BBCF/Bullet/Frame Data

From Dustloop Wiki


System Data

name health prejump backdash forwarddash Unique Movement Options
Bullet 11,500 4F 22F (1~7F Inv All, 2~11 airborne) 20F Lock-On


Normals

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 550 Mid 10 3 15 -1 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 800 Mid 16 5 13 -1 100 89 Long SR 3 16 20 23 + Slide Crumple 42 40 + Slide 6 +0 +2
2A 300 All 6 3 10 -1 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2B 520 Low 9 5 18 -6 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 500, 600 Low 14 3 (9) 3 16 -2 90 89 Long SR 3 16 Launch 30 Launch 44 + Down 23 7, 10 +0 +2
3C 860 Low 21 3 21 -7 10~20 B 90 89 Long SR 3 16 Launch 40 Launch 57 + Down 23 11 +0 +2
6A 750 High 24 3 19 -3 90 92 Normal SR 4 18 19 34 + GBounce 24 49 + GBounce 12 +0 +5
6B 650 Mid 12 3 21 -7 5~14 H 90 79 Long SJR 3 16 Launch 24 Launch 38 11 +0 +2
6C 1200 All 22 6 14+8L -9 5~41 FT 90 82 Long SJR 4 18 Launch 37 + WBounce 60 Launch 55 + WBounce 60 12 +0 +5
j.A 300 High/Air 7 3 9 80 80 Normal CSJR 1 11 12 14 16 25 9 +0 +0
j.B 540 High/Air 10 3 15 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 810 High/Air 12 3 21 80 89 Long SJR 3 16 17 22 22 60 + Down 23 11 +0 +2

Drive Moves

  • Bullet starts each round with the Lock On Lv0.
  • All Drive normals can be charged.
  • All Drive normals increase the Lock-On level by 1 on hit.
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Lv 0 450, 0, 900 All 30~?? 9 14 -5 Active Frames P 90 69, 100 Long (S)R 3 20 Launch 50, 60 + GBounce 9/+3, 6 +0 +0
5D Lv 1/2 600, 0, 900 All 30~?? 9 14 -5 Active Frames All 90 69, 100 Long (S)R 3 20 Launch 50, 60 + GBounce 9/+3, 6 +0
4[D] 11
2D Lv 0 800 Low/Air 42 3 18 0 22~44 FT 80 89 Long (S)R 3 20 Launch 60 Launch 75 11 +0 +5
2D Lv 1 1000 Low/Air 42 3 18 +4 22~44 FT 80 89 Long (S)R 4 24 Launch 60 Launch 75 12 +0 +5
2D Lv 2 1000 Low/Air 42 3 18 +4 22~44 FT 80 89 Long (S)R 5 24 Launch 60 Launch 75 13 +0 +6
6D Lv 0 800 High/Air 38 7 14 0 18~40 FT 80 89 Normal (S)R 3 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
6D Lv 1 1000 High/Air 38 7 14 +4 18~40 FT 80 89 Normal (S)R 4 24 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
6D Lv 2 1000 High/Air 38 7 14 +4 18~40 FT 80 89 Normal (S)R 5 24 Launch 60 + GBounce Launch 75 + GBounce 13 +0 +6
j.D Lv 0 450, 0, 900 All 20~?? 9 14 +10 Active Frames P 90 69, 100 Long (S)R 20 Launch 50, 60 + GBounce 9/+3, 6 +0 +0
j.D Lv 1/2 600, 0, 900 All 20~?? 9 14 +10 Active Frames All 90 69, 100 Long (S)R 20 Launch 50, 60 + GBounce 9/+3, 6 +0 +0
j.4[D] ?? 10
D~4 Lock On Cancel 10
5D~D Wadcutter Engage 0, 800
[0, 2400]
100 92 Long R Lv1: 0, 4
[0, 5]
19 + WBounce 50
[21 + WBounce 50]
0, 10
[0, 15/+3]
+0

R* - Can only be canceled on block.

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0×2, 1500 T(70) 7 3 23 100 50 Normal SR 0×2, 4 Launch 30 + WBounce 50 + WStick 33 0, 6 +0
4B+C Back Throw 0, 1500 T(70) 7 3 23 100 50 Normal SR 0, 4 Launch 19 + Down 33 0, 12 +0
j.B+C Air Throw 0, 1500 T(120) 7 3 23+3L 50 Normal SR 4 60 + WBounce 0 +0
6A+B 0 All 13 3 30 -14 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 80 60 Normal R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
66 Dash Cancel 20

Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
623B Cutting Sheer 400, 0, 1500 All 14 2 38 -23 1~15 All 70 100×2, 52 Very Short R 3, 0, 4 16 Launch 100 11 11, 0, 12 +2, +0×2
623B~22D Explode Engage Lv1: 0, 1800, 50
Lv2: 0, 3500, 50
4 12 3 100 Lv1: 100, 82, 100
Lv2: 100, 84, 100
Long R 0, 4, 2 Launch 40 + WBounce 50 Lv1: 0, 10, 0
Lv2: 0, 20, 0
+0
41236C Miquelet Capture 0, 1700 Unblockable 20~37 3 23 5~(22~39) P 100 100, 82 Long R 4 Launch 44 0
41236C~236D Piercing Engage Lv1: 1500
Lv2: 3350
18 3 29 100 Lv1: 72
Lv2: 74
Long R 4 Launch Lv1: 35 + WBounce 45 + WStick 27
Lv2: 40 + WBounce 45 + WStick 27
+0
41236C~B Miquelet Capture > Brake 21 1~11 P
360B Cross Firewheel 0×2, 300, 700 T(100) 10 3 34 80 100×2, 89, 92 Normal R 0×2, 3, 4 Crumple×2, 17, Launch 19 + Down 38 0, 1, 6×2
360B~63214D Shot Shell Engage Lv1: 0, 300, 0, 1700
Lv2: 0, 300, 0, 2700
13 3 25 100 Lv1: 100, 89, 100, 82
Lv2: 100, 89, 100, 84
Long R Lv2: 0, 3, 0, 4
Lv3: 0, 3, 0, 5
30 + WBounce 40 0 +0 +0
236A Lv 0 Flint Shooter Lv 0 700 All 17 Until Hit Total: 46 -5 80 89 Normal R 3 16 17 22 22 36 0/+8 +8 +10
236A Lv 1 Flint Shooter Lv 1 700, 350 All 17 Until Hit,2 Total: 46 -2 80 89 Normal R 3 16 17 22 22 36 0/+8, 0/+7 +8, +6 +10, +8
236A Lv 2 Flint Shooter Lv 2 700, 350×2 All 17 Until Hit,2,2 Total: 46 0 80 89 Normal R 3 16 17 22 22 36 0/+8, 0/+7, 0/+5 +8, +6, +4 +10, +8, +6
236[A] Lv 0 Flint Shooter Charged Lv 0 900 All 25 9 Total: 58 +3 80 92 Normal R 4 18 Launch 38 Launch 53 0/+18 +18 +20
236[A] Lv 1 Flint Shooter Charged Lv 1 700×2 All 25 29 [(3)9] Total: 58 +3 80 92 Normal R 4 18 Launch 22, 38 Launch 37, 53 0/+8, 0/+14 +8, +14 +10, +16
236[A] Lv 2 Flint Shooter Charged Lv 2 800×2 All 25 29 [(3)9] Total: 58 +3 80 92 Normal R 4 18 Launch 22, 38 Launch 37, 53 0/+8 +8 +10
623C Snap Hands Fist 0, 2200 T(250) 13 4 29+10L 4~16 H 90 90, 82 Long R 4 62 + WBounce 60 + WStick 13 0 +0
j.623C Air Snap Hands Fist 0, 2200 All 12 2 27 100 100, 82 Long R 0, 4 62 + WBounce 60 + WStick 13 0 +0
623C~623D Flechette Engage Lv1: 0, 1900
Lv2: 0, 4200
13 2 100 Lv1: 100, 82
Lv2: 100, 84
Long R 4 60 Lv1: 0, 10
Lv2: 0, 15
+0
214D After Burner Total: 45~61 5~Until Last 23F Guard P

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 invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2363214C Rage Aggressor 400×3, 800×2, 300×7, 1200
[400×3, 800×2, 300×8, 550×5]
All 1+(52 Flash)+12~23 3×3 10+19L -15 80 80 Normal R 4×3, 3×9 [3×10], 5[×5] 18 Launch 90 + Down 23
[60 + Down 43]
Launch 6 6×5, 2×8 +5
720A Serpentine Assault 0×N, 320×2, 1420 T(150) 5+(34 Flash)+0 5 42 1~9 All 80 100×N, 92×2, 60 Long R 0×N, 4×2, 5 Launch WBounce 40 + Down 39 1×N, 18×2, 20 +0
720A~720D Frangible Engage 0, 250 1+(20 Flash)+0 1 100 92 Long 4 100 0 0, 12 +0
720A~720D~1080D Blackout 100×4, 1910
[100×10, 1910]
1+(26 Flash)+47 94×5 [×10] Long 5 100 + Down 63 3×4 [×10], 20 +0

Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Execution Maneuver 600, 0, 300, 120×6, 1500
{600, 0, 300, 180×14, 2600}
ALL 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 26 Launch 60 20 20, 0, 12, 2×6 {×14}, 12 +0

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Hard Kill Bringer 11000 ALL 4+(60 Flash)+21 3 31 -12 1~27 All 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Bullet 5A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5BBBCF Bullet 5B.pngGuardMidStartup10Recovery15Advantage-1[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special, Dash (Heat1/2)
5CBBCF Bullet 5C.pngGuardMidStartup16Recovery13Advantage-1 - - 2C, 6C, 3C 5D, 2D, 6D Special
5D - - 2C, 6C, 3C 5D, 2D, 6D Special[-]
2ABBCF Bullet 2A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2BBBCF Bullet 2B.pngGuardLowStartup9Recovery18Advantage-6[1] 6A 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2CBBCF Bullet 2C 1.pngGuardLowStartup14Recovery16Advantage-2 - - - 5D, 2D, 6D Special
2D - - - - Special
6ABBCF Bullet 6A.pngGuardHighStartup24Recovery19Advantage-3 - 6B 2C, 6C, 3C 5D, 2D, 6D Special
6BBBCF Bullet 6B.pngGuardMidStartup12Recovery21Advantage-7 - - - 5D, 2D, 6D Jump, Special, Dash (Heat1/2)
6CBBCF Bullet 6C.pngGuardAllStartup22Recovery14+8LAdvantage-9 - - - - Jump Special
6D - - - - Special
3CBBCF Bullet 3C.pngGuardLowStartup21Recovery21Advantage-7 - - - 5D, 2D, 6D Special
Air Revolver Action Table
A B C D Cancels
j.ABBCF Bullet jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C j.D Throw, Jump, Special
j.BBBCF Bullet jB.pngGuardHigh/AirStartup10Recovery15Advantage- j.A - j.C j.D Jump, Special
j.CBBCF Bullet jC.pngGuardHigh/AirStartup12Recovery21Advantage- - - - j.D Jump[-], Special
j.D - - - - Special[-]
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

To edit frame data, edit values in BBCF/Bullet/Data.