BBCSE/Hakumen/Frame Data

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System Data

Health: 12000

Combo Rate: 60%

Guard Primers: 5

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

Jump Startup: 4

Backdash Time: 27

Backdash Startup Invincibility: 0

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 400 49 85 84 HL 1 HB 5 3 6 +3 9 18 Click!
  • 14F hitstun
  • 9F~ can use Revolver Action
5B SJR 590 73 90 89 HL 3 HB 10 2 15 0 15 17 Click!
  • 21F~ can use Revolver Action
5C SR 1110 137 100 92 HL 4 HBF 14 2 20 -3 27 19 Click!
  • 13~15F can cut projectile
  • grounds opponent on aerial hit
  • air hit prevents emergency tech
2A CSR 350 43 85 84 all 1 F 7 3 8 +1 12 14 Click!
  • 13F~ can use Revolver Action
2B SR 450 55 80 86 L 2 F 8 2 10 +2 13 16 Click!
  • standing hit has hitstun of 16F
  • 16F~ can use Revolver Action
2C S(J)R 1050 130 90 92 HL 4 HB 13 3 33 -17 32 19 Click!
  • 10~18F can cut projectile
6A R 620 77 85 89* HL 3 HB 16 3 18 -4 27 27 Click!
  • 6~18F Head attribute invulnerable
  • 10% repeat proration
  • staggers on ground hit for 32F
  • 20F blockstun
  • wallbounces in corner on aerial hit, wallbounces anywhere on aerial CH, adds ??F of untechable on wallbounce
6B R 590x2 73x2 50 90(once) H 4 BF 18 2, 3 23 -4 35 30 Click!
  • 1st hit bounces on air hit
  • 2nd hit ground bounces
  • 2nd hit break 1 primer
  • 21F blockstun
  • hitstop of 8F
6C DR 1300 161 100 92* HL 4 HB 20 3 25 -6 41 44 Click!
  • 18~22F can cut projectile
  • 32F hitstun
  • break 1 primer
  • 10% repeat proration
  • air hit cause slide
  • can hold button down to charge, attack comes 8F after button release
  • can hold down button for at least 16F to change to 6C (charged)
  • can hold down button for at least 43F to change to 6C (max charge)
6C (charge) DR 1600 198 100 92* HL 4 HB 16+8 3 25 -6 19 after active 44 Click!
  • 6~10F after button release can cut projectile
  • 32F histun
  • break 1 primer
  • 10% repeat proration
  • air hit causes slide
6C (full charge) DR 2000 248 100 92* HL 4 HB 50 3 25 -9 71 70 Click!
  • 48~52F can cut projectile
  • standing hit causes stagger for 60F
  • air hit causes slide
  • fatal possible
  • break 1 primer
  • 10% repeat proration
4C SR 700 86 80 89 HL 3 HB 15 1 26 -10 entire move 17 Click!
  • 11-15F can cut projectile
  • possible to charge attack. Attack comes out ??F after button release
4C (max charge) R 1600 198 80 94 HL 5 HB 68 7 26 +3 entire move 40 Click!
  • 35F blockstun
  • 67~79F can cut projectile
  • standing hit causes stagger for 60F
  • wallbounces on air hit
  • break 1 primer
  • 20% repeat proration
  • 0F hitstop
3C R 1200 149 90 88 L 4 F 9 3 25 -9 24 36 Click!
  • 8-15F can cut projectile
  • downs opponent on hit
  • cannot emergency tech on ground CH
j.A CSJR 400 49 85 84 HA 1 H 7 3 9 - 12 18 Click!
  • 13F~ can use Revolver Action
j.B SJR 590 73 90 89 HA 3 H 9 3 20 - 23 24 Click!
  • ??F~ can use Revolver Action
j.C SR 900 111 90 89 HA 3 H 12 2 32 - 35 33 Click!
  • 10~19F can cut projectile
  • blows opponent away on hit
  • hitstop 12F
  • 3F recovery after landing
j.2A SR 980 121 80 75 HA 4 H 11 2 15 - 18 40 Click!
  • 5-18F can cut projectile
  • Hakumen floats after attack hits/ is blocked
j.2C SR 1000 124 90 92 HA 4 H 16 4 30 - 25 19 Click!
  • 14-19F can cut projectile
Forward Throw SR 0, 1600 0, 198 90, 100 100, 55 120 0, 4 ground throw 7 3 21 - entire move 12, 60 Click!
  • 2nd hit slides opponent
  • 2nd attack wallbounce in corner, wallbounce adds 60F of untechable
  • 100% minimum damage
Back Throw -, SRx2 0, 800x2 0, 99x2 90, 100x2 100, 110, 50 120 0, 2, 4 ground throw 7 3 21 - entire move 12, 60x2 Click!
  • 2nd floats opponent
  • 3rd attack slides opponent
  • 3rd wallbounces opponent in corner, wallbounce adds 60F of untechable
  • 100% minimum damage
Air Throw -, SRx2 0x2, 1500 0x2, 186 100 100x2, 55 100 0, 1, 4 air throw 7 3 15 - entire move 12, 70x2 Click!
  • 3rd hit grounds opponent
  • cannot emergency tech
  • 100% minimum damage
  • hitstop 0
Counter Assault R 0 0 50 92 all 4 HB 11 3 30 -14 34 19 Click!
  • 1~20F invincible
  • blows opponent away
  • 180F Heat gain cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zanshin
  • Hakumen's meter is separated into 8 equal sections, called magatama. Each magatama is 1250 units.
  • Hakumen starts each round with 1 magatama
  • Hakumen automatically gains 3 units per frame under normal circumstances, and 4 units per frame when his health is less than 35%
  • When in cooldown, Hakumen's automatic heat gain is stopped.
5D (catch) - - - - - - - - 5 16 13 - entire move - Click!
  • 5~20F catch Head and Body attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, 5D (attack) starts after hitstop
2D (catch) - - - - - - - - 1 8 34 - entire move - Click!
  • 1~8F catch against Body and Foot attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, 2D (attack) starts after hitstop
6D (catch) - - - - - - - - 1 9 26 - entire move - Click!
  • 1~9F catch against Head and Body attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, 6D (attack) starts after hitstop
j.D (catch) - - - - - - - - 1 7 12 after landing - entire move - Click!
  • 1~7F catch against Head and Body attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, j.D (attack) starts after hitstop
5D (attack) DR 0, 1400 0* 100 100, 45 - 0, 4 unblockable 4 10 6 - - 12, 42 Click!
  • invincible during move
  • 2nd hit cause knockdown
  • cannot emergency tech
  • 100% minimum damage
  • adds 1 magatama on successful attack
2D (attack) DR 0, 1100 0* 100 100, 45 - 0, 4 unblockable 7 10 15 - - 12, 50 Click!
  • invincible during move
  • 2nd hit causes opponent to spin for 81F
  • 100% minimum damage
  • adds 1 magatama on successful attack
6D (attack) DR 0, 1400 173 100 100, 45 - 0, 4 unblockable 4 10 10 - - 12, 33 Click!
  • invincible during move
  • 2nd hit causes opponent to spin for 81F
  • 100% minimum damage
  • adds 1 magatama on successful attack
j.D (attack) R 0, 2000 0 100 100, 45 - 0, 4 unblockable 4 10 6 - - 12, 83 Click!
  • invincible during move
  • 2nd hit floats opponent
  • 100% minimum damage
  • adds 1 magatama on successful attack
Barrier - 800 99 85 89 all 3 HBP - 183 - - - 40 Click!
  • created when Hakumen cuts a projectile
  • floats opponent
  • projectile Lv 3
  • when Barrier touches another projectile active frame gets extended to 183F
  • if Hakumen cuts another projectile with Barrier out, first Barrier disappears


Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Gurren
214A
SR 560 69 100 89* all 4 HB 14 3 15 +1 22 60 Click!
  • 27F hitstun
  • air hit wallbounces opponent
  • requires a magatama
  • 10% repeat proration
Renka
236B
SRx2 830, 860 103, 106 90 100, 55 * L, HL 4 F, HB 9 3(15)3 15 +1 35 50, 34 Click!
  • 1st hit knocks down, cannot emergency tech
  • 2nd hit cause slide and wall bounce, wallbounce adds 40F of untechable
  • 1st hit has bonus 120% proration
  • 10% repeat proration
  • requires 2 magatamas
  • counter carries
  • cooldown 90F
Zantetsu
41236C
SRx2 2430, 550 301, 68 90 80, 94 HA, LA 4 HB, F 21 3(14)3 18 -2 48 19, 30 Click!
  • 21~23F/ 38~40F can cut projectile
  • first hit air hit cause grounding
  • 2nd hit cause knockdown
  • cannot emergency tech
  • breaks 1 guard primer
  • requires 3 magatamas
  • counter carries
  • cooldown 90F
Kishuu
623A
- - - - - - - - - - 18 total - 14 - Click!

5~14F Head, Body, and Projectile invulnerable

  • 10F~ can cancel into Enma
  • requires 1 magatama
Enma
⇒ A
SJR 860 106 90 75 HL 4 HB 9+6 7 31 -19 37 42 Click!
  • 1-8F above waist invincibility
  • floats opponent on hit
  • requires 1 magatama
Hotaru
j.214B
SJR 1500 186 70 92* HL 3 H 11 2 23 - 24 55 Click!
  • 1-14F fully invincible
  • floats opponent on hit
  • wallbounces in corner, wallbounce adds 100F of untechable
  • 10% repeat proration
  • fatal possible
  • hit/block resets 1 jump
  • can be used once per jump off ground
  • requires 2 magatamas
  • cooldown 90F
Tsubaki
j.214C
SR 2200 273 70 90* HA 4 HB 15 3 22 - 21 55 Click!
  • slides opponent on hit
  • breaks 1 primer
  • bonus 120% proration
  • requires 3 magatamas
  • cooldown 90F


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] 0 100 60 all[Unblockable] 4 HBF 3+7 4 50 -35 52[123] 50 Click!
  • 1~4F after super flash is invincible
  • floats opponent on hit
  • breaks 2 guard primers
  • 20% minimum damage
  • cooldown 180F
  • can charge attack, startup 14F after button release when charged
  • values in [ ] is when Shippu is fully charged (80F)
  • requires 4 magatamas
Shippu (wave) SR 2500 0 100 80 all 0 FP 3+11 - - - - 50
  • floats opponent on hit
  • 25% minimum damage
  • 12F hitstop
  • projectile Lv 3
Yukikaze (catch)
236236D
- - - - - - - - 1 27 17 - entire move - Click!
  • 1- 27F after super flash catch all blockable moves
  • requires 4 magatamas
  • cooldown 180F
  • on successful catch, Yukikaze (attack) starts after hitstop (or during superflash if catch was on first frame)
Yukikaze (attack) SR 3800 0 100 30 Unblockable 4 HBF 56 15 39 - 121 60 Click!
  • floats opponent on hit
  • fatal possible
  • 20% minimum damage
  • hitstop 30F
Mugen
214214B
- - - - - - - - - - 26+23 total - entire move - Click!
  • requires 8 magatama
  • 1~26F is invincible
  • dmg is 1.2x during Mugen (but value does not effect tech time calculation)
  • no primer breaking, Rapid Cancel, and Counter Assault during Mugen
  • character combo rate 30% during Mugen
  • max duration 1079F
  • all specials and distortions take up no magatamas while Mugen is active
  • after using what would normally be 9 magatama's worth of specials + distortions, reduction speed 3x
  • Shippu does 100% garanteed dmg while Mugen is active
  • Mugen immediately ends after Shippu or Yukikaze hit the opponent
  • auto heat gain stops for 600F after use

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Akumetsu
[2]8D
- death 0 - - Unblockable 0 HBF 1+0 20 16 - entire move - Click!
  • catches everything except projectiiles
  • 180F Heat Gauge Cooldown
  • attack starts after 229F


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B*, 6B - Yes Special, Jump, Throw
5B 5A*, 2A* 6B - Yes Special, Jump
5C - - - - Special
2A 5A*, 2A* 5B*, 2B* - Yes Special, Throw
2B 5A*, 2A* - - Yes Special
2C - - - - Special, Jump
6A - 6B - Yes -
6B - - - Yes -
6C - - - - Super
3C - - - - -
4C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A* j.B* - - Special, Jump
j.B j.2A* - - - Special, Jump
j.C - - - - Special
j.2A - - - - Special
j.2C - - - - Special
*Delayed cancel; see move notes for exact timing.
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: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc