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Revision as of 08:42, 14 December 2021


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 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 Mid 5 3 6 +3 B 90 80 Normal DrCSOJR 1 11 14 17 20 28 9 +0 +0
5B 730 Mid 10 2 15 0 B 100 89 Long DrSOJR 3 16 17 19 22 33 11 +0 +2
5C 1100 Mid 14 2 20 -3 B (13~15 P) 100 92 Long SOR 4 18 19 19 + Down 16 24 34 + Down 16 15 +0 +5
2A 300 Mid 7 3 9 0 F 100 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 650 Low 8 6 15 -4 F 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 1050 Mid 13 3 33 -17 B 9~15 H
(10~18 P)
90 82 Long S(J)OR 4 18 Launch 21 Launch 50 15 +0 +5
6A 720 Mid 12 4 16 -1 B 100 89 Long DrR 3 18 Crumple 27 Crumple 41 11 +0 +2
6B 590×2 High, Mid 18 2,3 23 -4 B 4~22 F 80 92 Normal DrR 4 21 19, Launch 40 + GBounce 24, Launch 55 + GBounce + Down 23 8 +0 +5
6C 1500 Mid 20~24 3 25 -7 B ((2F before Active)~(End of Active) P) 100 94 Long R 5 20 32 36 + Slide 38 55 + Slide 16 +0 +8
6[C] Lv 1 1700 Mid 25~59 3 25 -7 B ((2F before Active)~(End of Active) P) 100 94 Long R 5 20 Launch 70 + Slide Launch 89 + Slide 16 +0 +8
6[C] Lv 2 2000 Mid 60 3 25 -7 B (58~62 P) 100 94 Long R 5 20 Launch 70 + Slide + WBounce Launch 89 + Slide + WBounce 16 +0 +8
4C 900 All 10 1 24 -4 B (8~10 P) 100 89 Long DrR 3 20 24 24 38 36 11 +0 +2
3C 1200 Low 8 3 28 -12 F (7~14 P) 100 92 Long R 4 18 Launch 36 Launch 51 + Down 23 15 +4 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSOR 1 11 12 18 16 29 9 +0 +0
j.B 650 High/Air 9 3 20 H 80 89 Long SOJR 3 16 17 21 22 35 11 +0 +2
j.C 1000 All 12 2 32+3L H (10~19 P) 80 92 Long SOJR 4 18 19 30 + WStick 24 45 + WStick 15 +0 +5
j.2A 700 High/Air 11 12 12 H (5~24 P) 80 89 Long SOJR 3 16 17 21 22 35 11 +0 +2
j.2C 1200 High/Air 16 4 30 H (14~19 P) 80 92 Long SOR 4 18 19 19 24 34 15 +0 +5

Drive Moves

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 40 6~20 Catch HBFP
5[D] Lv 1 50 6~30 Catch HBFP
5[D] Lv 2 60 6~40 Catch HBFP
5D Attack 0, 1000 16 10 10 -1 BT 1~End All 100 100, 72 Very Short 0, 4 18 Launch 42 + Down 23 8 8, 0 +0
2D 46 1~8 Catch HBFP
2D Attack 0, 1000 16 10 15 -6 FT 1~End All 100 100, 72 Very Short 0, 4 18 Launch 50 + GBounce + Down 23 13 13, 0 +0
6D 43 1~9 Catch HBFP
6D Attack 0, 1000 16 10 10 -1 BT 1~End All 100 100, 72 Very Short 0, 4 18 Launch 33 + WBounce 30 8 8, 1 +0
j.D Until L+17 1~10 Catch HBFP
j.D Attack 0, 1000 14 10 6 HT 1~End All 100 100, 67 Very Short 18 Launch 35 8 +0 +0

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw 7 3 23 T 100 50 Normal SOR 0, 4 Crumple 0, 12 +0
4B+C Back Throw 0, 750×2 Throw 7 3 23 T 100 50 Normal R,SOR 0, 2, 4 Launch 60 0×2, 12 +0
j.B+C Air Throw 0, 200, 1300 Throw 7 3 23+3L T 100 50 Normal SOR 0, 1, 4 20, 60 + GBounce 0, 11, 18 +0
6A+B Counter Assault 0 all 13 3 30 -14 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) B 80 100 Long R 24 Crumple 60 Crumple 74 11 +0 +2
66 Forward Dash 16 S
44 Backdash 15 1-4T S

Specials

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A Gurren 950 All 14 3 15 +1 B 100 92 Long SR 4 18 28 60 33 75 + WBounce 12 +0 +5
623A Kishuu 18 5~14 HB
623A~A Enma 1060 Mid 6 7 16 -4 B 1~8 HB 100 72 Long SR 4 18 Launch 60 Launch 75 16 +0 +12
236B Renka 1000×2 Low, Mid 9 3(12)3 21 -5 F, B 90 82, 92 Long SR, SJR 4 18 Crumple, Launch 50 + Down 23, 60 Crumple, Launch 65 + Down 23, 75 15, 12 +0 +5
41236C Zantetsu 2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F (21~23, 38~40 P) 90 94, 72 Normal SR 5, 4 20, 18 Launch 30 + GBounce + Down 24, 30 + Down 24 Launch 46 + GBounce + Down 24, 46 + Down 24 16, 14 +0 +8, +5
j.214A Agito 950 All 12 4 Total 35 -2 P1 70 92 Long SR 3 16 Launch Down 28 Launch 50 + GBounce 9/+3 +3 +8
j.214B Hotaru 1500 Mid 11 3 35 H 1~17 All 80 92 Very Short DJSR 3 16 Launch 55 Launch 69 11 +0 +2
j.214C Tsubaki 2500 Guard Break 60/Barrier 15 3 22+4L H (15~17 P) 90 92 Long SR 4 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 8 +0 +5
214D Yanagi 0, 2500 all 30 3 18 -7 BT 4~27 Guard HBFP 100 100, 72 Normal 2 13 Launch 60 + GBounce + Down 23 10 0, 10/+5 +0
Fuumajin Fuumajin 900 all 1 92 P 1~End Guard xP 85 89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +13

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Shippu 3500 [4000] All 14+(47 Flash)+7 4 41 -26 B ((Active Frames) P) 100 60 Normal SR 4 18 Launch 50 Launch 65 25 +0 +5
632146[C] Shippu (Charged) 5000 Unblockable 14+(47 Flash)+86 4 41 B (100~103 P) 100 60 Normal SR 4 18 Launch 50 Launch 65 25 +0 +5
632146C Wave Shippu (Wave) 2500 [3000] All 14+(47 Flash)+11~90 Until Hit Total: 65~144 P3 100 80 Normal R 4 [5] 18 [20] Launch 50 [50 + WBounce] Launch 66 [66 + WBounce] 0/+12 [0/+13] +12 [+13] +12 [+13]
236236D Yukikaze 44 1~27 Catch HBFP, Burst
236236D Attack Yukikaze (Attack) 3200
[1800, 120×18, 2100]
Unblockable 1+(36 Flash)+43 3,3,3,3 39 B 1~End All 100 30
[98×19, 45]
Normal SR 4 Launch 60 Launch 75 30 [60/+10, 1/+10×18, 30] 30 [60/+10, 1/×18, 30]
214214B Mugen 16+(90 Flash)+30

Exceed Accel

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Tengai 600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 F 1~22 All
[1~12 All]
125 80 26 Launch 90 + Down 44 20 20, 12, 24 {20, 12, 30} +0

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
[2]8D Akumetsu 38000 Unblockable 1+(60 Flash)+36 HBF 1~20 Guard HBF, Burst Long 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Hakumen 5A.pngGuardMidStartup5Recovery6Advantage+3 6A[*] 5B[*], 6B[*] 3C[*] Yes Throw, Jump, Special
5BBBCF Hakumen 5B.pngGuardMidStartup10Recovery15Advantage0 5A[*], 2A[*], 6A[*] 2B[*], 6B[*] - Yes Jump, Special
5CBBCF Hakumen 5C.pngGuardMidStartup14Recovery20Advantage-3 - - - - Special
2A[3] 5A[*], 2A[*], 6A 5B[*], 2B[*] 3C[*] Yes Throw, Special
2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4 5A[*], 2A[*] - - Yes Special
2CBBCF Hakumen 2C.pngGuardMidStartup13Recovery33Advantage-17 - - - - Jump[-], Special
6ABBCF Hakumen 6A.pngGuardMidStartup12Recovery16Advantage-1 - 6B - Yes Super
6BBBCF Hakumen 6B.pngGuardHigh, MidStartup18Recovery23Advantage-4 - - - Yes Super
6CBBCF Hakumen 6C.pngGuardMidStartup20~24Recovery25Advantage-7 - - - - Super
3CBBCF Hakumen 3C.pngGuardLowStartup8Recovery28Advantage-12 - - - - 214214B
4CBBCF Hakumen 4C.pngGuardAllStartup10Recovery24Advantage-4 - - - - Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Hakumen jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A[*] j.B[*] - - Throw, Special
j.BBBCF Hakumen jB.pngGuardHigh/AirStartup9Recovery20Advantage- j.A[*], j.2A[*] - - - Jump, Special
j.CBBCF Hakumen jC.pngGuardAllStartup12Recovery32+3LAdvantage- - - - - Jump[-], Special
j.2ABBCF Hakumen j2A.pngGuardHigh/AirStartup11Recovery12Advantage- - - j.C[*] - Jump, Special
j.2CBBCF Hakumen j2C.pngGuardHigh/AirStartup16Recovery30Advantage- - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

External References

Navigation

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

Click [★] for character's full frame data

Essentials
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