BBCS2/Tsubaki Yayoi/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 150 54 100 82 all 0 HB 6 3 9 -2 14 12 Click!
5B SJR 560 201 90 89 HL 3 HB 9 3 13 +1 19 17 Click!
  • 9F hitstop
  • 14~19F can cancel into followup
5B > B S(J)R 400 144 100 89 HL 3 HB 11 3 19 -5 26 17 Click!
  • 9F hitstop
5C S(J)R 700 252 100 92 HL 4 HB 13 3 23 -7 32 19 Click!
  • 9F hitstop
  • 16~26F can cancel into followup
5C > C S(J)R 700 252 100 92 HL 4 HB 13 3 27 -11 28 19 Click!
  • 12F hitstop
2A CSR 150 54 100 84 all 1 F 6 2 8 +2 11 14 Click!
2B SR 560 201 80 86 L 2 F 13 3 12 -1 21 14 Click!
  • 9F hitstop
  • 16~21F can cancel into followup
2B > B SR 480 172 70 86 L 2 F 10 3 18 -7 15 14 Click!
  • 9F hitstop
2C SJR 700 252 80 89 HL 3 HB 13 5 18 -6 23 25 Click!
  • 7~14F head invul
  • 23F hitstun on ground
  • staggers for 51F on CH
  • 12F hitstop
  • 21~35F can cancel into followup
2C > C SJR 680 244 80 89 HL 3 HB 16 3 24 -10 24 32 Click!
  • 12F hitstop
6A SR 620 223 70 92 H 4 HBF 26 2 24 -7 29 26 Click!
  • Forces crouch on ground hit
  • grounds opponent on air hit
6B SR 400 144 80 92 L 4 F 21 3 15 +1 26 19 Click!
  • 12F hitstop
  • 24~34F can cancel into followup
6B > B SR 420 151 80 92 L 4 F 15 4 20 -5 28 19 Click!
  • 12F hitstop
6C (S)JR 220x6 79x6 100 90(once)* HL 5 HBF 23 1x6 38 -15 35 21 Click!
  • Counter carries
  • fatal possible
  • 22F guardstun
  • 80% repeat proration
  • 33~44F can cancel into followup
  • 2F hitstop on Tsubaki, 7F hitstop on opponent on hit, 3F hitstop on opponent on guard
6C > C (SJ)R 300x3 108x3 100 94(once) HL 5 HBF 22 1x3 35 -15 29 27 Click!
  • Floats on hit
  • counter carries
  • breaks 1 guard primer
  • 4F hitstop
3C R 720 259 90 88 L 4 F 18 10 24 -15 27 40 Click!
  • Downs on hit
  • 24~39F can cancel into followup
3C > C R 980 352 90 92 HL 4 HB 17 2 43 -26 24 54 Click!
  • 23~31F in the air
  • floats on hit
j.A CSJR 180 64 90 84 HA 1 H 8 2 6 - 13 14 Click!
j.B SJR 560 201 90 86 HA 2 H 8 4 12 - 13 14 Click!
  • 10F hitstop
  • 12~19F can cancel into followup
j.B > B S(J)R 480 172 90 86 HA 2 H 7 3 24 - during move 16 Click!
  • 11F hitstop
  • 3F landing recovery
j.C SJR 680 244 90 89 HA 3 H 13 5 20 - 24 22 Click!
  • 12F hitstop
  • 18~27F can cancel into followup
j.C > C SR 480 172 90 89 HA 3 H 10 2 31 - 24 22 Click!
  • 22F hitstun on ground
  • 12F hitstop
Forward Throw -, R 0, 1000 0, 360 90 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 50 Click!
  • 2nd attack slides down on hit
  • 100% minimum damage
Back Throw -, R 0, 1000 0, 360 90 100, 55 100 0, 4 ground throw 7 3 19 - during move 12, 50 Click!
  • 2nd attack slides down on hit
  • 100% minimum damage
Air Throw -, SR 0, 1400 0, 504 100 100, 55 100 0, 4 air throw 7 3 17 - during move 12, 60 Click!
  • 2nd attack slides down on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Counter Assault R 0 0 50 92 all 4 HB 10 4 39 -24 - 19 Click!
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Install
  • Each bar of install gauge is 10000 points. The max amount of install gauge is five bars.
  • Timing for followups refer to when you can input a followup special
  • D Versions of Specials consume one bar of install gauge
5D - - - - - - - - - - total 18~74F - during move - Click!
  • 9F recovery after button release
  • gauge fills 7F~ after button press until 1F after button release
  • gains 15000 maximum install gauge points
  • shortest animation time possible is 18F, refills 2800 install gauge points
  • restoration rates: 7~15F 700 points per frame, 16~51F 200 points per frame, 51~66F 100 points per frame
2D - - - - - - - - - - total 18F - during move - Click!
  • Gauge fills 4F~ after button press until 1F after button release
  • shortest animation time possible is 18F, refills 900 install gauge points
  • restoration rates: 4~19F 100 points per frame, 20~53F 250 points per frame, 54F~ 500 points per frame
j.D - - - - - - - - - - total 14F - during move - Click!
  • 9F landing recovery, 15F landing recovery if landing while charging
  • cannot double jump after animation
  • can only use in the first jump
  • altitude limit exists
  • gauge fills 4F~ after button press until 1F after button release
  • shortest animation time is 14F, refills 1000 install gauge points
  • restoration rates: 4~93F 250 points per frame, 94F~ 220 points per fram

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Sanctus Aequum
236A
R 600 216 100 70 all 4 HB 18 8 18 -3 39 20 Click!
  • Blows back on aerial hit
  • 21F hitstun on ground
  • 22F guardstun
  • timings for followup: till 39F after hit, 24~27F for D version
B Sanctus Aequum
236B
R 650 234 100 70 all 4 HB 18 10 18 -5 41 28 Click!
  • Blows back on aerial hit
  • 22F hitstun on ground
  • 22F guardstun
  • timings for followup: till 41F after hit, 26~28F for D version
C Sanctus Aequum
236C
R 700 252 100 70 all 4 HB 19 10 18 -5 42 35 Click!
  • Blows back on aerial hit
  • 29F hitstun on ground
  • 22F guardstun
  • breaks 1 guard primer
  • timings for followup: till 42F after hit, 27~42F for D version
D Sanctus Aequum
236D
R 900 324 90 92* all 4 HB 16 10 24 +2 42 45 Click!
  • Staggers for 35F on ground hit
  • blows back on aerial hit
  • 24F guardstun
  • 50% repeat proration
  • crosses up on hit or guard (duration 22F, CH state throughout)
  • timings for followup: till after animation finishes upon hit, 28F~end of animation finishes for D version
A Sanctus Veritas
214A
R 600 216 100 70 HL 4 HB 17 3 25 -5 34 42 Click!
  • 8~14F head and body invul
  • floats on aerial hit or CH
  • 22F guardstun
  • timings for followup: till 34F after hit, 20~34F for D version
B Sanctus Veritas
214B
R 650 234 100 70 HL 4 HB 22 3 25 -5 43 45 Click!
  • 8~19F head and body invul
  • floats on aerial hit or CH
  • 22F guardstun
  • timings for followup: till 43F after hit, 25~43F for D version
C Sanctus Veritas
214C
R 700 252 100 70 HL 4 HB 40 3 26 -5 59 50 Click!
  • 21~39F head and body invul
  • floats on aerial hit or CH
  • 22F guardstun
  • breaks 1 guard primer
  • on guard, 14F hitstop on Tsubaki and 13F hitstop on opponent
  • timings for followup: till 59F after hit, 43~59F for D version
D Sanctus Veritas*
214D
R 900 324 100 94* HL 4 HB 22 3 23 -3 26 60 Click!
  • 10~24F head and body invul
  • floats on hit
  • 22F guardstun
  • 50% repeat proration
  • timings for followup: till 26F after hit, 25F~end of animation for D version
A Sanctus Veritas (followup)
⇒ 214A
R 600 216 100 70 HL 4 HB 17 3 25 -5 34 42 Click!
  • Floats on aerial hit or CH (normal version has a smaller float effect)
  • 16F hitstun on ground
  • 22F guardstun
  • timings for followup: till 34F after hit, 20~34F for D version
B Sanctus Veritas (followup)
⇒ 214B
R 650 234 100 70 HL 4 HB 22 3 25 -5 43 42 Click!
  • 8~19F head and body invul
  • floats on aerial hit or CH (normal version has a smaller float effect)
  • 18F hitstun on ground
  • 22F guardstun
  • timings for followup: till 43F after hit, 25~43F for D version
C Sanctus Veritas (followup)
⇒ 214C
R 700 252 100 70 HL 4 HB 31 3 26 -5 50 42 Click!
  • 21~30F head and body invul
  • floats on aerial hit or CH (normal version has smaller float effect)
  • 20F hitstun on ground
  • 22F guardstun
  • breaks 1 guard primer
  • on guard, 14F hitstop on Tsubaki and 13F hitstop on opponent
  • timings for followup: till 50F after hit, 34~50F for D version
D Sanctus Veritas (followup)*
⇒ 214D
R 900 324 100 94* HL 4 HB 17 3 23 -3 21 60 Click!
  • 8~19F head and body invul
  • floats on hit
  • 22F guardstun
  • 50% repeat proration
  • timings for followup: till 21F after hit, 20F~end of animation for D version
A Sanctus Decus*
22A
R 600 216 100 70* all 3 HB 10 4 30 -9 19 35 Click!
  • Slides down on hit
  • wall bounces on CH
  • changes to (charge) version when button is held down for 34F
  • 20% repeat proration
  • 29F guardstun
  • on guard, 13F hitstop on Tsubaki and 8F hitstop on opponent
  • can charge, attack comes out 4F after button release
B Sanctus Decus*
22B
R 650 234 100 70* all 3 HBP 17 4 22 -2 24 40 Click!
  • Slides down on hit
  • wall bounces on CH
  • 29F guardstun
  • can charge, attack comes out 4F after button release
  • 20% repeat proration
  • can pierce through projectiles
  • on guard, 13F hitstop on Tsubaki and 7F hitstop on opponent
  • changes to (charge) version when button is held down for 37F
C Sanctus Decus*
22C
R 700 252 100 70* all 3 HB 19 4 22 +1 27 45 Click!
  • Slides down on hit
  • wall bounces on CH
  • on guard, 13F hitstop on Tsubaki and 10F hitstop on opponent
  • breaks 1 guard primer
  • 29F guardstun
  • 20% repeat proration
  • can charge, attack comes out 4F after button release
  • changes to (charge) version when button is held down for 39F
D Sanctus Decus*
22D
R 900 324 90 94* all 4 HB 14 4 25 +3 32 60 Click!
  • Blows back on hit
  • wall bounces in corner on hit
  • cannot emergency tech
  • 31F guardstun
  • 50% repeat proration
  • can charge, attack comes out 4F after button release
  • changes to (charge) version when button is held down for 33F
A Sanctus Decus (charge)*
22A
R 600 216 100 70* all 5 HB 40 4 30 -9 49 45 Click!
  • Slides down on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • 20% repeat proration
  • on guard, 26F hitstop on Tsubaki and 21F hitstop on opponent
B Sanctus Decus (charge)*
22B
R 650 234 100 70* all 5 HBP 43 4 22 -2 50 45 Click!
  • Slides down on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • 20% repeat proration
  • can pierce through projectiles
  • on guard, 26F hitstop on Tsubaki and 20F hitstop on opponent
C Sanctus Decus (charge)*
22C
R 700 252 100 70* all 5 HB 45 4 22 +1 53 45 Click!
  • Slides down on hit
  • 20% repeat proration
  • 29F guardstun
  • breaks 1 guard primer
  • wall bounces on CH, cannot emergency tech
  • on guard, 26F hitstop on Tsubaki and 23F hitstop on opponent
D Sanctus Decus (charge)*
22D
R 900 324 90 94* unblockable 5 HB 39 4 25 - 57 70 Click!
  • Blows back on hit
  • wall bounces in corner on hit
  • cannot emergency tech
  • 50% repeat proration
A Sanctus Decus (followup)*
⇒ 22A
R 600 216 100 55* all 4 HB 10 4 30 -9 19 45 Click!
  • Slides down on hit
  • wall bounces on CH
  • 29F guardstun
  • on guard, 14F hitstop on Tsubaki and 9F hitstop on opponent
  • 20% repeat proration
  • can charge, attack comes out 4F after button release
  • changes to (charge) version when button is held down for 34F
B Sanctus Decus (followup)*
⇒ 22B
R 650 234 100 55* all 4 HBP 17 4 22 -2 24 45 Click!
  • Slides down on hit
  • wall bounces on CH
  • can pierce through projectiles
  • can charge, attack comes out 4F after button release
  • 20% repeat proration
  • 29F guardstun
  • on guard, 14F hitstop on Tsubaki and 8F hitstop on opponent
  • changes to (charge) version when button is held down for 37F
C Sanctus Decus (followup)*
⇒ 22C
R 700 252 100 55 all 4 HB 19 4 22 +1 27 45 Click!
  • Slides down on hit
  • wall bounces on CH
  • breaks 1 guard primer
  • on guard, 14F hitstop on Tsubaki and 8F hitstop on opponent
  • 29F guardstun
  • can pierce through projectiles
  • can charge, attack comes out 4F after button release
  • changes to (charge) version when button is held down for 39F
D Sanctus Decus (followup)*
⇒ 22D
R 900 324 90 94* all 4 HB 14 4 25 +3 32 60 Click!
  • Blows back on hit
  • wall bounces in corner on hit
  • cannot emergency tech
  • can charge, attack comes out 4F after button release
  • 31F guardstun
  • 50% repeat proration
  • changes to (charge) version when button is held down for 33F
A Sanctus Decus (charge followup)*
⇒ 22A
R 600 216 100 55* all 5 HB 40 4 30 -9 49 45 Click!
  • Slides down on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • 20% repeat proration
  • on guard, 26F hitstop on Tsubaki and 21F hitstop on opponent
B Sanctus Decus (charge followup)*
⇒ 22B
R 650 234 100 55* all 5 HBP 43 4 22 -2 50 45 Click!
  • Slides down on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • 20% repeat proration
  • can pierce through projectiles
  • on guard, 26F hitstop on Tsubaki and 20F hitstop on opponent
C Sanctus Decus (charge followup)*
⇒ 22C
R 700 252 100 55* all 5 HB 45 4 22 +1 53 45 Click!
  • Slides down on hit
  • wall bounces on CH, cannot emergency tech
  • 29F guardstun
  • breaks 1 guard primer
  • 20% repeat proration
  • on guard, 26F hitstop on Tsubaki and 23F hitstop on opponent
D Sanctus Decus (charge followup)*
⇒ 22D
R 900 324 90 94* unblockable 5 HB 39 4 25 - 57 70 Click!
  • Blows back on hit
  • wall bounces in corner on hit
  • cannot emergency tech
  • 50% repeat proration
A Benedictus Rex
623A
R 600 216 60 74 all 4 HBFP 10 7 24+15F landing -13 40 40 Click!
  • 1~9F fully invul
  • 8F~ in the air
  • floats on hit
  • 29F guardstun
  • projectile
  • guaranteed to come out after 10F
  • 3F hitstop
  • timings for followup: till 40F after hit, 22~25F for D version
B Benedictus Rex
623B
R 700 252 70 74 HL 4 HBFP 10 7 30+15F landing -18 46 40 Click!
  • 11~18F fully invul
  • 8F~ in the air
  • floats on hit
  • 29F guardstun
  • projectile
  • guaranteed to come out after 3F
  • 4F hitstop
  • timings for followup: till 46F after hit, 23~27F for D version
C Benedictus Rex
623C
R 800 288 80 94 HL 5 HBFP 10 - total 60F -17 50 52 Click!
  • 8~50F in the air
  • floats on hit
  • 29F guardstun
  • 4F hitstop
  • projectile
  • projectile disappears the moment Tsubaki gets hit or a followup special is inputted
  • timings for followup: till 50F after hit, 23~27F for D version
D Benedictus Rex
623D
R 430x3 154x3 80 94(once)* HL 4 HBF 10 9 24+23F landing -9 43 40 Click!
  • 1~10F fully invul
  • 10F~ in the air
  • floats on hit
  • 29F guardstun
  • 50% repeat proration
  • 0F hitstop on Tsubaki and 4F hitstop on opponent
  • active frames are only on 1st attack; 2nd attack starts up only if 1st attack hits or is guarded
  • timings for followup: till 43F after hit, 23~43F for D version
A Aequum Eleison
j.236A
R 600 216 60 85 all 3 H 13 3 9F after landing - 25 20 Click!
  • Timings for followup: till 25F after hit, 20~25F for D version
B Aequum Eleison
j.236B
R 650 234 60 85 all 3 H 21 5 12F after landing +4* 33 20 Click!
  • Frame advantage is off of hitting opponent's feet
  • timings for followup: till 33F after hit, 24~33F for D version
C Aequum Eleison
j.236C
R 700 252 100 85 all 3 H 21 5 12F after landing +4* 33 20 Click!
  • Frame advantage is off of hitting opponent's feet
  • timings for followup: till 33F after hit, 24~33F for D version
D Aequum Eleison*
j.236D
R 700, 200 252, 72 100 94, 98* all 4, 3 H-, B-, P 17 3(6)- 6F after landing - till landing 60, 20 Click!
  • 1st attack ground bounces on aerial hit
  • 1st attack has 29F guardstun
  • 50% repeat proration
  • 2nd attack is projectile, disappears the moment Tsubaki gets hit
  • 1st attack has 20F hitstop, 2nd attack has 5F hitstop; opponent has 12F hitstop if 1st attack hits
  • timings for followup: till landing after hit, 38F~till landing for D version
A Aequum Eleison (followup)
⇒ j.236A
R 600 216 60 85 all 3 H 13 3 9F after landing - 25 20 Click!
  • Timings for followup: till 25F after hit, 20~25F for D version
B Aequum Eleison (followup)
⇒ j.236B
R 400 144 60 85 all 3 H 21 5 12F after landing - 33 20 Click!
  • Timings for followup: till 33F after hit, 24~33F for D version
C Aequum Eleison (followup)
⇒ j.236C
R 450 162 100 85 all 3 H 21 5 12F after landing - 33 20 Click!
  • Timings for followup: till 33F after hit, 24~33F for D version
D Aequum Eleison (followup)*
⇒ j.236D
R 700, 200 252, 72 100 94, 98* all 4, 3 HB, HBP 17 3(6)- 6F after landing - till landing 60, 20 Click!
  • 1st attack ground bounces on aerial hit
  • 1st attack has 29F guardstun
  • 50% repeat proration
  • 2nd attack is projectile, disappears the moment Tsubaki gets hit
  • 1st attack has 20F hitstop; opponent has 12F hitstop if 1st attack hits
  • 2nd attack has 5F hitstop
  • timings for followup: till landing after hit, 38F~till landing for D version
A Lux Aeterna
j.214A
R 700 252 100 85 all 4 H 17 till landing 21F after landing -10* during move 22 Click!
  • Slides down on hit
  • 8F hitstop, 11F hitstop on opponent on guard
  • recovery initiates on hit or guard (duration 15F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 22F)
B Lux Aeterna
j.214B
R 750 270 100 85 all 4 H 15 till landing 21F after landing -10* during move 19 Click!
  • Slides down on hit
  • 8F hitstop, 11F hitstop on opponent on guard
  • recovery initiates on hit or guard (duration 15F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 20F)
C Lux Aeterna
j.214C
R 800 288 100 85* all 4 H 15 till landing 21F after landing -13* during move 20 Click!
  • Slides down on hit
  • 50% repeat proration
  • 8F hitstop
  • recovery initiates on hit or guard (duration 18F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 14F)
D Lux Aeterna*
j.214D
R 900 324 90 94* all 4 H 9 till landing 21F after landing -12* during move 70 Click!
  • Slides down on hit
  • 50% repeat proration
  • 8F hitstop
  • recovery initiates on hit or guard (duration 18F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 14F)
A Lux Aeterna (followup)
⇒ j.214A
R 300 108 100 85 all 4 H 9 till landing 21F after landing - during move 25 Click!
  • Grounds opponent on hit
  • 8F hitstop, 11F hitstop on opponent on guard
  • cannot emergency tech
  • recovery initiates on hit or guard (duration 15F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 14F)
B Lux Aeterna (followup)
⇒ j.214B
R 300 108 100 85 all 4 H 9 till landing 21F after landing - during move 25 Click!
  • Grounds opponent on hit
  • 8F hitstop, 11F hitstop on opponent on guard
  • cannot emergency tech
  • recovery initiates on hit or guard (duration 15F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 14F)
C Lux Aeterna (followup)
⇒ j.214C
R 300 108 100 85 all 4 H 9 till landing 21F after landing - during move 25 Click!
  • Grounds opponent on hit
  • cannot emergency tech
  • 10F hitstop, 13F hitstop on opponent on guard
  • recovery initiates on hit or guard (duration 17F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 14F)
D Lux Aeterna (followup)*
⇒ j.214D
R 900 324 90 94* all 4 H 9 till landing 21F after landing - during move 70 Click!
  • Slides down on hit
  • 50% repeat proration
  • 8F hitstop
  • recovery initiates on hit or guard (duration 18F after landing, CH state throughout)
  • during recovery animation, can use j.D 12F~; landing recovery becomes that of j.D upon use
  • frame advantage is off of lowest jump possible (startup 14F)
D Aequum Eleison > D Lux Aeterna (aura)
j.236D ⇒ j.214D
R 100x7 36x7 100 98 all 3 HBP 1F after contact till landing 21F after landing - during move 30
  • Can only be done if D Lux Aeterna comes into contact with a projectile from D Aequum Eleison
  • counter carries
  • breaks 1 guard primer
  • projectile
  • projectile disappears if Tsubaki gets hit
  • 5F hitstop
  • charge has same properties as D Lux Aeterna
* Moves with an asterisk at the end of them are have normal, followup, and/or charged versions with the same name and button input that are exactly the same. Timing for followups refer to when you can input a followup special.


Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
C Confutatis Maledictis
236236C
R 300, 2600 (60, 520) 100 92 all 4 HBP 5+4 15 26 -22 23 40, 50 Click!
  • 1~11F fully invul
  • 1st attack wall bounces on hit
  • 2nd attack downs on hit
  • breaks 1 guard primer
  • can only Rapid Cancel on guard
  • projectile (Lv 2)
  • 0F hitstop
  • 180F Heat Gauge Cooldown
  • 1st attack has 20% minimum damage, 2nd attack 30% minimum damage
D Confutatis Maledictis
236236D
R 300, n (60, n) 100 92 all 4 HBP 5+0 15 26 -22 19 40, 50 Click!
  • Consumes all Install Gauge
  • 4F~ in the air
  • 1st attack wall bounces on hit
  • 2nd attack downs on hit
  • breaks 1 guard primer
  • projectile (Lv 2)
  • 0F hitstop
  • 180F Heat Gauge Cooldown
  • can only Rapid Cancel on guard
  • 2nd attack changes depending on the number of install gauge bars
  • 1st attack has 20% minimum damage
  • damage depending on number of bars: 0 bars = 1600, 1 bar = 2100, 2 bars = 2700, 3 bars = 3350, 4 bars = 880x5, 5 bars = 630x9
  • 2nd attack minimum depending on number of bars: 0~3 bars = 30%, 4 bars = 35%, 5 bars = 40%
Macto Maledictis
214214D
- - - - - - - - - - total 7F+0 +3 during move - Click!
  • Opponent has 3F after superflash until commands can be inputted
  • requires at least 1 install gauge bar to use
  • can use D moves without consuming Install Gauge while in Macto Maledictis
  • 180F Heat Gauge Cooldown
  • install gauge points decrease by 100 points per frame (freezes during hitstop and superflash)

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Requiem Aeternam
632146C
- death 0 - - - - H 3+9 10 24 -20 during move - Click!
  • 1~18F after superflash fully invul
  • 20F hitstop, 15F hitstop on opponent on guard
  • 180F Heat Gauge Cooldown


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 6A Followup, 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5BB 6A 2B, 6B 5C, 2C, 6C, 3C Yes Jump, Special
5C - 6B Followup, 2C, 6C, 3C Yes Jump, Special
5CC - 6B 2C, 3C Yes Jump, Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B 6A Followup, 5B 5C, 2C, 6C Yes Special
2BB - 5B 5C, 2C, 6C, 3C Yes Special
2C - - Followup - Jump, Special
2C - - 5C - Jump, Special
6A - - 5C - Special
6B - Followup - - Special
6BB - - - - Special
6C - - Followup - Jump, Special
6CC - - - - Jump, Special
3C - - Followup - -
3CC - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Jump, Throw, Special
j.B - Followup j.C - Jump, Special
j.BB - - j.C - Jump, Special
j.C - - Followup - Jump, Special
j.CC - - - - Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only

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