BBCF/Hakumen/Frame Data

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< BBCF‎ | Hakumen
Revision as of 02:17, 10 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)


System Data


Normal Moves

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5ABBCS Hakumen 5A.png


5BBBCS Hakumen 5B.png


5CBBCS Hakumen 5C.png


  • Projectile guard point applies only to blade.
  • Forces crouching on standing hit.
  • Hard Knockdown on Airborne opponents.
2ABBCS Hakumen 2A.png


2BBBCS Hakumen 2B.png


2CBBCS Hakumen 2C.png


  • Projectile guard point applies only to blade.
  • Launches on grounded opponents.
  • Untechable on Counter Hit until opponent hits the floor.
3CBBCS Hakumen 3C.png


  • Projectile guard point applies only to blade.
6ABBCS Hakumen 6A.png


  • Unusually long hitstun on counterhit.
  • Due to its hitbox, the first active frame of the move is likely to whiff in pressure. This makes it +0 on block instead of -1.
6BBBCS Hakumen 6B.png


  • Bonus Proration 110%.
  • Can cancel into Shippu as of CF2.
6CBBCS Hakumen 6C.png
Charge Lv 0/1/2


  • Fatal Counter.
  • Max Charge is Fatal Counter even on normal hit
  • Projectile guard point starts 2F before active to end of active frames
  • Projectile guard point applies only to blade.
4CBBCS Hakumen 4C.png


  • Projectile guard point applies only to blade.
  • Despite being attack level 3, it has 20 frames of blockstun instead of 16.
j.AFile:BBCS Hakumen j.A.png


j.BFile:BBCS Hakumen j.B.png


j.CFile:BBCS Hakumen j.C.png


  • Projectile guard point applies only to blade.
j.2AFile:BBCS Hakumen j.2A.png


  • Projectile guard point applies only to blade.
j.2CFile:BBCS Hakumen j.2C.png


  • Projectile guard point applies only to blade.

Drive Moves

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5DBBCS Hakumen 5D.png
Catch
Charge Lv 0/1/2


  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F
5DBBCS Hakumen 5D.png
(Attack)


2DBBCS Hakumen 2D.png
(Catch)


  • Only guards attacks that can be blocked mid/low
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F
2DBBCS Hakumen 2D.png
(Attack)


6DBBCS Hakumen 6D.png
(Catch)


  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F
6DBBCS Hakumen 6D.png
(Attack)


j.DBBCS Hakumen jD.png
(Catch)


  • Only guards attacks that can be air barrier blocked
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 12F
j.DBBCS Hakumen jD.png
(Attack)


Universal Mechanics

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Forward ThrowBBCS Hakumen FThrow.png


  • Minimum Damage 100%
Back ThrowBBCS Hakumen BThrow.png


  • Minimum Damage 100%
Air ThrowBBCS Hakumen AThrow.png


  • Minimum Damage 100%
Counter AssaultBBCS Hakumen 6A.png


Crush TriggerBBCP Hakumen CT.png


Specials

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GurrenBBCS Hakumen gurren.png
214A


  • Heat Gauge Cooldown 30F
RenkaFile:BBCF Hakumen renka.png
236B


  • The second hit is jump cancellable.
  • Heat Gauge Cooldown 60F
ZantetsuBBCS Hakumen zantetsu.png
41236C


  • Projectile guard point applies only to blade.
  • 120% bonus proration
  • Heat Gauge Cooldown 90F
KishuuBBCS Hakumen kishuu.png
623A


  • Can cancel into Enma from the 10th frame.
  • Heat Gauge Cooldown 30F
EnmaBBCS Hakumen enma.png
623AA


  • Heat Gauge Cooldown 30F
AgitoBBCP Hakumen Agito.png
j.214A


  • Heat Gauge Cooldown 30F
HotaruBBCS Hakumen hotaru.png
j.214B


  • Resets air options (Jump/Airdash)
  • Heat Gauge Cooldown 60F
TsubakiBBCS Hakumen tsubaki.png
j.214C


  • Fatal Counter
  • Projectile guard point applies only to blade.
  • Heat Gauge Cooldown 90F
YanagiBBCF Hakumen Yanagi.png
214D


  • If an attack is blocked, can cancel into specials immediately?
  • On Guard Point, hitstop for Hakumen and Opponent 14F
  • After guarding an attack, remaining Guard frames are replaced with Full Invincibility
  • Heat Gauge Cooldown 60F
FuumajinBBCP Hakumen Fuumajin.png
Cut Projectile


  • If Fumajin touches another projectile, it resets the active frames.
  • When cutting opponent's projectile, Hakumen and opponent's projectile both experiences 0F hitstop

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
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ShippuBBCS Hakumen shippu.png
632146C


  • Values in [] are during OD
  • Projectile guard point applies only to blade.
  • Minimum Damage 30%: 1050 [1200]
  • Max Charge Minimum Damage 30%: 1500
ShippuBBCS Hakumen shippu.png
Wave


  • Values in [] are during OD
  • Only appears if Shippu does not touch opponent
  • Activates the first frame Shippu becomes active
  • Minimum Damage 20%: 500 [600]
MugenBBCS Hakumen mugen.png
214214B


  • Costs 8 orbs
  • Allows unlimited use of specials and Distortion Drives for the duration.
  • SMP is removed during Mugen
YukikazeBBCS Hakumen yukikaze.png
236236D Catch


  • Guards attacks that can be blocked.
  • Doesn't work against grabs and unblockables.
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen 3F. Opponent hitstop 47F
YukikazeBBCS Hakumen Yukikaze2.png
Attack


  • Values in [] are during OD
  • Fatal Counter
  • Immediately enters recovery after hitting opponent
  • Minimum Damage 20%: 640 [1320]

Exceed Accel

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TengaiFile:BBCF Hakumen Tengai2.png
ABCD during OD


  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Cannot counter hit.
  • Mimimum Damage 10%: 310 {610+61}

Astral Heat

Template:FullFrameDataHeader-BBCF
AkumetsuBBCS Hakumen akumetsu.png
[2]8D


  • Astral attack only occurs if guard point successfully blocks a move. Listed active time is for when the move can activate.
  • 180F Cooldown.
  • Counterhit state for entire move

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A[*] 5B[*], 6B[*] 3C[*] Yes Throw, Jump, Special
5B 5A[*], 2A[*], 6A[*] 2B[*], 6B[*] - Yes Jump, Special
5C - - - - Special
2A[3] 5A[*], 2A[*], 6A 5B[*], 2B[*] 3C[*] Yes Throw, Special
2B 5A[*], 2A[*] - - Yes Special
2C - - - - Jump[-], Special
6A - 6B - Yes Super
6B - - - Yes Super
6C - - - - Super
3C - - - - 214214B
4C - - - - Super
Air Revolver Action Table
A B C D Cancels
j.A j.A[*] j.B[*] - - Throw, Special
j.B j.A[*], j.2A[*] - - - Jump, Special
j.C - - - - Jump[-], Special
j.2A - - j.C[*] - Jump, Special
j.2C - - - - 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

Navigation

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