BBCF/Arakune/Frame Data

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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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock 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 300×8 Mid 11 1×8 12 -1~+4 B 100 89 Long SO(J)RDa 3 16 17 17 22 31 2 +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 2 13 -1 F 90 85 Long CSOR 2 13 14 14 18 26 10 +0 +1
2C 300×5 Low, All×4 12 45 14 -27 F 90 82 Long R 4 18 19×4, Launch 42 + Down 23×4, 42 24 57 + Down 23×4, 57 5 +0 +5
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
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 B Guard 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 21 4 36 -19 H 100 84 Long R 5 20 21 30 + Down 17 27 46 + Down 17 13 +0 +8
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 3×4 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.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
j.6A/B/C 700 All 11 4 12+7L H 80 89 Long (S)OJR 3 16 17 22 22 36 11 +0 +2


Drive Moves

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 640 Mid 17 18 33 -34 BP 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)X 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 None 16 17 24 22 38 0/+16 +16 +2
B Bug B Bug 450×3 All 13 P1 70 89 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 None 16 Crumple 27 17 Crumple 54 31 25 +0 +2
D Bug D Bug 250×N, 940 All×N, Mid 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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 2 Launch 60 0 +0
4BC Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 2 Launch 60 0 +0
j.BC Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SOR 0, 4 100 0 0
6AB 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
5AB 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[AB] 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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236B Equals Zero Total: 30
j.236C Y-Two Dash 200×8 All 11 38 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 Zero Vector 28 Total: 33+3L
22A/B/C Permutation N, R 940 All 43 Until L Total: 48 P1 80 89 Short 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 Short R 3 16 Launch 30 Launch 44 0/+11 +11 +2
236D during Curse a±b 23 Total: 39
j.236D during Curse a±b 23 Total: 38+3L
214A If p then q Total: 53 1~5 T
24~37 T
38~43 All
214B If p then q Total: 83 22~70 All
214C If p then q Total: 59 18~38 All
j.214A If p then q Total: 51 24~38 All
j.214B If p then q Total: 57 16~44 All
j.214C If p then q Total: Until L + 21 19~(Until L+6) All
214A/B/C Attack Negating "p" 800, 0 All 13 6 D 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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock 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 90×35
[90×53]
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 X({3}X)×23 [×47] Total: Until L + 32 P2 1~16 All 100 60 Normal R 2 13 Launch 60 Launch 72 0 +2 +0
236236D during Curse 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 during Curse F equals 500×8 [500×N] per Bug 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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD 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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
64641236D N-Infinity 0, 14000 All 9+60Flash+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
5A
BBCS Arakune 5A.png
Guard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 6B[+] - 5D Throw, Jump, Dash, Special
5B
BBCS Arakune 5B.png
Guard:
Mid
Startup:
11
Recovery:
12
Advantage:
-1~+4
[2]
5A (3rd Hit Only, Except On Whiff), 6A 2B, 4B 5C, 2C, 6C, 3C 5D, 2D Jump[-], Dash, Special
5C
BBCS Arakune 5C.png
Guard:
Mid
Startup:
23
Recovery:
18
Advantage:
-2
- - 6C 5D, 6D Jump, Dash, Special
5D
BBCS Arakune 5D.png
Guard:
Mid
Startup:
17
Recovery:
33
Advantage:
-34
- - 3C 2D, 6D Jump, Dash, Special
2A
BBCS Arakune 2A.png
Guard:
Low
Startup:
10
Recovery:
11
Advantage:
-1
[2]
5A, 2A[+], 6A 5B 2C, 3C 2D Special
2B
BBCS Arakune 2B.png
Guard:
Low
Startup:
8
Recovery:
13
Advantage:
-1
[2]
- 5B, 2B[+] 5C, 6C, 3C 2D Special
2C
BBCS Arakune 2C.png
Guard:
Low, All×4
Startup:
12
Recovery:
14
Advantage:
-27
- - - 6D[-] (5th hit) 214C[-] (5th hit)
3C
BBCS Arakune 3C.png
Guard:
Low
Startup:
26
Recovery:
37
Advantage:
-21
- - - - Special
6A
BBCS Arakune 6A.png
Guard:
High
Startup:
25
Recovery:
15
Advantage:
0
[1]
- 2B, 6B, 4B 5C 5D, 6D Jump, Dash, Special
6B
BBCS Arakune 6B.png
Guard:
Mid
Startup:
10
Recovery:
25
Advantage:
-10
- - - 6D[-] Jump[-], Special
4B
BBCS Arakune 4B.png
Guard:
Low
Startup:
19
Recovery:
21
Advantage:
-7
6A 6B 6C, 3C - Jump, Dash, Special
6C
BBCS Arakune 6C1.png
Guard:
High
Startup:
27
Recovery:
14+19L
Advantage:
-16
- - 6CC - -
6CC
BBCS Arakune 6C2.png
Guard:
Mid
Startup:
21
Recovery:
25
Advantage:
-8
- - 6CCC - -
6CCC
BBCS Arakune 6C3.png
Guard:
-
Startup:
21
Recovery:
36
Advantage:
-19
- - - - -
6D
BBCS Arakune 6D.png
Guard:
Mid
Startup:
14
Recovery:
15
Advantage:
-23
- - - - Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A
BBCS Arakune jA.png
Guard:
High/Air
Startup:
7
Recovery:
16
Advantage:
-
[3]
j.6A, j2A j.B, j.6B, j.2B j.C, j.6C, j.2C j.D Throw, Jump, Special
j.B
BBCS Arakune jB.png
Guard:
High/Air
Startup:
10
Recovery:
21
Advantage:
-
[2]
j.A - j.C - Special
j.C
BBCS Arakune jC.png
Guard:
High/Air
Startup:
12
Recovery:
20
Advantage:
-5
j.2A j.2B j.2C j.D Special
j.D
BBCS Arakune jD.png
Guard:
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
j.6A/B/C
BBCS Arakune bird.png
Guard:
All
Startup:
11
Recovery:
12+7L
Advantage:
-
- - - - Jump, Special
j.2A
BBCF Arakune dive.png
Guard:
High/Air
Startup:
21
Recovery:
20
Advantage:
-
[1]
- j.2B[-] j.2C[-] - j.214C[-]
j.2B
BBCF Arakune dive.png
Guard:
High/Air
Startup:
22
Recovery:
21
Advantage:
-8
[1]
j.2A[-] - j.2C[-] - -
j.2C
BBCF Arakune dive.png
Guard:
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 whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

External References

Navigation

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