BBCSE/Hakumen: Difference between revisions

From Dustloop Wiki
(First Part of Progress Made to fix information)
Line 17: Line 17:
'''<big>5A</big>'''
'''<big>5A</big>'''
[[File:haku5A.png|thumb|175px|Quick and safe 5-frame jab that serves as a good poke and anti-air.]]
[[File:haku5A.png|thumb|175px|Quick and safe 5-frame jab that serves as a good poke and anti-air.]]
{{AttackData-BB|400|85|84|HL|1|5|3|6|+3|18|hakumen/5A}}
{{AttackData-BB|400|?|85|84|5|3|6|+3|18|hakumen/5A}}
*Standing hit has hitstun of 14F
*Standing hit has hitstun of 14F
*9F~ can cancel into followup normal (5B)
*9F~ can cancel into followup normal (5B)
Line 26: Line 26:
'''<big>5B</big>'''
'''<big>5B</big>'''
[[File:haku5B.png|thumb|175px|One of Hakumen's best pokes and ideal to end blockstrings with.]]
[[File:haku5B.png|thumb|175px|One of Hakumen's best pokes and ideal to end blockstrings with.]]
{{AttackData-BB|590|90|89|HL|3|10|2|15|±0|17|hakumen/5B}}
{{AttackData-BB|590|73|90|89|10|2|15|±0|17|hakumen/5B}}
*21F~ can cancel into followup normal (5A)
*21F~ can cancel into followup normal (5A)


Line 33: Line 33:
'''<big>5C</big>'''
'''<big>5C</big>'''
[[File:haku5C.png|thumb|175px|This move will make anyone sorry they got hit by it.]]
[[File:haku5C.png|thumb|175px|This move will make anyone sorry they got hit by it.]]
{{AttackData-BB|1110|100|92|HL|4|14|2|20|-3|19|hakumen/5C}}
{{AttackData-BB|1110|137|100|92|14|2|20|-3|19|hakumen/5C}}
*13F-15F can cut projectiles
*13F-15F can cut projectiles
*Air hit prevents quick tech
*Air hit prevents quick tech
Line 41: Line 41:
'''<big>2A</big>'''
'''<big>2A</big>'''
[[File:haku2A.png|thumb|175px|Amazing reach for a 2A.]]
[[File:haku2A.png|thumb|175px|Amazing reach for a 2A.]]
{{AttackData-BB|350|85|84|All|1|7|3|8|+1|14|hakumen/2A}}
{{AttackData-BB|350|?|85|84|7|3|8|+1|14|hakumen/2A}}
*13F~ can cancel into followup normals (5A, 2A, 5B, 2B)
*13F~ can cancel into followup normals (5A, 2A, 5B, 2B)


Line 48: Line 48:
'''<big>2B</big>'''
'''<big>2B</big>'''
[[File:haku2B.png|thumb|175px|Ground approaches, beware.]]
[[File:haku2B.png|thumb|175px|Ground approaches, beware.]]
{{AttackData-BB|450|80|86|L|2|8|2|10|+2|16|hakumen/2B}}
{{AttackData-BB|450|55|80|86|8|2|10|+2|16|hakumen/2B}}
*Standing hit has hitstun of 14F
*Standing hit has hitstun of 14F
*16F~ can cancel into followup normals (5A, 2A)
*16F~ can cancel into followup normals (5A, 2A)
Line 57: Line 57:
'''<big>2C</big>'''
'''<big>2C</big>'''
[[File:haku2C.png|thumb|175px|Covers a lot of space but is extremely unsafe on whiff.]]
[[File:haku2C.png|thumb|175px|Covers a lot of space but is extremely unsafe on whiff.]]
{{AttackData-BB|1050|90|92|HL|4|13|3|33|-17|19|hakumen/2C}}
{{AttackData-BB|1050|?|90|92|13|3|33|-17|19|hakumen/2C}}
*10-18F can cut projectiles
*10-18F can cut projectiles


Line 64: Line 64:
'''<big>6A</big>'''
'''<big>6A</big>'''
[[File:haku6A.png|thumb|175px|Now has its' head invincibility again, making it a great AA.]]
[[File:haku6A.png|thumb|175px|Now has its' head invincibility again, making it a great AA.]]
{{AttackData-BB|620|85|89*|HL|3|16|3|18|±0|27|hakumen/6A}}
{{AttackData-BB|620|77|85|89*|16|3|18|±0|27|hakumen/6A}}
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Line 80: Line 80:
'''<big>6B</big>'''
'''<big>6B</big>'''
[[File:haku6B.png|thumb|175px|Safe overhead useful to discourage holding down-back.]]
[[File:haku6B.png|thumb|175px|Safe overhead useful to discourage holding down-back.]]
{{AttackData-BB|590x2|50|90(once)|H|4|18|2, 3|23|-4|30|hakumen/6B}}
{{AttackData-BB|590x2|73x2|50|90(once)|18|2, 3|23|-4|30|hakumen/6B}}
{|  
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Line 102: Line 102:
! ''Lv. 1 (normal)''
! ''Lv. 1 (normal)''
|-
|-
| {{AttackData-BB|1300|100|92*|HL|4|20|3|25|-6|44|hakumen/6C}}
| {{AttackData-BB|1300|161|100|92*|20|3|25|-6|44|hakumen/6C}}
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Line 117: Line 117:
! ''Lv. 2 (charge)''
! ''Lv. 2 (charge)''
|-
|-
| {{AttackData-BB|1600|100|92*|HL|4|16+8|3|25|-6|44|hakumen/6C}}
| {{AttackData-BB|1600|198|100|92*|16+8|3|25|-6|44|hakumen/6C}}
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Line 133: Line 133:
! ''Lv. 3 (full charge)''
! ''Lv. 3 (full charge)''
|-
|-
|{{AttackData-BB|2000|100|92*|HL|4|50|3|25|-9|70|hakumen/6C}}
|{{AttackData-BB|2000|248|100|92*|50|3|25|-9|70|hakumen/6C}}
{|  
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Line 151: Line 151:
'''<big>3C</big>'''
'''<big>3C</big>'''
[[File:haku3C.png|thumb|175px|Fast low that hits far and is great on CH.]]
[[File:haku3C.png|thumb|175px|Fast low that hits far and is great on CH.]]
{{AttackData-BB|1200|90|88|L|4|9|3|25|-4|36|hakumen/3C}}
{{AttackData-BB|1200|149|90|88|9|3|25|-4|36|hakumen/3C}}
{|  
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Line 171: Line 171:
! ''Lv. 1 (normal)''
! ''Lv. 1 (normal)''
|-
|-
| {{AttackData-BB|700|80|89|HL|3|15|1|26|-10|17|hakumen/4C}}
| {{AttackData-BB|700|86|80|89|15|1|26|-10|17|hakumen/4C}}
*11-15F can cut projectiles (at 13F guard point on sword becomes longer)
*11-15F can cut projectiles (at 13F guard point on sword becomes longer)
*Hitstop 8F
*Hitstop 8F
Line 177: Line 177:
! ''Lv. 2 (full charge)''
! ''Lv. 2 (full charge)''
|-
|-
| {{AttackData-BB|1600|80|89|HL|3|?|1|26|?|?|hakumen/4C}}
| {{AttackData-BB|1600|198|80|89|?|1|26|?|?|hakumen/4C}}
*Air hit causes wall bounce; adds ?F of untech time
*Air hit causes wall bounce; adds ?F of untech time
*Lunges forward during move
*Lunges forward during move
Line 187: Line 187:
'''<big>j.A</big>'''
'''<big>j.A</big>'''
[[File:hakujA.png|thumb|175px|Good, short air-to-air poke.]]
[[File:hakujA.png|thumb|175px|Good, short air-to-air poke.]]
{{AttackData-BB|380|90|84|HA|1|7|3|9|-|18|hakumen/j.A_1}}
{{AttackData-BB|380|39|90|84|7|3|9|-|18|hakumen/j.A_1}}
*13F~ can cancel into followup normals (j.A, j.B)
*13F~ can cancel into followup normals (j.A, j.B)


Line 194: Line 194:
'''<big>j.B</big>'''
'''<big>j.B</big>'''
[[File:hakujB.png|thumb|175px|The buffed untechable time (especially on CH) makes this one of Haku's best moves. ]]
[[File:hakujB.png|thumb|175px|The buffed untechable time (especially on CH) makes this one of Haku's best moves. ]]
{{AttackData-BB|590|90|89|HA|3|8|3|20|-|?|hakumen/j.B}}
{{AttackData-BB|590|73|90|89|8|3|20|-|?|hakumen/j.B}}


<br clear="all"/>
<br clear="all"/>
Line 200: Line 200:
'''<big>j.C</big>'''
'''<big>j.C</big>'''
[[File:hakujC.png|thumb|175px|Nearly unmatched horizontal reach makes this great for zoning opponents out.]]
[[File:hakujC.png|thumb|175px|Nearly unmatched horizontal reach makes this great for zoning opponents out.]]
{{AttackData-BB|900|90|89|HA|3|12|2|32|-|33|hakumen/j.C}}
{{AttackData-BB|900|111|90|89|12|2|32|-|33|hakumen/j.C}}
{|  
{|  
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Line 214: Line 214:
'''<big>j.2A</big>'''
'''<big>j.2A</big>'''
[[File:hakuj2A.png|thumb|175px|j.2A Description]]
[[File:hakuj2A.png|thumb|175px|j.2A Description]]
{{AttackData-BB|980|80|75|HA|4|11|2|15|-|40|hakumen/j.2A}}
{{AttackData-BB|980|121|80|75|11|2|15|-|40|hakumen/j.2A}}
*5-18F can cut projectiles
*5-18F can cut projectiles
*Self-float on hit/guard
*Self-float on hit/guard
Line 221: Line 221:
----'''<big>j.2C</big>'''
----'''<big>j.2C</big>'''
[[File:hakuj2C.png|thumb|175px|j.2C Description]]
[[File:hakuj2C.png|thumb|175px|j.2C Description]]
{{AttackData-BB|1000|P1|P2|HA|4|16|4|30|-|19|hakumen/j.2C}}
{{AttackData-BB|1000|124|90|92|16|4|30|-|19|hakumen/j.2C}}
*14-19F can cut projectiles
*14-19F can cut projectiles


Line 253: Line 253:
! ''(attack)''
! ''(attack)''
|-
|-
| {{AttackData-BB|0, 1400|100|100, 50|Unblockable|0, 4|4|10|6|-|12, 42|hakumen/5D_2}}
| {{AttackData-BB|0, 1400|(0, 322)*|100|100, 50|4|10|6|-|12, 42|hakumen/5D_2}}
*Invincible during move
*Invincible during move
*2nd hit cause knockdown
*2nd hit cause knockdown
Line 279: Line 279:
! ''(attack)''
! ''(attack)''
|-
|-
| {{AttackData-BB|0, 1100|100|100, 45|Unblockable|0, 4|7|10|15|-|12, 50|hakumen/2D_2}}
| {{AttackData-BB|0, 1100|(0, 253)*|100|100, 45|7|10|15|-|12, 50|hakumen/2D_2}}
*Invincible during move
*Invincible during move
*2nd hit cause ground bounce
*2nd hit cause ground bounce
Line 304: Line 304:
! ''(attack)''
! ''(attack)''
|-
|-
| {{AttackData-BB|0, 1400|100|100, 45|Unblockable|0, 4|4|10|10|-|12, 83|hakumen/6D_2}}
| {{AttackData-BB|0, 1400|(0, 322)*|100|100, 45|4|10|10|-|12, 83|hakumen/6D_2}}
*Invincible during move
*Invincible during move
*2nd hit cause spin of 81F
*2nd hit cause spin of 81F
Line 329: Line 329:
! ''(attack)''
! ''(attack)''
|-
|-
| {{AttackData-BB|0, 2000|100|100, 45|Unblockable|0, 4|4|10|6|-|12, 83|hakumen/j.D_2}}
| {{AttackData-BB|0, 2000|(0, ?)*|100|100, 45|4|10|6|-|12, 83|hakumen/j.D_2}}
*Invincible during move
*Invincible during move
*2nd hit cause float
*2nd hit cause float
Line 343: Line 343:
'''<big>Forward Throw</big>'''
'''<big>Forward Throw</big>'''
[[File:hakufrontthrow.png|thumb|175px|Forward Throw Description]]
[[File:hakufrontthrow.png|thumb|175px|Forward Throw Description]]
{{AttackData-BB|0, 1600|90, 100|100, 55|-|0, 4|7|3|21|-|12, 60|hakumen/groundThrow}}
{{AttackData-BB|0, 1600|0, 198|90, 100|100, 55|7|3|21|-|12, 60|hakumen/groundThrow}}
*2nd hit cause slide and wall bounce, which adds 60F of untech time
*2nd hit cause slide and wall bounce, which adds 60F of untech time
*100% minimum damage
*100% minimum damage
Line 351: Line 351:
'''<big>Back Throw</big>'''
'''<big>Back Throw</big>'''
[[File:hakubackthrow.png|thumb|175px|Back Throw Description]]
[[File:hakubackthrow.png|thumb|175px|Back Throw Description]]
{{AttackData-BB|0, 800x2|90, 100x2|100, 110, 50|-|0, 2, 4|7|3|21|-|12, 60x2|hakumen/groundThrow}}
{{AttackData-BB|0, 800x2|0, 99x2|90, 100x2|100, 110, 50|7|3|21|-|12, 60x2|hakumen/groundThrow}}
*2nd hit cause float
*2nd hit cause float
*3rd hit cause wall bounce; adds 60F of untech time
*3rd hit cause wall bounce; adds 60F of untech time
Line 360: Line 360:
'''<big>Air Throw</big>'''
'''<big>Air Throw</big>'''
[[File:hakuairthrow.png|thumb|175px|Air Throw Description]]
[[File:hakuairthrow.png|thumb|175px|Air Throw Description]]
{{AttackData-BB|0x2, 1500|100|100x2, 55|-|0, 1, 4|7|3|15|-|12, 70x2|hakumen/airThrow}}
{{AttackData-BB|0x2, 1500|0x2, 186|100|100x2, 55|7|3|15|-|12, 70x2|hakumen/airThrow}}
{|  
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Revision as of 21:54, 11 January 2012

Overview

Hakumen is one of the Six Heroes who wields the Nox Nyctores, Ookami. He is a playable character in Calamity Trigger and Continuum Shift.

Health: 12,000
Guard Primers: 5
Play-style: Footies, Situational (Meter-Dependent)
Movement Options: 1 Double Jump/Airdash, Hop-Dash, Command Dash

Drive: Zanshin

Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with an unblockable, invincible counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either sides of Hakumen, allowing him to catch any cross-ups. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings.

Move List

External Link: Complete Frame Data

Normal Moves

5A

Quick and safe 5-frame jab that serves as a good poke and anti-air.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
?
85
84
5
3
6
+3
Click!
  • Standing hit has hitstun of 14F
  • 9F~ can cancel into followup normal (5B)
  • Bend back on hit



5B

One of Hakumen's best pokes and ideal to end blockstrings with.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
73
90
89
10
2
15
±0
Click!
  • 21F~ can cancel into followup normal (5A)



5C

This move will make anyone sorry they got hit by it.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1110
137
100
92
14
2
20
-3
Click!
  • 13F-15F can cut projectiles
  • Air hit prevents quick tech



2A

Amazing reach for a 2A.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350
?
85
84
7
3
8
+1
Click!
  • 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)



2B

Ground approaches, beware.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450
55
80
86
8
2
10
+2
Click!
  • Standing hit has hitstun of 14F
  • 16F~ can cancel into followup normals (5A, 2A)
  • Opponent is bent back on hit



2C

Covers a lot of space but is extremely unsafe on whiff.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1050
?
90
92
13
3
33
-17
Click!
  • 10-18F can cut projectiles



6A

Now has its' head invincibility again, making it a great AA.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
77
85
89*
16
3
18
±0
Click!
  • Has blow-away effect
  • Wall bounces on air hit in corner
  • Has 10% repeat proration
  • Has head invincibility from 6F-?F
  • Wall bounce adds ?F of untech time
  • Guard has guard recovery of 20F



6B

Safe overhead useful to discourage holding down-back.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590x2
73x2
50
90(once)
18
2, 3
23
-4
Click!
  • 1-22F low invulnerable
  • First hit bounces on air hit
  • Second hit bounces
  • Second hit breaks 1 Guard Primer
  • Ground guard has 21F guard recovery
  • Hitstop of 8F



6C

Great on opponent's wake-up to catch rolls and break primers.
6C
Lv. 1 (normal)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300
161
100
92*
20
3
25
-6
Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • 18-22F can cut projectiles
  • Standing hit has hit-stun of 32F
  • When guarded, Hakumen has hitstop of 14F/opponent has 17F
  • Has 10% repeat proration
Lv. 2 (charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1600
198
100
92*
16+8
3
25
-6
Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • 6-10F after release can cut projectiles
  • Standing hit has hit-stun of 32F
  • When guarded, Hakumen has hitstop of 14F/opponent has 17F
  • Has 10% repeat proration
  • Maximum charge is 43F
Lv. 3 (full charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2000
248
100
92*
50
3
25
-9
Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • 48-52F can cut projectiles
  • Standing hit has stagger of 60F
  • Fatal possible
  • Has 10% repeat proration



3C

Fast low that hits far and is great on CH.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
149
90
88
9
3
25
-4
Click!
  • 8-15F can cut projectiles
  • Downs on hit
  • Cannot Quick Tech on ground hit
  • Opponent's hitstop 19F when blocking



4C

Longest reaching poke in the arsenal, but is EXTREMELY punishable on whiff.
4C
Lv. 1 (normal)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
86
80
89
15
1
26
-10
Click!
  • 11-15F can cut projectiles (at 13F guard point on sword becomes longer)
  • Hitstop 8F
Lv. 2 (full charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1600
198
80
89
?
1
26
?
Click!
  • Air hit causes wall bounce; adds ?F of untech time
  • Lunges forward during move
  • Causes stagger of ?F



j.A

Good, short air-to-air poke.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
380
39
90
84
7
3
9
-
Click!
  • 13F~ can cancel into followup normals (j.A, j.B)



j.B

The buffed untechable time (especially on CH) makes this one of Haku's best moves.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
73
90
89
8
3
20
-
Click!



j.C

Nearly unmatched horizontal reach makes this great for zoning opponents out.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900
111
90
89
12
2
32
-
Click!
  • 10-19F can cut projectiles
  • Has blow-away effect
  • Hitstop 12F
  • Has a 3F recovery after landing



j.2A

j.2A Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980
121
80
75
11
2
15
-
Click!
  • 5-18F can cut projectiles
  • Self-float on hit/guard



j.2C

j.2C Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
124
90
92
16
4
30
-
Click!
  • 14-19F can cut projectiles



Counter Assault

A quicker and invincible version of his 6A.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0
0
50
92
11
3
30
-14
Click!
  • 1-20F invincible
  • Has blow-away effect
  • Cooldown 180F




Drive Moves

5D

5D Description
5D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
5
16
13
Click!
  • 5-20F catch High/Mid attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
(0, 322)*
100
100, 50
4
10
6
-
42.html Click!
  • Invincible during move
  • 2nd hit cause knockdown
  • Cannot quick tech
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama



2D

2D Description
2D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
1
8
34
Click!
  • 1-8F catch Mid/Low attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1100
(0, 253)*
100
100, 45
7
10
15
-
50.html Click!
  • Invincible during move
  • 2nd hit cause ground bounce
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama



6D

6D Description
6D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
1
9
26
Click!
  • 1-9F catch High/Mid attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
(0, 322)*
100
100, 45
4
10
10
-
83.html Click!
  • Invincible during move
  • 2nd hit cause spin of 81F
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama



j.D

j.D Description
j.D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
1
7
12 after landing
Click!
  • 1-7F catch High attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 2000
(0, ?)*
100
100, 45
4
10
6
-
83.html Click!
  • Invincible during move
  • 2nd hit cause float
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama




Throws

Forward Throw

Forward Throw Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1600
0, 198
90, 100
100, 55
7
3
21
-
60.html Click!
  • 2nd hit cause slide and wall bounce, which adds 60F of untech time
  • 100% minimum damage



Back Throw

File:Hakubackthrow.png
Back Throw Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 800x2
0, 99x2
90, 100x2
100, 110, 50
7
3
21
-
60x2.html Click!
  • 2nd hit cause float
  • 3rd hit cause wall bounce; adds 60F of untech time
  • 100% minimum damage



Air Throw

Air Throw Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x2, 1500
0x2, 186
100
100x2, 55
7
3
15
-
70x2.html Click!
  • 3rd hit cause knockdown
  • Cannot quick tech
  • 100% minimum damage
  • Hitstop 0
  • Vertical range 60-280




Special Moves

Gurren (214A)

Gurren Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
100
89*
All
4
14
3
15
Click!
  • Requires 1 magatama
  • Has 10% repeat proration
  • Ground hit has hitstun of 27F
  • Air hit causes wall bounce
  • Bend back on hit



Kishuu (623A)

Kishuu Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
-
-
17 total
Click!
  • Requires 1 magatama
  • Has head invincibility during move
  • Has body/projectile invincibility 5-?F
  • 10-15F can cancel into follow-up



Enma (A during Kishuu)

Enma Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
860
P1
P2
Guard
4
9+6
7
31
Click!
  • Requires 1 magatama
  • 1-8F above waist invincibility
  • Hit cause float
  • Last 4F of active frames extends higher up



Renka (236B)

Renka Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
830, 860
90
100, 55*
L, HL
4
9
3(15)3
15
Click!
  • Requires 2 magatama
  • 1st hit causes down state
  • 1st hit has bonus 120% proration
  • Cannot quick tech
  • 2nd hit causes wall bounce; adds 40F of untech time
  • Has 10% repeat proration
  • CH continuation
  • Heat Gauge Cooldown 90F



Zantetsu (41236C)

Zantetsu Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2430, 550
90
80, 94
HA, LA
4
21
3(14)3
18
Click!
  • Requires 3 magatama
  • 21-23F/ 38-40F can cut projectiles
  • 1st hit air hit cause grounding
  • 2nd hit cause knockdown
  • Cannot quick tech
  • Breaks 1 Guard Primer
  • CH continuation
  • Heat Gauge Cooldown 90F (none on whiff)



Hotaru (j.214B)

Hotaru Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1500
70
92*
HL
3
11
2
23
Click!
  • Requires 2 magatama
  • 1-14F invincible
  • Hit causes float
  • Wall bounces near corner; adds 100F of untech time
  • Has 10% repeat proration
  • Fatal possible
  • Hit/block resets 1 jump; can only be used once per jump off ground
  • Heat Gauge Cooldown 90F (none on whiff)



Tsubaki (j.214C)

Tsubaki Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2200
70
90*
HA
4
15
3
22
Click!
  • Requires 3 magatama
  • Hit cause slide
  • Breaks 1 Guard Primer
  • Has Bonus 120% proration
  • Hitstop 10F
  • Heat Gauge Cooldown 90F (none on whiff)




Distortion Drives

Shippu (632146C)

Shippu Description
Shippu
(sword)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
4000[5500]
100
60
All[Unblockable]
Lvl
3+7[3+78]
4
?
Click!
  • Requires 4 magatama
  • Values in [ ] are when Shippu is fully charged
  • 1- 4F after super flash is invincible
  • Breaks 2 Guard Primers
  • 25% minimum damage (1000)
  • Hitstop 25F
  • Startup 14F after button release when charging
  • Maximum charge is 80F
  • Heat Gauge Cooldown 90F
(wave)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2500
100
80
All
0
3+11
-
-
Click!
  • Hit causes float
  • 25% minimum damage (625)
  • Goes through projectiles
  • If sword hits or is blocked, then projectile active frames are removed
  • Lv. 3 Projectile



Yukikaze (236236D)

Yukikaze Description
Yukikaze
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
1
27
17
Click!
  • Requires 4 magatama
  • 1- 27F after super flash catch all blockable moves
  • Hakumen's hitstop 4F/Opponent's 60F on catch
  • Attack starts after hitstop
  • Heat Gauge Cooldown 90F
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
3800
100
30
Unblockable
4
56
15
39
Click!
  • Hit causes float
  • Fatal possible
  • 20% minimum damage (760)
  • Hitstop 30F



Mugen (214214B)

Mugen Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
-
-
26+23 total
Click!
  • Requires 8 magatama
  • Character Combo Rate 30%
  • Maximum Duration 1079F
  • 1-26F is invincible
  • After using 9 magatama, meter reduction speed 3x
  • Auto heat gain stops for 600F after use
  • Damage during Mugen: 1.2x (doesn't affect tech time)
  • Shippu has 100% guaranteed damage while Mugen is active
  • No primer breaking, Rapid Cancels, or Counter Assaults during Mugen
  • Mugen immediately ends Shippu or Yukikaze hit the opponent




Astral Heat

Akumetsu ([2]8D)

Akumetsu Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
death
-
-
Unblockable
0
1+0
20
Click!
  • Catches everything except projectiles
  • Attack starts after 229F
  • Heat Gauge Cooldown 180F


Strategy

Offense

Defense

Combos

Combo Notation Guide:
  • AD/IAD: Air Dash / Instant Air Dash
  • JC/SJC: Jump Cancel / Super Jump Cancel
  • AA: Anti-Air (hit)
  • CH: Counter Hit
  • FC: Fatal Counter
  • (#): Magatama Needed
  • [ # / # ]: Damage / Magatama Gained

Midscreen

Corner

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B*, 6B - Yes Special, Jump, Throw
5B 5A*, 2A* 6B - Yes Special, Jump
5C - - - - Special
2A 5A*, 2A* 5B*, 2B* - Yes Special, Throw
2B 5A*, 2A* - - Yes Special
2C - - - - Special, Jump
6A - 6B - Yes -
6B - - - Yes -
6C - - - - Super
3C - - - - -
4C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A* j.B* - - Special, Jump
j.B j.2A* - - - Special, Jump
j.C - - - - Special
j.2C - - - - Special
*Delayed cancel; see move notes for exact timing.
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc