BBCSE/Hazama/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 250 124 80 84 all 1 HB 5 3 9 0 10 14 Click!
5B SJR 550 227 90 89 HL 3 HB 8 3 12 +2 13 17 Click!
5C SJR 300x2 124x2 100 89(once) HL 4 HB 10 1(1)6 22 -9 17 23 Click!
  • Counter carries
2A CSR 300 124 80 84 all 1 F 6 2 9 +1 10 14 Click!
2B SR 450 186 80 86 L 2 F 10 2 13 -1 17 14 Click!
2C SJR 660 273 90 89 HL 3 HBF 13 3 25 -11 28 25 Click!
  • 8~12F Head attribute invincible
6A DR 600 248 70 92 H 4 HB 22 3 21 -5 33 19 Click!
  • Forces opponent to crouch on ground hit, 26F hitstun
  • grounds opponent on air hit
  • cannot emergency tech
  • breaks 1 guard primer
6B DR 600 248 90 89 L 3 F 25 2 12 +3 32 17 Click!
6C R 500x3 310x3 100 89(once) all 3 FP 20 7, 6, 3 21 -3 44 17 Click!
  • 17~35F in the air
  • staggers opponent for 48F on CH
  • grounds opponent on air hit
  • cannot emergency tech
  • counter carries
  • 26F hitstun
  • breaks 1 guard primer
3C SR 700 289 80 92 L 4 F 14 4 21 -6 35 40 Click!
  • Downs opponent on hit
  • downs and pulls opponent in on CH
  • cannot emergency tech on CH
j.A CSJR 300 124 90 84 HA 1 H 7 3 8 - 12 14 Click!
j.B SJR 450 186 90 86 HA 2 H 10 4(2)2 14 - during move 16 Click!
  • Can only hit once per use
  • second part of active frames are behind Hazama
j.C (1) SJR 600 248 90 89 HA 3 H 10 2 23 - 25 17 Click!
  • can cancel into j.C (2) 12~13F
j.C (2) SJR 300 124 90 89 HA 3 H 7 2 23 - 22 21 Click!
  • can cancel into j.C (3) 11~12F
j.C (3) SR 300 124 90 89 HA 3 H 7 2 23 - 22 21 Click!
  • can cancel into j.C (4) 9~10F
j.C (4) SR 300 124 90 89 HA 3 H 11 2 21 - 25 21 Click!
  • can cancel into j.C (5) 14~15F
j.C (5) SR 700 289 90 89* HA 3 H 9 2 26 - 27 25 Click!
  • 110% bonus proration
j.2C SJR 620 256 90 92 HA 4 H 14 3 23 - during move 19 Click!
Forward Throw -, SR 0, 1400 0, 579 90 100, 55 130 0, 4 ground throw 7 3 17 - during move 12, 70 Click!
  • 2nd attack blows opponent back on hit
  • 100% minimum damage
Back Throw -, SR 0, 1800 0, 745 90 100, 55 130 0 ground throw 7 3 13 - during move 12, 60 Click!
  • 2nd attack slides opponent down on hit
  • 100% minimum damage
Air Throw -, SR 0, 1400 0, 579 100 100, 55 120 0, 4 air throw 7 3 12 - during move 12, 60 Click!
  • 2nd attack ground bounces opponent on hit
  • 100% minimum damage
  • hitbox height for throw is -60~280
Counter Assault R 0 0 50 92 all 4 HB 8 4 30 -15 26 19 Click!
  • 1~20F fully invincible
  • blows back opponent on hit
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Ouroboros
  • Maximum of 2 stocks
  • using B, C, and D followups of Ouroboros use up 1 stock (cannot use these followups if there are no stocks left)
  • regains 2 stocks refill if Hazama has been on the ground for 150F (cumulative)
  • gains 1 stock if chain is guarded and Hazama has 0 stocks
  • gains 2 stocks if chain hits
  • refill time (waiting to refill stocks when Hazama is on the ground) freezes during hitstop or superflash
  • Ouroboros data follows the format (close version/far away version)
  • Close version has 8F hitstop. Far away version has 10F hitstop on guard; on hit, Hazama has 10F hitstop and opponent has 30F hitstop
  • Can cancel into followups during the chain's active frames or until 18F after hitstop.
5D SR 300/500 124/207 100/70 84/94* all 1/4 HBP 16 7/14 17 - 8F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 31F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
2D SR 400/600 165/248 100/70 84/86* all 1/4 HBP 16 2/21 15 - 9F of recovery 14/24 Click!
  • can only hit once per use
  • chain comes back in 30F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
6D SR 400/600 165/248 100/70 84/86* all 1/4 HBP 16 5/19 15 - 6F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 34F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
4D SR 400/600 165/248 100/70 84/86* all 1/4 HBP 16 3/21 15 - 6F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 34F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
j.D SR 300/500 124/207 100/70 84/86* all 1/4 HP 16 6/14 28 - 12F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 31F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
j.2D SR 300/500 124/207 100/70 84/86* all 1/4 HBP 16 6/14 28 - 12F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 30F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
j.6D SR 200/500 82/207 100/70 84/86* all 1/4 HBP 16 6/14 28 - 12F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 30F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
j.4D SR 300/500 124/207 100/70 84/86* all 1/4 HBP 16 6/14 28 - 12F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 30F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
j.8D SR 400/600 165/248 100/70 84/94* all 1/4 HBP 16 6/14 28 - 12F of recovery 14/24 Click!
  • 60% repeat proration
  • can only hit once per use
  • chain comes back in 30F upon stopping extension
  • close range version has 5F hitstop
  • long range version has 10F hitstop on block, 10F hitstop for Hazama on hit, 30F hitstop for opponent on hit
  • close range versions has 11F blockstun, long range version has 13F blockstun
  • can cancel into followups during active frames or 18F after hitstop ends
A Followup - - - - - - - - - - refer to notes* -6* refer to notes* - -
  • for recovery and CH state, refer to D move's data instead
  • frame advantage is off of close version; frame advantage is -4 if using far away version
B Followup - - - - - - - - - - 5F after landing -22* during move - Click!
  • 7F~ in the air for ground version
  • able to cancel into moves in the air 30F~
  • frame advantage is off of close version; frame advantage is -17 if using far away version
C Followup - - - - - - - - - - total 33F -15* during move - Click!
  • 5F~ in the air for ground version
  • able to cancel into moves in the air 29F~
  • frame advantage is off of close version; frame advantage is -13 if using far away version
D Followup - - - - - - - - - - total 29F 0* during move - Click!
  • 7F~ in the air for ground version
  • able to cancel into moves in the air 14F~
  • frame advantage is off of close version; frame advantage is +2 if using far away version


Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Jabaki
236D
R 450 186 100 70* all 3 HBP 15 2 21 +1 35 30 Click!
  • 24F hitstun
  • 23F blockstun
  • blows opponent back on air hit or on CH
  • wall bounces in corner on hit; adds 40F of untechable time
  • 10% repeat proration
Jasetsu
214D
- - - - - - - - - - total 95F - during move - Click!
  • Can cancel into followups 7F~
  • followups become strong (S) versions after 26F~
Ressenga
⇒ A
R 700 434 60 89 HA 3 HB 6+19 3 12 +2 24 17 Click!
  • 5~21F in the air
  • grounds opponent on air hit
Ressenga (S)
⇒ A
R 900 558 60 94 H 5 HB 25+19 4 12 +5 24 21 Click!
  • Foot attribute invincible throughout animation
  • 1~22F in the air
  • grounds opponent on air hit
  • breaks 1 guard primer
Gashoukyaku
⇒ B
R 700 579 70 82* HL 4 HB 6+7 5 14+20F after landing -20 37 30 Click!
  • 1~8F fully invincible
  • 3F~ in the air
  • floats opponent on hit
  • 30F hitstop on opponent on CH (15F hitstop for Hazama)
  • breaks 1 guard primer
  • wallbounces opponent near corner; adds ??F untech on wallbounce
  • 10% repeat proration
Gashoukyaku (S)
⇒ B
R 1000 828 80 94 HL 5 HB 25+7 5 14+20F after landing -18 37 30 Click!
  • 1~8F fully invincible
  • 3F~ in the air
  • floats opponent on hit
  • fatal counter possible
  • 30F hitstop on opponent on CH (15F hitstop for Hazama)
  • breaks 1 guard primer
  • wallbounces opponent near corner; adds ??F untech on wallbounce
  • 10% repeat proration
Zaneiga
⇒ C
R 1000 621 80 90* LA 4 F 6+21 3 17 -1 34 50 Click!
  • Floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 40% repeat protation (strong version counts as well)
Zaneiga (S)
⇒ C
R 1200 745 85 94* L 5 F 25+21 3 17 +1 34 50 Click!
  • Floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 40% repeat protation (strong version counts as well)
Stance Cancel
⇒ D
- - - - - - - - - - total 18F - during move -
Hirentotsu
j.214B
R 700 579 75 92 all 4 HB 13 3 19F after landing -10* 30 50 Click!
  • Grounds opponent on hit
  • ground bounces opponent on CH
  • cannot emergency tech
  • breaks 1 guard primer
  • frame advantage is off of lowest jump possible (startup 18F)
Gasaishou
236C
- 0 0 100 100, 60 90 0 ground throw 12 2 31 +11* during move 12 Click!
  • 6~12F invulnerable to throws
  • gains 500 heat upon successful throw
  • frame advantage listed is off of successful throw
Jakou
623D
R 0, 2000 0, 828 70 100* AA throw 4 HBP 14 3 41+? - during move 19, 70 Click!
  • 2nd attack wall bounces on hit
  • cannot emergency tech
  • counter carries
  • 2nd attack has 40% repeat proration
  • cannot hit opponent on ground
Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Jayoku Houtenjin
236236B
R 2500 0 50 94* all 5 HB 6+1 3 21+31F after landing -34 during move 120 Click!
  • 1~superflash fully invincible
  • 4F~ after superflash in the air
  • floats opponent on hit
  • fatal possible
  • breaks 1 guard primer
  • 50% repeat proration
  • 20% minimum damage
  • 30F hitstop
  • 420F Heat Gauge Cooldown
Mizuchi Rekkazan
632146C
R 200, 0, 500x8, 3200 0 100 82, 100, 84x9 all 0, 2, 1x8, 4 HBPx2, HBx9 4+17 2 54 -46 during move 12, 120, 90x9 Click!
  • superflash~20F after superflash Projectile attribute invulnerable
  • 1st attack forces opponent into standing
  • 2nd attack floats and pulls opponent in
  • attacks 3~10 float opponent
  • 11th attack slides opponent down
  • 1st attack is projectile Lv 2
  • 180F Heat Gauge Cooldown
  • first and last hits have 20% minimum damage. all other hits 10% minimum damage.
  • hitstops: 1st attack = Hazama 0F, opponent 90F; 2nd attack = 20F; 3rd~10th attacks = 1F; 11th attack = 12F

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Senkon Meiraku
6321463214D
- death 0 - - all 5 HBP 1+16 - total 116F -43 - - Click!
  • Can also be performed with 3632143D
  • 1~90F after superflash fully invul
  • projectile Lv 2
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A 3 times, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special
5C - - 2C, 6C, 3C Yes Jump, Special
2A 5A, 2A 3 times, 6A 5B, 2B 5C, 2C, 6C - Throw, Special
2B 6A 5B, 6B 5C, 2C, 3C - Special
2C - - 5C, 3C Yes Jump, Special
6A - - - - Super
6B - - - - Super
6C - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Throw, Jump, Special
j.B - - j.C - Jump, Special
j.C - - j.C 5 times - Jump(First 2 Hits), Special
j.2C - - - - Jump, Special
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