BBCP/Hazama/Frame Data 1.0: Difference between revisions

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< BBCP‎ | Hazama
Line 1,560: Line 1,560:
{{FrameDataNoHeader-BBCP
{{FrameDataNoHeader-BBCP
  |version=Mizuchi Rekkazan<div><small>632146C</small></div>
  |version=Mizuchi Rekkazan<div><small>632146C</small></div>
  |damage=200, 0, 500x8, 3200
  |damage=200, 0, 500*8, 3200
  |cancel=R
  |cancel=R
  |p1=100
  |p1=100
  |p2=75, 100, 84 x 9
  |p2=75, 100, 84*9
  |smp=
  |smp=
  |starter=N
  |starter=N
  |guard=all
  |guard=all
  |level=0, 2, 1x8, 4
  |level=0, 2, 1*8, 4
  |attribute=FP*
  |attribute=FP*
  |startup=1+15
  |startup=1+15

Revision as of 20:35, 16 September 2013

System Data

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1-6

Movement Options: Chain Movement, Double Jump, 1 Airdash, Dash type: Step

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F

Normal Moves

5A
300 CSOJR 100 77 F - All 1 B 5 3 9 ±0 11 12 16 14 26 -
5B
550 SOR 100 89 N - HL 3 B 8 3 12 +2 16 17 22 17 31 -
5C
400x2 SO(J)R 100 92(once) N - HL 4 B 10 1(1)6 28 -15 18 19 24 23 40 -
2A
300 CSOR 100 77 F - All 1 F 6 2 9 +1 11 12 16 14 26 -
2B
450 SOR 90 85 N - L 2 F 10 2 13 -1 13 14 18 14 26 -
2C
660 SOJR 90 89 N - HL 3 B 13 3 37 -23 16 17 48F 25 48 8-15H
6A
600 SrR 70 89 N - H 3 B 22 3 17 -3 16 17 22 17GD 31GD -
  • 110% bonus prorate
6B
600 SrR 95 89 N - L 3 F 25 3 13 +1 16 17 54S 17GD 31GD -
6C
400x3 R 100 89(once) N 2 All 3 FPr 20 7•6•5 54T -4 16 17 68D 17GD 31GD -
3C
700 SOR 90 92 N - L 4 F 14 4 21 -6 18 40F 68FD 40 68 -
j.A
300 CSOJR 90 77 F - HA 1 H 7 3 8 - 11 12 16 14 26 -
j.B
450 SOJR 90 85 N - HA 2 H 10 4(2)2 14 - 13 14 18 16 29 -
  • Can only hit once out of the two possible hits
j.C(1)
600 SOJR 90 85 N - HA 3 H 10 2 23 - 16 17 22 21 37 -
j.C(2)
300 SOJR 90 94 N - HA 3 H 5 2 23 - 16 17 22 21 37 -
  • 50% Heat Gain
j.C(3)
300 SOR 90 94 N - HA 3 H 5 2 23 - 16 17 22 21 37 -
  • 50% Heat Gain
j.C(4)
300 SOR 90 94 N - HA 3 H 8 3 21 - 16 17 22 23 40 -
  • 50% Heat Gain
j.C(5)
500 SOR 90 94 N - HA 3 H 8 2 26 - 16 17 22 25 44 -
  • 50% Heat Gain
j.2C
620 SOJR 90 92 N - HA 4 H 14 4 23 - 18 19 24 19 34 -
Counter Assault
0 R 50 92 VS - All 4 B 13 4 33 -18 18 19F 34F 19 34 1-20I
  • Heat Cooldown 180F
Crush Trigger
1000 R 80 100 N 3 Ba 3 B 30-59 1 24 +4 27 55S 110S 17GBD 31GBD -
  • Possible to charge (up to 29 frames extra)
  • Heat Cooldown 180F

Drive Moves

5D (/OD)
250/500 SOR 80 92 F 1 all 1 BP* 16 - 29 - 9 12 16 14 26 -
5D far (/OD)
500/1000 SOR 80 92 F 1 all 5 BP* - - 29 - 9 14 18 28 48 -
  • Becomes far version 8 frames after start-up
2D (/OD)
400/800 SOR 80 92 F 1 all 1 BP* 11 - 24 - 9 - - 14 18 -
2D far (/OD)
800/1600 SOR 80 92 F 1 all 5 BP* - - 24 - 9 - - 28 48 -
  • Becomes far version 3 frames after start-up
6D (/OD)
300/600 SOR 80 92 F 1 all 1 BP* 16 - 27 - 9 12 16 14 26 -
6D far (/OD)
600/1200 SOR 80 92 F 1 all 5 BP* - - 27 - 9 - - 28 48 -
  • Becomes far version 6 frames after start-up
4D (/OD)
300/600 SOR 80 92 F 1 all 1 BP* 13 - 27 - 9 12 16 14 26 -
4D far (/OD)
600/1200 SOR 80 92 F 1 all 5 BP* - - 27 - 9 - - 28 48 -
  • Becomes far version 4 frames after start-up
j.5D (/OD)
250/500 SOR 80 92 F 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.5D far (/OD)
500/1000 SOR 80 92 F 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 10 frames after start-up
j.2D (/OD)
250/500 SOR 80 92 F 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.2D far (/OD)
500/1000 SOR 80 92 F 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 8 frames after start-up
j.6D (/OD)
250/500 SOR 80 92 F 1 all 1 HP* 16 - 40 - 9 12 16 14 26 -
j.6D far (/OD)
500/1000 SOR 80 92 F 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 10 frames after start-up
j.4D (/OD)
250/500 SOR 80 92 F 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.4D far (/OD)
500/1000 SOR 80 92 F 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 10 frames after start-up
j.8D (/OD)
400/800 SOR 80 92 F 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.8D far (/OD)
800/1600 SOR 80 92 F 1 all 5 HP* - - 40 - 9 - - 28 48 -
  • Becomes far version 8 frames after start-up
A followup
- - - - - - - - - - - - - - - - - - -
  • Recovery for 5D is 17 frames, other ground D's are 15 frames, and air D's are 28 frames.
B followup
- - - - - - - - - - - - - - - - - - -
  • Can cancel into air movement/attacks 27F onwards
C followup
- - - - - - - - - - - - - - - - - - -
  • Can cancel into air movement/attacks 26F onwards
D followup
- - - - - - - - - - - - - - - - - - -
  • Can cancel into air movement/attacks 12F onwards

Throws

Forward Throw
5/6B+C
0, 1400 --, SOR 100 100, 60 F - T(80) 0, 4 T 7 3 17 - - --, 70F - - - -
  • 100% minimum damage (1400)
Back Throw
4B+C
0, 1400 --, SOR 100 100, 60 F - T(80) 0 T 7 3 17 - - --, 60Wb* - - - -
  • 100% minimum damage (1400)
Air Throw
j.B+C
0, 1400 --, SOR 100 100, 60 F - T(120) 0, 4 T 7 3 - - - - - 60BD - -
  • 100% minimum damage (1400)

Specials

Jabaki
236D
450 R 100 70 N 2 All 3 BPr 15 2 21 +1 16 17 28 30Wb 52Wb -
Jasetsu
214D
- - - - - - - - - - - 104T - - - - - - -
  • Follow-ups possible after 7F~
  • Follow-ups possible immediately during Jakatsu 1F~
  • Follow-ups become strong (S) version after 51F~
Jakatsu
Jasetsu ~ 66/44
- - - - - - - - - - - 35T - - - - - - -
Ressenga
Jasetsu~A
600 R 80 89 S 2J HA 3 H 19 3 13 +1 16 17 22 17G 31G -
Ressenga (S)
800 R 80 94 S 2J H 5 H 19 3 13 +5 20 21 27 21G 37G 1-22F
Gashoukyaku
Jasetsu~B
700 R 70 82 S 2K HL 4 B 9 8 33 -22 18 48F 80F 48 80 1-12I
Gashoukyaku (S)
800x2 R 70 84(once) N 2K HL 5 B 9 2, 6 33 -18 20 56F 93F 56 93 1-12I
Zaneiga
Jasetsu~C
900 R 90 82 N 2L LA 4 F 21 3 17 -1 18 60F 100F 60 100 -
Zaneiga (S)
1200 R 90 94 N 2L L 5 F 21 3 17 +1 20 60F 100F 50 100 -
Stance Cancel
Jasetsu~D
- - - - - - - - - - - 18T - - - - - - -
Hirentotsu
j.214B
700 R 75 92 N 1 All 4 H 11 3 Until Landing+15L - 18 50GD 84BD 50GD 84BD -
Gasaishou
236C
0 - 100 100, 60 Special 2 T(90) 0 T 12 2 31 +11 - - - - - 1-12T
Jakou
623D
0, 1800 R 80 100 N 3 Ba 4 BPr 14 13 41 - 18 - - 19, 120S/120Wb 34, 196Wb*D -
  • Cannot hit opponents on the ground

Distortion Drives

Jayoku Houtenjin
236236B
2500 R 70 94 F 2 all 5 B 6+1 3 50 -32 20 120F 196F 120 196 1-6 All
  • 20% minimum damage
  • Heat Cooldown 180F
Mizuchi Rekkazan
632146C
200, 0, 500*8, 3200 R 100 75, 100, 84*9 N - all 0, 2, 1*8, 4 FP* 1+15 2 54 -46 9 12, 120, 100*7, 90, 90D - - - 1-19P
  • 1st, 2nd, and 11th hits 20% minimum damage, 3-9 10% minimum damage
  • Heat Cooldown 180F
Orochi Burensou
214D~632146D
0*2, 280*3, 57*9, 400, 800 R 100 100, 70, 92*3, 89*9, 92*2 N - T(80) 0*2, 4*3, 3*9, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*13 - - - 1-14 All
  • 100% minimum damage
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F
(OD) Orochi Burensou
0*2, 280*3, 57*17, 400, 800 R 100 100, 70, 92*3, 89*17, 92*2 N - T(80) 0*2, 4*3, 3*17, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*21 - - - 1-14 All
  • 100% minimum damage
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F
Orochi Burensou (S)
0*2, 280*3, 97*9, 400, 800 - 100 100, 70, 92*3, 89*9, 92*2 N - T(80) 0*2, 4*3, 3*9, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*13 - - - 1-14 All
  • 100% minimum damage
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F
(OD) Orochi Burensou (S)
0*2, 280*3, 97*17, 400, 800 R 100 100, 70, 92*3, 89*17, 92*2 N - T(80) 0*2, 4*3, 3*17, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*21 - - - 1-14 All
  • 100% minimum damage
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F

Astral Heat

Senkon Meiraku
1632143D
Death - - - - - all 5 BP 1+16 - 116 -45 20 - - - 1-91 All -
  • Heat Cooldown 180F

Revolver Action Table

Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc