BBCP/Arakune/Frame Data 1.0: Difference between revisions

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! 5A
! 5A
| <span style="color:green">5A</span>, 2A, 6A || 5B, 2B, 6B,  || 6C || 5D, 6D || Special, Overdrive, Jump, Rapid, Throw
| <span style="color:green">5A</span>, 2A, 6A || 5B, 6B,  || 6C || 5D, 6D || Special, Overdrive, Jump, Rapid, Throw
|-
|-
! 5B
! 5B

Revision as of 00:38, 22 April 2013

System Data

Health: 10,500

Combo Rate: 80%

Jump Startup: 5

Backdash Time: 37

Backdash Invincibility: 1-26

Movement Options: Double Jump, 2 Airdashes, 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 300F 390F 420F 450F 480F 600F

Normal Moves

5A
300 CSOJR 100 77 S - All 1 B 6 3 12 -3 11 12 16 14 26 0
5B
300x3 SO(J)R 100 89 (once) N - HL 3 B 11 2, 3, 3 12 +2 16 17 22 17 31 -
5C
800 SOJR 90 82 N 2 HL 3 B 23 3 18 -2 18 F24 F42 24 42 4-25H
2A
300 CSOR 90 77 S - LA 1 F 10 2 12 -2 11 13 17 14 26 -
2B
460 CSOR 90 85 N - L 2 F 11 2 10 +2 10 14 18 14 26 -
2C
240x5 R 90 82 (once) N 2 L, HLx4 4 F 13 9, 6, 9, 9, 3 13 -9 18 19x4,Ws40 (F35) 24x4,Ws68 (F35) D40x4, Ws40 (F35) D68x4, Ws68 (F35) -
  • Frame advantage is ±0 if blocked on active F10~end
  • Max of 5 hits
6A
600 SOJR 80 89 N 2 H 3 B 23 2 15 0 16 17 22 GD30 GD52 -
5A/6A > 6B
500 SO(J)R 90 89 N 2 HL 3 B 6 2 25 -10 16 D39 D66 D39 D66 -
6B
500 SOJR 90 89 N 2 HL 3 B 10 2 -25 -10 16 D39 D66 D39 D66 -
  • Fatal Counter
4B
600 SOJR 90 89 N - L 3 F 19 3 21 -7 16 S27 S54 17 31 -
6C
1000 R 85 89 N 2 H 3 H 27 2 32 -17 16 B35 B60 B35 B60 4-41F
  • Airborne F7-41
6C > 5C
1000 R 100 92 N 2 HL 4 B 21 4 32 -17 18 F44 F74 44 74 -
  • Airborne F21-24
6C > 5C > 2C
1000 R 100 92 N 2 HL 4 H 24 4 36 -21 18 19 24 D30 D52 -
  • Airborne F13-22
3C
800 SOR 100 60 N - L 4 F 26 3 37 -21 18 D40 D68 40 68 13-26 Inv
j.A
300 CSOJR 90 77 S - HA 1 H 7 1 16 - 11 12 16 14 26 -
j.B
180x5 SOR 80 89 S - HA 3 H 10 3x5 21 - 16x5 14 18 14 26 -
j.C
700 SOR 90 89 N 2 HA 3 H 12 2 20 - 16 17 BD100 GD60 BD100 -
  • Arakune jumps on hit or block
  • Jump direction can be selected forward, straight up or backwards depending on direction inputs
  • Fatal Counter
j.6A
600 SOJR 90 89 N - HA 3 H 13 3 13+7L - 16 17 22 22 39 -
j.6B
600 SOJR 90 89 N - HA 3 H 14 4 14+7L - 16 17 22 22 39 -
j.6C
600 SOJR 90 89 N - HA 3 H 15 5 14+7L - 16 17 22 22 39 -
j.2A
600 R 90 92 N 2 All 4 H 21 until landing 20L - 18 F40 F68 40 68 after L, 1-10 Inv
  • Can transition into follow-up on hit anytime before reaching the ground.
  • Follow-ups used 4f before landing or later puts Arakune on the ground (no landing recovery)
j.2B
600 R 90 89 N 2 All 4 H 22 until landing 21L - 18 F40 F68 40 68 after L, 1-10 Inv
  • Can transition into follow-up on hit anytime before reaching the ground.
  • Follow-ups used 4f before landing or later puts Arakune on the ground (no landing recovery)
j.2C
600 R 90 89 N 2 All 4 H 21 until landing 20L - 18 F40 F68 40 68 after L, 1-10 Inv
  • Can transition into follow-up on hit anytime before reaching the ground.
  • Follow-ups used 4f before landing or later puts Arakune on the ground (no landing recovery)
Counter Assault
0 --, R 50 92 VS - All 4 B 13 2 29 -12 18 F14 F26 14 26 1-20 Inv
  • 180F heat cooldown
Crush Trigger
A+B
1000 R 80 100 N 3 B 3 B 30-60 1 26 0 25 GD17 GD31 GD17 GD31 -
  • Can be charged
  • 180F heat cooldown
Dash Cancel
- - - - - - - - - - - 46T - - - - - - 7-30 Inv
  • Can pass through opponents

Drive Moves

5D
480 SOR 100 94 N 2 HL 5 BP 17 18 44 -35 26 S31 S62 Ws45 (F30) Ws76 (F30) -
  • Fills curse gauge - 20000 on hit, 10000 on block
2D
400, 520 R 90 77 N - All 1 HBFPr 19 11(15)12 46T - 12, 10 12 16 14 26 -
  • Guaranteed execution
  • Fills curse gauge - 10000x2 on hit, 5000x2 on block
6D Headbutt
560 R 90 89 N 2 HL 3 B 14 16 48T -18 19 F40 F68 40 68 -
  • If used again, old projectile dissapears on F14
6D Bell Bug
880 R 85 89 N - HA 3 HBFPr 38 until ground - - 16 17 22 D30 D52 -
  • Fills curse gauge - 20000 on hit, 10000 on block
j.D
500 R 90 79 N 2 All 3 HBFPr 34 3 until landing + 7L - 16 F35 F60 35 60 -
  • Hitbox disappears if Arakune is hit before landing
  • Location depends on directional input
  • Fills curse gauge - 20000 on hit, 10000 on block
A Bug
220 - 75 90 N - All 4 HBFPr 1 until ground + 55 - - 18 19 24 24 42 -
  • Disappears if Arakune is hit
  • Uses 3000 curse
B Bug
200x3 - 75 85 (once) N - All 3 HBFPr 7 until ground - - 16 F36 F61 36 61 -
  • Dissappears if Arakune is hit.
  • Uses 2000 curse
C Bug
650 - 70 95 N - All 4 HBFPr 40 24 - - 18 S29 S58 19 34 -
  • Disappears if Arakune is hit
  • Uses 5000 curse
  • 41F hitstop
D Bug
150xN, 500 - 70 90 (once) N - All, HL 3 HBFPr 1 until ground (33) until off screen - - 16xN, 16 D40xN, F50 D68xN, F84 D40xN, F50 D68xN, F84 -
  • Dissapears if Arakune is hit
  • Uses 12000 curse
  • 120% bonus proration on rising hit

Throws

Throw/Back Throw
1400 --, SOR 100 100, 60 S - T(90) 0, 2 T 7 3 19 - - --, F50 - - - -
  • 100% minimum damage
Air Throw
1400 --, SOR 100 100, 60 S - T(120) 0, 4 T 7 3 15+3L - - - - --, 100 - -
  • 100% minimum damage

Specials

Equals Zero
236B
- - - - - - - - - - - 30T - - - - - - -
  • Effect ends if a non-Pr attribute from Arakune hits or is blocked, or if Arakune is hit by or blocks an attack.
Zero Vector
j.236d
- - - - - - - - - 33 390 46+11LT - - - - - - -
  • Trajectory is random between 3 types
  • Fills curse gauge by 20000 if touched by opponent
  • Dissapears if Arakune is hit (including throws), 20f after using another Zero Vector, or 16F after a throw from Arakune is teched
  • While a cloud is active, using Zero Vector again will generate a different cloud trajectory
  • Fills heat gauge by 500 if touched by opponent
Y-Two Dash
j.236C
200x8 R 100 90 (once) N 1 HA 3 H 11 3x8 until landing + 11L - - F45 F76 45 76 -
Permutation, N, R
22a/b/c
500 - 100 89 N - All 3 HBFPr 57 until ground 48T - 16 G30 G52 G30 G52 -
  • Button used only affects attack location
  • Start up frames listed are for when opponent in on the ground
  • Fills curse gauge - 20000 on hit, 10000 on block
Permutation, N, R (air)
j.22a/b/c
500 - 100 89 N - All 3 HBFPr 33 until ground 75+7L - 16 G30 G52 G30 G52 -
  • Button used only affects attack location
  • Start up frames listed are at apex of double jump
  • Fills curse gauge - 20000 on hit, 10000 on block
a±b
41236A, j.41236A (during curse)
- - - - - - - - - 31 - 54T - - - - - - -
If P Then Q (A)
214A
- - - - - - - - - - - 48T - - - - - - 1-5T, 29-37T, 38-39 Inv
If P Then Q (B)
214B
- - - - - - - - - - - 48T - - - - - - 1-5T, 6-25 Inv
If P Then Q (C)
214C
- - - - - - - - - - - 85T - - - - - - 7-62 Inv
If P Then Q (A) (air)
j.214A
- - - - - - - - - - - 46T - - - - - - 24-33 Inv
  • Cannot be used after a double jump or airdash
If P Then Q (B) (air)
j.214B
- - - - - - - - - - - 52T - - - - - - 28-39 Inv
  • Cannot be used after a double jump or airdash
If P Then Q (C) (air)
j.214C
- - - - - - - - - - - 56T - - - - - - 28-46 Inv
  • Cannot be used after a double jump or airdash
Wall Teleport
j.44 at wall
- - - - - - - - - - - 47T - - - - - - 25-32 Inv
  • Uses 1 airdash

Distortion Drives

F Inverse body(OD)
236236C
640 R 80 92 N - All 4 B 5+0 107 (160) 33 -121 (-175) 18 F60 F100 60 100 1-12 Inv
  • Active immediately after Super Flash
  • 15% minimum damage
  • 180F heat cooldown
  • Can move horizontally during animation
F Inverse laser (OD)
90x35 (90x53) R 80 99 N - All 4 HBFPr(2) 5+2 3x35 (3x53) - - 18 - - 120 196 -
  • 15% minimum damage
FoG (OD)
j.214214D
350x15 (350x25) R 80 92, 77x13, 10 (90, 77x23, 10) VS - LA 4, 1x13, 4 (4, 1x23, 4) HBFPr(2) 20+4 15 until landin + 32 - 18 19, 12x13, G50 (19, 12x23, G50) 24, 16x13, G84 (24, 16x23, G84) - - 1-26 Inv
  • 10% (5%) minimum damage
  • Last hit fills curse gauge by 60000
  • 180F heat cooldown

Astral Heat

N-Infinity
632146D air OK
death - - - - - All 4 H 5+81 12 25 - 18 - - - - 1-97 Inv
  • 180F heat 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, 6B, 6C 5D, 6D Special, Overdrive, Jump, Rapid, Throw
5B 5A 2B 5C, 2C, 6C, 3C 5D, 2D Special, Overdrive, Jump, Rapid
5C - - 6C 5D, 6D Special, Overdrive, Jump, Rapid
5D - - 3C - Special, Overdrive, Rapid
2A 5A, 2A, 6A 5B 5C, 2C, 6C 2D Special, Overdrive, Rapid
2B - 5B, 2B 2C, 6C 2D Special, Overdrive, Rapid
2C - - - 6D Rapid
2D - - - - Rapid
6A - 2B, 6B 5C 5D, 6D Special, Overdrive, Jump, Rapid
5A > 6B - - - - Special, Overdrive, Jump, Rapid
6B - - - - Special, Overdrive, Jump, Rapid
4B - - - - Special, Overdrive, Jump, Rapid
6C - - - - Rapid
3C - - - - Special, Overdrive, Rapid
Air Revolver Action Table
A B C D Cancels
j.A j.A, j.2A, j.6A j.B, j.2B, j.6B j.C, j.2C, j.6C j.D Special, Overdrive, Jump, Rapid, Throw
j.B j.A - j.C j.D Special, Overdrive, Rapid
j.C j.2A j.2B j.2C - Special, Overdrive, Rapid
j.2A-C j.2A* j.2B* j.2C* - Rapid
j.6A-C - - - - Special, Overdrive, Rapid
j.D - - - - Rapid
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