BBCS/Hakumen/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A cSJR 180 80 95 All 1 HB 5 3 6 +6 9 15 -
  • standing hit has hitstun of 14F
  • ground guard has guard recovery of 14F
5B SJR 620 90 92 All 3 HB 10 2 15 +0 15 17 -
5C SR 1110 85 92 All 4 HBF 14 2 20 -3 27 19 -
  • 13-15F can cut projectile
  • air hit prevents quick tech
2A cSR 160 80 90 All 1 F 6 3 8 +1 11 12 -
2B SR 600 80 88 L 2 F 9 2 10 +2 14 16 -
  • 17F~ can cancel into 2A
2C SJhR 1030 80 87 HLB 4 HBF 13 3 36 -18 33 19 -
  • 13-18F can cut projectile
6A R 620 85 85 HLB 3 HB 16 3 18 +5 27 27 -
  • ground hit has stagger for 31F. ground guard has 22F guard recovery
6B none 290x2 100 90 H 4 BF 18 2,3 23 -4 35 30 -
  • first hit bounce on air hit
  • second hit bounce
  • break 1 primer
  • ground guard has 21F guard recovery
  • P2 carries once
6C DR 1440 100 92 All 4 HB 20 3 25 -6 41 34 -
  • 16-22F can cut projectile
  • standing hit has hit stun of 32F
  • break 1 primer
  • when guarded hakumen has hitstop of 14F/opponent has 17F
  • charge time is 12-37F
  • 38F is max charge.
6C(charge) DR 1740 100 92 All 4 HB 14 from release 3 25 -6 35 from release 34 -
  • after release
  • 10-16F can cut projectile
  • standing hit stun of 32F
  • break 1 primer
  • when guarded hakumen has histop of 14F/opponent has 17F
6C(full charge) DR 2140 100 92 All 4 HB 50 3 25 -9 71 70 -
  • 46-52F can cut projectile
  • standing hit has stagger of 59F
  • air hit has float effect
  • fatal possible
  • break 1 primer
4C R 600 60 89 All 3 HB 15 1 21 -5 entire move 17 -
  • 11-15F can cut projectile (at 13F guard point on sword becomes longer)
  • ground counter hit has stagger of 45F
3C R 1200 100 60 L 4 F 9 3 25 -9 24 36 -
  • 8-15F can cut projectile
  • downs on hit
  • cannot quick tech on ground hit
  • has 37F of follow-up window.
jA cSR 220 80 85 H 1 H 7 3 9 - 12 16 -
  • 13F- can cancel into jA/jB
jB SJR 590 90 89 H 3 H 10 3 20 - 24 17 -
jC SR 980 80 70 H 4 H 11 2 26 - 29 38 -
  • 9-17F can cut projectile
  • has blow-away effect
j2A SR 980 80 75 H 4 H 11 2 15 - 18 35 -
  • 5-18F can cut projectile
  • has blow-away effect
  • self-float on hit/guard
j2C SR 1070 85 87 H 4 H 16 4 30 - 25 19 -
  • 14-19F can cut projectile
Forward throw SR 0,1600 100 100,60 120000 0,4 ground throw 7 3 21 - during move 40 -
  • second hit has blow-away effect
  • 100% guaranteed dmg
Backward throw Rx2 0,500,1300 100 100,66,100 120000 0,2,4 ground throw 7 3 21 - during move 60,60 -
  • 2nd hit cause float
  • 3rd hit cause wall bounce
  • 100% guaranteed dmg
  • second hit hitstop 0F
  • 3rd hit 12F.
Air throw S, Rx2 0,0,1500 100 100,84,60 90000 0,1,4 air throw 7 3 15 - during move 60,60 -
  • 2nd hit has draw in
  • 3rd hit knockdown
  • cannot quick tech
  • 100% guaranteed dmg
  • hitstop 0
Counter Assault(catch) - - - - - - - 1 20 10 - during move - -
  • 1-20F can catch high/mid hits
  • hakumen hitstop 15F/opponent 18F on catch
Counter Assault(attack) S, R 0 70 100,92 800000 0,4 throw 4 10 10 - - - -
  • invincible during move,2nd hit cause spin of 80F
  • hitstop 0

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D(catch) - - - - - - - 7 20 12 - during move - -
  • 7-26F catch high/mid
  • hakumen hitstop 15F/opponent 18F on catch
2D(catch) - - - - - - - 1 7 32 - during move - -
  • 1-7F catches mid/low
  • hakumen hitstop 15F/opponent 18F on catch
6D(catch) - - - - - - - 1 7 28 - during move - -
  • 1-7F catch high/mid
  • hakumen hitstop 15F/opponent 18F on catch
jD(catch) - - - - - - - 1 9 11F after landing - till landing - -
  • 1-9F catch high/mid
  • hakumen hitstop 15F/opponent 30F on catch
5D(attack) R 0,1700 100 100,77 800000 0,4 Throw 4 10 6 - - 42 -
  • invincible during move
  • 2nd hit cause knockdown
  • cannot quick tech
  • after 27F(7F after neutral) can follow-up
  • 100% guaranteed dmg
  • hitstop 0
2D(attack) SR 0,1020 100 100,60 800000 0,4 Throw 7 10 15 - - 42 -
  • invincible during move
  • 2nd hit cause ground bounce
  • 100% guaranteed dmg
  • hitstop 0
6D(attack) SR 0 100 100,70 800000 0,4 Throw 4 10 10 - - - -
  • Invincible during move
  • 2nd hit cause spin of 80F
  • 100% guaranteed dmg
  • hitstop 0
jD(attack) SR 0,1610 100 100,60 800000 0,4 Throw 4 10 6 - - 63 -
  • Invincible during move
  • 2nd hit cause float/draw-in
  • 100% guaranteed dmg
  • landing recovery of 11F

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Gurren
214A
SR 560 100 89 All 4 H
  • B
14 3 19 -3 23 60 -
  • Ground hit has hitstun of 25F
  • air hit has wall bounce
  • requires a magatama
Renka
214B
SR 830,860 90 100,75 L
  • All || 4 || F
  • HB
9 3(15)3 15 +1 35 50,34 -
  • First hit cause float
  • second hit cause blow away
  • first hit has bonus 120% proration/90% during mugen
  • requires 2 magatamas
  • auto gain stops for 120F after use
Zantetsu
41236C
SR 2430,550 90 80,94 H
  • L || 4 || HB
  • F
21 3(14)3 18 -2 48 19,30 -
  • 21-23F/ 38-40F can cut projectile
  • first hit air hit cause grounding
  • 2nd hit cause knockdown
  • cannot quick tech
  • has 39F to follow-up
  • durign mugen second hit can be quick teched
  • breaks 1 primer
  • requires 3 magatamas
  • auto gain stops for 120F after use
Kishuu
623A
- - - - - - - - - Total 25F - 19 - -
  • Has above waist invincibility during move
  • 12-16F can cancel into follow-up
  • requires 1 magatama
Enma
During Kishuu
  • A
SJR 860 90 85 All 4 HB 6 7 31 -19 37 42 -
  • 1-8F above waist invincibility
  • hit cause float
  • last 4F of active frame (9-12F) extends higher up
  • requires 1 magatama
Hotaru
j.214B
SJR 1250 90 92 HB 3 H 11 2 23 -3 24 44 -
  • 1-14F invincible
  • hit cause float
  • fatal possible
  • breaks 1 primer
  • can be used once per jump off ground
  • hit/block resets 1 jump
  • advantage value is off jump Hotaru
  • dash Hotaru advantage at 6F or 12F (fastest or slowest hotaru) is +7F,7F or 11F for +1F, and 8-10F for 0
  • requires 2 magatamas
  • auto gain stops for 120F after use
Tsubaki
j.214C
SR 2200 85 90 H 4 HB 15 3 22 +3 21 38 -
  • 15-17F can cut projectile
  • hit causes grounding
  • cannot quick tech
  • 36F of follow-up window
  • breaks 1 primer
  • advantage is off jump Tsubaki
  • dash Tsubaki at 6F or 12F provides +6F, at 7-11F provides +5F
  • requires 3 magatamas
  • auto gain stops for 120F after use
Barrier
-
- 800 85 89 All 3 HBP - 183 40 - - - -
  • created when Hakumen cuts a projectile
  • hit causes float
  • when Barrier touches projectile active frame gets extended by 183F
  • if Hakumen cuts another projectile with Barrier out, first Barrier disappears

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Shippu (sword)
632146C
SR 4000(5500) 100 60 All(unblockable) 4 HBF 3+22(3+91-93) 4 50 -35 52(123) 50 -
  • Parenthesis show values at full charge. 1- 4F after super flash is invincible
  • sword can cut projectile during active frame
  • hit cause blow-away
  • breaks 2 primers
  • 20% damage guaranteed(800{1100})
  • hitstop of 25F
  • 14F after button release
  • above 80F is max charge
  • requires 4 magatamas
  • auto gain stops for 120F after use
Shippu(shockwave)
-
SR 1500 100 80 All 0 FP 3+25 - - - - 50 -
  • hit cause blow-away
  • 20% guaranteed dmg(300)
  • guaranteed active frame
  • goes through projectiles
  • hitstop of 12F
  • if sword hit/block then projectile active frame is removed
Yukikaze(catch)
236236D
- - - - - - - 1+0 13 18 - during move - -
  • 1- 12F after super flash catch all blockable move
  • hakumen hitstop 15F/opponent 73F
  • opponent has no hitstop if projectile is caught
  • requires 4 magatamas
  • auto gain stops for 120F after use
Yukikaze(attack)
-
SR 3800 100 40 Unblockable 4 HBF 57 15 39 - - 60 -
  • 1-87F invincible
  • hit cause float
  • fatal possible
  • 20% guaranteed dmg (760)
  • hitstop of 30F
  • super yukikaze has start-up of 35F
Mugen
214214B
- - - - - - - 26+0 - 22 - during move - -
  • 1-super flash is invincible
  • dmg is 1.2x during mugen (but value does not effect tech time calculation). Lasts for 719F

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Akumetsu
[2]8D
- Death - - - - - 1+0 20 16 - during move - -
  • Catches everything except projectiiles.

Revolver Action

Ground Revolver Action Table
A B C D Cancels
5A 6A 6B - 5D, 2D, 6D Jump, Throw, Special
2A 6A - - 5D, 2D, 6D Throw, Special
6A - 6B - 5D, 2D, 6D Special
5B - - - 5D, 2D, 6D Jump, Special
2B - - - 5D, 2D, 6D Special
6B - - - 5D, 2D, 6D -
5C - - - - Special
2C - - - - Special
6C - - - - Super
4C - - - - -
5D - - - - Special
2D - - - - Special
6D - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A - - - j.D Special
j.2A - - - - Special
j.B - - - j.D Jump, Special
j.C - - - - Special
j.2C - - - - Special
j.D - - - - Special
Red = On Hit only
Special = Specials and Supers
Super = Supers only


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