BBCT/Hakumen/Frame Data

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< BBCT‎ | Hakumen
 Hakumen

Glossary

How do I read frame data?


System Data

name health prejump backdash forwarddash Unique Movement Options
Hakumen 12,000 4F 15F (1~4F Inv Throw, 5~9 airborne) 16F (5~11 airborne)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 180 5 3 6 +3 HB 80 95 800 400 SJR 1
5B 620 10 2 15 0 HB 90 92 200 1100 SJR 3
5C 1110 14 2 27 -12 HBF 85 89 200 1100 SR 3
6A 620 HL 11 3 18 +2 HB 3~13 H 85 75 200 1100 SR 3
6B 930 LA 13 3 23 -9 F 4~15 F 80 80 200 1100 SR 3
6C 1640 ALL 17 3 30 -14 HB 100 92 100 1400 DR 4
2A 160 ALL 6 3 8 +1 F 80 90 800 400 SR 1
2B 600 LA 9 2 10 +2 F 80 88 400 800 SR 2
2C 1030 HL 13 3 34 -18 HBF 80 87 100 1400 S(J)R 4
j.A 220 HA 7 3 9 H 80 85 1000 400 SR 1
j.B 590 HA 10 3 20 H 90 89 200 1100 SJR 3
j.C 1070 HA 14 4 30 H 85 87 100 1400 SR 4
3C 1200 LA 9 3 32 -16 F 100 60 1000 1400 R 4
j.2C 980 HA 11 2 15 H 80 75 100 1400 SR 4

Drive Moves

Notes
  • Max freeze effect is 120F (with hit stop). Every left/right motion the opponent inputs reduces by 5 frames (however, no lower than the minimum amount listed on the move)
  • Can't freeze more times in a row than the max amount listed for that move. Format (max amount of freezes, minimum freeze length)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 7 12 20 7~19 Guard HBFP
5D Attack 0, 1700 Throw (800) 4 10 6 HB 1~End All 100 100,77 3000,100 -,SR 0,4
6D 1 7 29 1~7 Guard HBFP
6D Attack 0,0 4 10 10 HB 1~End All 80 100,80 1000,100 -,SR 0,4
2D 1 7 33 1~7 Guard HBFP
2D Attack 0, 1020 7 10 15 HB 1~End All 100 100,77 3000,100 -,SR 0,4
j.D 1 9 Landing11 1~9 Guard HBFP
j.D Attack 0, 1610 4 10 6 HB 1~End All 100 100,80 3000,100 -,SR 0,4

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
6A+B while blocking Counter Assault 1 20 10 1~20 Guard HBFP
6A+B while blocking Attack Counter Assault (Attack) 0 4 10 10 HB 1~End All 70 100,92 3000,100 -, SR 0,4
5B+C Forward Throw 0, 2100 Throw (120) 7 3 21 100 100,60 3000,100 SR 0,4
4B+C Back Throw 0, 0, 1800 120000 7 3 21 100 100, 86, 60 3000, 400, 100 SR 0,2,4
j.B+C Air Throw 0, 0, 2000 90000 7 3 15 100 100, 84, 60 3000, 1000,100 SR 0,1,4
44 Backdash 27 S

Specials

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Gurren 560 ALL 14 3 19 -3 HB 100 89 100 1400 SR 4
214B Renka 830,860 LA, ALL 9 3(15)3 15 +1 F, HB 90 120,75 100 1400×2 SR 4
41236C Zantetsu 1830,1530 HA, LA 21 3(14)3 18 -2 HB, F 90 94,80 100 1400×2 SR 4
623A Kishuu Duration25 1~25 Upper Body
623AA Enma 860 ALL 11+6 7 30 -19 HB 1~8 Upper Body 90 85 100 1400 SJR 4
j.214B Hotaru 1250 HL 11 2 23 H 1~14 All 90 92 200 1100 SJR 3
j.214C Tsubaki 2200 HA 15 3 22 HB 80 90 100 1400 SR 4

Distortion Drives

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Shippu 4000,1500 ALL 3+22 4 + Duration78 -35 HBF, P 1~7 All 100 60,80 100, 3000 1400, 200 SR 4,0
236236D Yukikaze 1+0 13 Duration31 1~12 Guard HBP
236236D Attack Yukikaze (Attack) 3800 57 15 39 HBF 1~101 All 100 40 100 SR 4
214214B Mugen 26+22 720 Duration48 1~26 All

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Hakumen 5A.pngGuardStartup5Recovery6Advantage+3 - - - - Jump, Special/Super
5BBBCS Hakumen 5B.pngGuardStartup10Recovery15Advantage0 - - - - Jump, Special/Super
5CBBCS Hakumen 5C.pngGuardStartup14Recovery27Advantage-12 - - - - Special/Super
2ABBCS Hakumen 2A.pngGuardALLStartup6Recovery8Advantage+1 - - - - Special/Super
2BBBCS Hakumen 2B.pngGuardLAStartup9Recovery10Advantage+2 - - - - Special/Super
2CBBCS Hakumen 2C.pngGuardHLStartup13Recovery34Advantage-18 - - - - Jump[-], Special/Super
6ABBCS Hakumen 6A.pngGuardHLStartup11Recovery18Advantage+2 - 6B - - Special/Super
6BBBCS Hakumen 6B.pngGuardLAStartup13Recovery23Advantage-9 - - - - Special/Super
6CBBCS Hakumen 6C.pngGuardALLStartup17Recovery30Advantage-14 - - - - Special/Super
3CBBCS Hakumen 3C.pngGuardLAStartup9Recovery32Advantage-16 - - - - -
Air Revolver Action Table
A B C D Cancels
j.ABBCS Hakumen jA.pngGuardHAStartup7Recovery9Advantage- - - - - Special/Super
j.BBBCS Hakumen jB.pngGuardHAStartup10Recovery20Advantage- - - - - Jump, Special/Super
j.CBBCS Hakumen j2C.pngGuardHAStartup14Recovery30Advantage- - - - - Special/Super
j.2CBBCS Hakumen j2A.pngGuardHAStartup11Recovery15Advantage- - - - - Special/Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

 Hakumen
To edit frame data, edit values in BBCT/Hakumen/Data.