300 in OD) per hit.
  • Holding button during transition to level 3 changes damage to 514.
j.6D (Lv 3)
396×4~16 R*3, (S)OR*1~13 80 60(once) S 2E All 4 HP 19 1×14 21 - 22 Wb*44 Wb*44 Wb*44 Wb*44 - Click!
  • 5% minimum damage (19×4~16).
  • 50% chip damage (198×4~16).
  • Possible to add more attacks by holding button.
  • Adds 100 (70 in OD) gauge per hit or attack on whiff.

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 Hitbox
Forward Throw
0, 1400 -, SOR 100 100, 60 S - T(70) 0, 4 T 7 3 17 - - -, Ws50(F0) - - - - Click!
  • 100% minimum damage (1400).
Back Throw
0, 1400 -, SOR 100 100, 60 S - T(70) 0, 4 T 7 3 17 - - -, Ws50(F0) - - - - Click!
  • 100% minimum damage (1400).
Air Throw
0, 700×2 -, SOR*2 100 100, 60, 100 S - T(90) 0, 4 T 7 3 15+3L - - - - -, B60, BWb*80 - - Click!
  • 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 Hitbox
Ninpu Sengeki: Hariken (Stance)
236D
- - - - - - - - - - - 139T - - - - - - - Click!
  • 7F~ possible to cancel into followups.
  • Forces termination if overheat is reached.
  • Cannot use while another is already out or while in overheat.
Ninpu Sengeki: Hariken (Lv 1)
236D~A/B/C
200×15 R 70 92 N 2F All 2 HBFP* 6+40 90 6+64T +47 13 14 18 GD40 GD68 - Click!
  • 20% chip damage (600).
  • Gauge values: 1~4F = freeze gauge; 5~30F = 60; 31~54F = 70; 55~78F = 80; 79~102F = 90; 103~127F = 100; adds 100 to all values while in OD until level 3.
  • Gauge value at level 3 in OD is 30 points per frame.
Ninpu Sengeki: Hariken (Lv 2)
236D~A/B/C
200×15 R 70 94 N 2F All 2 HBFP* 6+40 120 6+64T +47 13 14 18 GD40 GD68 - Click!
  • 40% chip damage (1200).
  • Gauge values: 1~4F = freeze gauge; 5~30F = 60; 31~54F = 70; 55~78F = 80; 79~102F = 90; 103~127F = 100; adds 100 to all values while in OD until level 3.
  • Gauge value at level 3 in OD is 30 points per frame.
Ninpu Sengeki: Hariken (Lv 3)
236D~A/B/C
200×15 R 80 96 N 2F All 2 HBFP* 6+40 240 6+64T +47 13 14 18 GD40 GD68 - Click!
  • 5% minimum damage (150).
  • 60% chip damage (1800).
  • Gauge values: 1~4F = freeze gauge; 5~30F = 60; 31~54F = 70; 55~78F = 80; 79~102F = 90; 103~127F = 100; adds 100 to all values while in OD until level 3.
  • Gauge value at level 3 in OD is 30 points per frame.
Ninpu Sengeki: Hariken (Break)
236D~D
- - - - - - - - - - - 13T - - - - - - - Click!
Jyuuken Dageki: Gekiren
623C
0, 2300 -, R 100 100, 70 N 3 UNB 0, 3 PT 25 3 60T - - - - -, GD17 - - Click!
  • Cannot hit grounded opponents.
Choujyuu Rengeki: Raibu
236C
180×6, 600 R 100 80(once) N 2 All 2×6, 4 B 14 3×6(4)3 23 -7 13×6, 18 14×6, Ws30 (F20) 18×6, Ws52 (F20) 30×6, Ws30 (F20) 52×6, Ws52 (F20) - Click!
Tensou Rakugeki: Gosei
j.236C
150×N, 800 R 90 80(once) N 2 All 4 H*N, F 11 2×N(12)3 24 -9 18 25×N, F36 44×N, F61 GD25×N, 36 GD44×N, 61 - Click!
  • Active frames continue until landing.
Choujin Kaihi: Zettou A
236A
- - - - - - - - - - - 28+3LT - - - - - - - Click!
  • 14F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou A (Backwards)
214A
- - - - - - - - - - - 22+3LT - - - - - - - Click!
  • 14F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou A (Air)
j.236A
- - - - - - - - - - - 25+3LT - - - - - - - Click!
  • 7F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou A (Air) (Backwards)
j.214A
- - - - - - - - - - - 25+3LT - - - - - - - Click!
  • 7F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou B
236B
- - - - - - - - - - - 31+3LT - - - - - - - Click!
  • 16F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou B (Backwards)
214B
- - - - - - - - - - - 32+3LT - - - - - - - Click!
  • 16F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou B (Air)
j.236B
- - - - - - - - - - - 29+3LT - - - - - - - Click!
  • 7F~ possible to cancel into anything except movement options or block.
Choujin Kaihi: Zettou B (Air) (Backwards)
j.214B
- - - - - - - - - - - 33+3LT - - - - - - - Click!
  • 7F~ possible to cancel into anything except movement options or block.

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 Hitbox
Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 1)
632146D
800, 950 (R) 100 92, 60 S - All 4, 3 B 5+5 1×8 42 -24 18 19, F100 - - - 1-14 All Click!
  • 20% minimum damage (350).
  • 180F Heat Gauge Cooldown.
  • 10% chip damage (640).
  • Changes to 1 attack on hit.
  • Forces standing on hit.
  • Damage is 800×8 unless on hit, which is then as listed.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit.
(OD) Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 1)
632146D
800, 400×2, 950 (R) 100 92, 89×2, 60 S - All 4, 3×3 B 5+5 1×8 42 -24 18 19, F100×3 - - - 1-14 All Click!
  • 20% minimum damage (510).
  • 180F Heat Gauge Cooldown.
  • 10% chip damage (640).
  • Changes to 1 attack on hit.
  • Forces standing on hit.
  • Damage is 800×8 unless on hit, which is then as listed.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit.
Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 2)
632146D
800, 1600 (R) 100 92, 60 S - All 4 B 5+5 1×8 42 -24 18 19, F100 - - - 1-14 All Click!
  • 20% minimum damage (480).
  • 180F Heat Gauge Cooldown.
  • 15% chip damage (960).
  • Changes to 1 attack on hit.
  • Forces standing on hit.
  • Damage is 800×8 unless on hit, which is then as listed.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit.
(OD) Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 2)
632146D
800, 400×3, 1600 (R) 100 94×4, 60 S - All 4 B 5+5 1×8 42 -24 18 19, F100×4 - - - 1-14 All Click!
  • 20% minimum damage (720).
  • 180F Heat Gauge Cooldown.
  • 15% chip damage (960).
  • Changes to 1 attack on hit.
  • Forces standing on hit.
  • Damage is 800×8 unless on hit, which is then as listed.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit.
Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 3)
632146D
800, 2350 (R) 100 92, 60 S - All 4, 5 B 5+5 1×8 42 -24 18 19, F100 - - - 1-14 All Click!
  • 20% minimum damage (630).
  • 180F Heat Gauge Cooldown.
  • 20% chip damage (1280).
  • Changes to 1 attack on hit.
  • Forces standing on hit
  • Damage is 800×8 unless on hit, which is then as listed.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit.
(OD) Kyouryuu Tokkou: Seijyuu Rensoukyaku (Lv 3)
632146C
800, 400×6, 2350 (R) 100 92, 94×6, 60 S - All 4, 5, 7 B 5+5 1×8 42 -24 18 19, F100×7 - - - 1-14 All Click!
  • 20% minimum damage (1110).
  • 180F Heat Gauge Cooldown.
  • 20% chip damage (1280).
  • Changes to 1 attack on hit.
  • Forces standing on hit
  • Damage is 800×8 unless on hit, which is then as listed.
  • On hit, only possible to Rapid Cancel last attack.
  • Gauge immediately overheats after second attack on hit.
Kaizoku Senkou: Goukai Rasen Renpa (Lv 1)
632146D
200×N R 70 90 S - All 2 HBFP*(2) 9+9 27×N 72T - 13 D60 D100 D60 D100 - Click!
  • 20% minimum damage (40×N).
  • 180F Heat Gauge Cooldown.
  • 20% chip damage (40×N).
  • Taller hitboxes in OD.
Kaizoku Senkou: Goukai Rasen Renpa (Lv 2)
632146D
200×N R 75 92 S - All 2 HBFP*(2) 9+9 27×N 72T - 13 D60 D100 D60 D100 - Click!
  • 20% minimum damage (40×N).
  • 180F Heat Gauge Cooldown.
  • 40% chip damage (80×N).
  • Taller hitboxes in OD.
Kaizoku Senkou: Goukai Rasen Renpa (Lv 3)
632146D
200×N R 80 94 S - All 2 HBFP*(2) 9+9 27×N 72T - 13 D60 D100 D60 D100 - Click!
  • 20% minimum damage (40×N).
  • 180F Heat Gauge Cooldown.
  • 60% chip damage (120×N).
  • Taller hitboxes in OD.

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 Hitbox
Jyatoku Meika: Gouha Houyou
222D
Death - - - - - All 4 HBFP*(2) - 9 44 -22 18 - - - - - Click!
  • 180F Heat Gauge Cooldown.

Revolver Action Table

NOTE: 5A and 2A can only be done three times in any string of normals, even on whiff.

Ground Revolver Action Table
A B C D Cancels
5A 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Jump, Rapid, Throw
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Rapid
5C 6A - 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Rapid
5D - - - - Special[-], Overdrive, Rapid
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Jump, Rapid, Throw
2B 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Rapid
2C 6A - 5C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Rapid
2D - - - - Special[-], Overdrive, Rapid
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive, Jump, Rapid
6B - - - - Rapid
6C 6A - 5C, 2C 5D, 2D, 6D Special, Overdrive, Rapid
3C - - - - Special, Overdrive, Rapid
Air Revolver Action Table
A B C D Cancels
j.A j.A[+] j.B, j.2B j.C, j.6C, j.4C j.D, j.6D Special, Overdrive, Jump, Rapid, Throw
j.B j.A - j.C, j.6C, j.4C j.D, j.6D Special[-], Overdrive, Jump, Rapid
j.2B - - - - Special, Overdrive, Rapid
j.C - j.2B j.6C, j.4C j.D, j.6D Special, Overdrive, Rapid
j.6C - j.2B j.C, j.4C j.D, j.6D Special, Overdrive, Rapid
j.4C - j.2B j.C, j.6C j.D, j.6D Special, Overdrive, Rapid
j.D - - - - Special[-], Overdrive, Rapid
j.6D - - - - Special[-], Overdrive, Rapid
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only

Navigation

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System Explanations

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