BBCS/Hazama/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 250 80 82 All 0 HB 5 3 9 -2 10 10 -
  • Can cancel into Drive
5B SJR 400 90 90 All 3 HB 8 3 12 2 13 17 -
5C SJR 280x2 100 89 All 4 HB 10 2,6 22 -9 17 23 -
  • CH Carry
  • Single Prorate
  • Hitstop 5F
2A cSR 150 80 82 All 0 F 6 2 9 -1 10 10 -
  • Can cancel into Drive
2B SR 450 70 80 L 1 F 10 3 22 -13 19 12 -
2C SJR 500 90 89 HL 3 HBF 13 3 25 -11 28 25 -
  • 8-12F Head Attribute Invincible/ Can cancel into Drive
6A DR 600 75 80 H 4 HB 22 3 21 -5 33 19 -
  • 23F Hit stun on ground hit [TN: Forces 'Bend Back'; forces crouch maybe?]
  • Slams Down on Air hit
  • Cannot Emergency Roll
  • Breaks 1 GP
6B DR 600 80 80 L 3 F 25 3 16 -2 34 17 -
  • Breaks 1 GP
6C R 300x3 100 89 All 3 FP 20 7,6,3 T52 0 44 17 -
  • 17-35F Aerial State
  • 48F Stagger on ground hit
  • Causes 19F of blockstun on Standing block. CH Carry
  • Breaks 1 GP
  • Projectiles Disappear on hit/block
  • Listed recovery is total move duration
  • Hitstop 0F
3C SJR 600 85 89 L 4 F 14 4 21 -6 35 40 -
  • Knockdown On Hit
  • 39F Untechable
jA cSJR 180 80 82 H 0 H 7 3 8 - 12 10 -
jB SJR 450 90 86 H 2 H 10 4(2)2 14 - full 16 -
  • Can only hit once
  • 2nd hit hits behind Hazama[TN: check]
jC SJR 600 90 88 H 3 H 10 2 23 - 25 17 -
  • Hitstop 5F
  • From 12F can cancel into followup
jC(2) SJR 300 90 88 H 3 H 7 2 23 - 22 21 -
  • Hitstop 5F
  • From 9F can cancel into followup
jC(3) SJR 300 90 88 H 3 H 7 2 23 - 22 21 -
  • Hitstop 5F
  • From 9F can cancel into followup
jC(4) SJR 300 90 88 H 3 H 11 3 21 - 25 21 -
  • Hitstop 5F
  • From 14F can cancel into followup
jC(5) SJR 700 90 88 H 3 H 9 2 26 - 27 23 -
  • Hitstop 5F
  • Bonus 110% Proration
j2C SJR 500 80 80 HA 4 H 14 3 23 - full 19 -
Forward Throw dSR 800 100 65 80000 4 Ground Throw 7 3 17 - full 34 -
  • Float on Hit
  • Hitstop 3
  • Minimum Damage 100%(800)
  • Can cancel into Drive
Back Throw dSR 800 100 65 80000 0 Ground Throw 7 3 13 - full 48 -
  • Attempted Wallbounce
  • Minimum Damage 100%(800)
  • Can cancel into Drive
Air Throw SR 1000 100 65 90000 4 Air Throw 7 3 12 - full 19 -
  • Slamdown on hit
  • Untechable
  • vertical range 60000-160000
  • Minimum Damage 100%(1000)
  • Can cancel into Drive
Counter Assault R 0 50 82 All 0 HB 11 7 16 -13 17 10 -
  • 1-20F Invincible
  • Launches on hit

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D SDR 500 100,70 84,94 All 1,5 HBP 16 7,26 17 -24 56 12,21 -
  • Chain retracts in 31F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
2D SDR 600 100,70 84,94 All 1,5 HBP 15 2,30 15 - 55 12,21 -
  • Chain retracts in 29F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
6D SDR 600 100,70 84,94 All 1,5 HBP 16 5,31 15 -22 57 12,21 -
  • Chain retracts in 34F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
4D SDR 600 100,70 84,94 All 1,5 HBP 16 3,33 15 -22 57 12,21 -
  • Chain retracts in 34F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
jD SR 500 100,70 84,94 All 1,5 HP 15 6,26 28 - 58 12,21 -
  • Chain retracts in 29F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
j2D SR 400 100,70 84,94 All 1,5 HP 15 6,26 28 - 58 12,21 -
  • Chain retracts in 29F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
j6D SR 400 100,70 84,94 All 1,5 HP 15 6,26 28 - 58 12,21 -
  • Chain retracts in 29F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
j4D SR 400 100,70 84,94 All 1,5 HP 15 6,26 28 - 58 12,21 -
  • Chain retracts in 29F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
j8D SR 600 100,70 84,94 All 1,5 HP 15 6,26 28 - 58 12,21 -
  • Chain retracts in 29F after hit or block. Can only hit once. 1st hit Hitstop 8
  • 2nd hit Hazama's Hitstop 15
  • Opponent's Hitstop 35. On hit or block
  • 35F of recovery; until 8F in CH state. Cancelable into followup 1-18F after hit or block.
A Follow-up - - - - - - - - - - - - - -
  • Recovery and CH values are the same as the D move performed
B Follow-up - - - - - - - - - - - - - -
  • Airborne from 7F (ground version only)
  • 34F onward can cancel into aerial moves
C Follow-up - - - - - - - - - - - - - -
  • Airborne from 5F (ground version only)
  • 29F onward can cancel into aerial moves
D Follow-up - - - - - - - - - - - - - -
  • Airborne from 7F (ground version only)
  • 14F onward can cancel into aerial moves
Ouroboros - - - - - - - - - - - - - -
  • Can have up to 2 Uroboros Stocks.
  • B,C,and D Follow-ups remove 1 Stock. (Cannot use those followups if at 0 stocks)
  • Stocks are replenished to 2 if either Hazama stands on the ground for 120F (cumulative), or the opponent gets hit by or blocks a D move.
  • Hitstop and Super freeze do not contribute to time has to wait for stocks to replenish

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Venom Sword
236D
R 450 100 89 All 3 HBP 15 2 21 +1 35 17 -
  • Air or CH causes Wallbounce
  • 23F of blockstun on Standing block
Serpent's Benediction
214D
- - - - - - - - - 95 - Full - -
  • After 6F, cancelable into followups
  • After 25F cancelable into strong (S) versions
  • Listed recovery is maximum possible duration.
Falling Fang
A during Serpent's Benediction
R 450 60 89 H 3 HB 19 3 10 +2 23 17 -
  • 5-21F Aerial State
  • 14F Guardstun on Standing block.
Falling Fang(S)
A during Serpent's Benediction
R 500 60 92 H 4 HB 19 4 10 +8 24 19 -
  • 1-22F Aerial State
  • 21F Guardstun on Standing block
  • Entire Motion Foot Attribute Invulnerable.
Rising Fang
B during Serpent's Benediction
R 700 60 80 HL 4 HB 7 5 34 -20 37 45 -
  • 1-8F Invincible
  • 3-25F Aerial State
  • Launches on hit.
Rising Fang(S)
B during Serpent's Benediction
R 900 75 90 HL 5 HB 7 5 34 -18 37 52 -
  • 1-8F Invincible
  • 3-25F Aerial State
  • Launches on hit
  • Fatal Counter.
Devouring Fang
C during Serpent's Benediction
R 650 80 80 L 3 F 19 3 17 -3 32 35 -
  • On hit, Float & Vacuum Effect
  • Breaks 1 GP
  • Repeated Use Prorate 40% (Both versions count).
Devouring Fang(S)
C during Serpent's Benediction
R 750 85 86 L 4 F 19 3 17 -1 32 35 -
  • Same as normal version.
Serpent's Haste
D during Serpent's Benediction
- - - - - - - - - 18 - Full - -
  • Listed recovery is for fastest possible Stance Cancel.
Wind Serpent's Fang
j214B
R 400 75 92 All 4 HB 13 3 19F after landing - 31 30 -
  • Slams down on hit
  • Floorbounce on CH
  • Untechable 26F
  • Breaks 1 GP
  • In CH state while falling & during landing recovery.
Bloody Fangs
236C
- 0 100 60 90000 0 Throw 12 2 31 +11 Full - -
  • 6-12F Invincible
  • Listed Frame Advantage is on throw hit.
Hungry Coils
623D
R 0, 2000 70 100 B 4 HBP 13 14 41 -10 Full 19,70 -
  • Listed Frame Advantage is for 1st hit
  • 2nd hit wallbounces
  • hitstop 0
  • Untechable
  • CH Carries
  • Only hits airborne opponents
  • Repeated Use Prorate 40%.

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Serpent's Infernal Rapture
236236B
R 2500 70 94 All 5 HB 6+1 3 52 -34 Full 120 -
  • Fatal Counter
  • Invincible until super flash
  • 10-29F Aerial State
  • High Launch on hit
  • Breaks 1 GP
  • Minimum Damage 20%(500)
  • Hitstop 30
  • On ground hit Frame Advantage +63F (on frame 64 opponent hits ground.)
Eternal Coils of the Dragon Serpent
632146C
R 200,0,500x8,3200 100 82,100,84x9 All 0,2,1x8,4 HBP 2+19 2 54 -46 Full 0,120,100x8,90 -
  • Invincible 15-22F after super flash
  • 1st hit forces standing, levitates opponent, hitstop 0F (opponent's hitstop 90F)
  • 2nd hit lifts and pulls opponent in, hitstop 0F (opponent's hitstop 20F)
  • Hits 3-9 Slamdown, hitstop 1F
  • 10th hit floats, hitstop 1F
  • 11th hit blowback, hitstop 12F
  • Move homes in on opponent's location (cannot hit close opponents)
  • Minimum Damage 20%(40, 100x8, 640)
  • Opponent cannot tech for 18F after last hit.

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Hungry Darkness of 1000 Souls
3632143D or 6321463214D
- Death - - All 5 HBP 1+26 - T:116 -43 - - -
  • Listed recovery is total move duration
  • Invincible up to 90F after super flash
  • Only appears at the tip of the chain? Chains strike 8 times in 4F intervals? [TN: Needs reviewing]

Revolver Action

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D, 6D Jump, Throw, Special
2A 5A, 2A, 6A 5B, 2B 5C, 2C, 6C - Throw, Special
6A - - - - Super
5B 6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special
2B 6A 6B 5C, 2C, 3C - Special
6B - - - - Super
5C - - 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2C - - 3C 5D, 2D, 6D, 4D Jump, Special
6C - - - - -
3C - - - - Special
5D - - - - -
2D - - - - -
6D - - - - -
4D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Jump, Throw, Special
j.B - - j.C - Jump, Special
j.C - - j.C* - Jump, Special
j.2C - - - - Jump, Special
j.5D - - - - -
j.6D - - - - -
j.4D - - - - -
j.2D - - - - -
j.8D - - - - -
Red = On Hit only
Special = Specials and Supers
Super = Supers only
  • j.C can be done 5 times in a row max


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