BBCF/Hakumen/Frame Data

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System Data[edit]

Health: 12,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 21 / Invul: 1-21 Throw

Forward Dash Time 18 / Invul: None

Movement Options: Double Jump, Air Dash, Dash type: Step


Normal Moves[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
5A 300 DrCSOJR 90 80 Normal Mid 1 B 5 3 6 3 11 - 17 9 - Click!
5B 730 DrSOJR 100 89 Long Mid 3 B 10 2 15 0 16 - 19 11 - Click!
5C 1100 SOR 100 92 Long Mid 4 B 14 2 20 -3 18 - 19 15 13-15 Guard P Click!
  • Projectile guard point applies only to blade.
  • Forces crouching on standing hit.
  • Hard Knockdown on Airborne opponents.
2A 300 CSOR 100 80 Normal all 1 F 7 3 9 0 11 - 12 9 - Click!
2B 650 SOR 90 89 Long Low 3 F 8 6 15 -4 16 - 17 11 - Click!
2C 1050 S(J)OR 90 82 Long Mid 4 B 13 3 30 -14 18 - 21 15 9-15H
10-15 Guard P
Click!
  • Projectile guard point applies only to blade.
  • Launches on grounded opponents.
  • Untechable on Counter Hit until opponent hits the floor.
3C 1200 R 100 92 Long Low 4 F 8 3 28 -12 18 - 36 15/+0/+4 7-14 Guard P Click!
  • Projectile guard point applies only to blade.
6A 720 DrR 100 89 Long Mid 3 B 12 4 16 -1 18 - 27 11 - Click!
  • Unusually long hitstun on counterhit.
6B 590*2 DrR 80 92 Normal High, High/Low 4 B,B 18 2, 6 20 -4 18 - 40 8 4-22F Click!
  • Bonus Proration 110%.
  • Can cancel into Shippu as of CF2.
6C
Charge Lv 0/1/2
1500 R 100 94 Long Mid 5 B 20 3 25 -7 20 - 36, Slide 10 16 Guard P (see notes) Click!
1700 R 100 94 Long Mid 5 B 25 3 25 -7 20 - 70, Slide 10 16 Guard P (see notes) Click!
2000 R 100 94 Long Mid 5 B 60 3 25 -7 20 - 70, Slide 10 16 Guard P (see notes) Click!
  • 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.
4C 900 DrR 100 89 Long Mid 3 B 10 1 24 -8 16 - 24 11 - Click!
  • Projectile guard point applies only to blade.
j.A 300 CSOR 80 80 Normal High/Air 1 H 7 3 9 - 11 - 18 9 - Click!
j.B 650 SOJR 80 89 Long High/Air 3 H 9 3 20 - 16 - 21 11 - Click!
j.C 1000 SOJR 80 92 Long all 4 H 12 8 26 - 18 - 30 15 10-19 Guard P Click!
  • Projectile guard point applies only to blade.
j.2A 700 SOJR 80 89 Long High/Air 3 H 11 12 12 - 16 - 17 11 5-22 Guard P Click!
  • Projectile guard point applies only to blade.
j.2C 1200 SOR 80 92 Long High/Air 4 H 16 4 30 - 18 - 19 15 14-19 Guard P Click!


  • Projectile guard point applies only to blade.

Drive Moves[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
5D
Catch
Charge Lv 0/1/2
- - - - - - - - - - 40 - - - - 3/+12 6-20 Catch HBFPD Click!
- - - - - - - - - - 50 - - - - 3/+12 6-30 Catch HBFPD Click!
- - - - - - - - - - 60 - - - - 3/+12 6-40 Catch HBFPD Click!
  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • Counterhit state for entire move
5D
(Attack)
0, 1000 - 100 72 Very Short - 4 BT 16 10 10 -1 18 - 42 8/+0 1-End All Click!
2D
(Catch)
- - - - - - - - - - 38 - - - - 3/+12 1-8 Catch HBFPD Click!
  • 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
2D
(Attack)
0, 1000 - 100 72 Very Short - - FT 16 10 15 -6 18 - 50 13 1-End All Click!
6D
(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
6D
(Attack)
0, 1000 - 100 72 Very Short - - BT 16 10 10 -1 18 - 33, Wall 30 8 1-End All Click!
j.D
(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
j.D
(Attack)
0, 1000 - 100 72 Very Short - - HT 14 10 6 - 18 - 35 8 1-End All Click!


Universal Mechanics[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Forward Throw 1500 SOR 100 50 Normal Throw 4 T 7 3 23 - - - - 0 - Click!
  • Minimum Damage 100%
Back Throw 750*2 R,SOR 100 50 Normal Throw 2, 4 T 7 3 23 - - - 60 0 - Click!
  • Minimum Damage 100%
Air Throw 200, 1300 SOR 100 50 Normal Throw 1, 4 T 7 3 23+3L - - - 20, 60 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short all 4 B 13 12 18 -11 18 - 19 12 1-20 All Click!
CrushTrigger 1000 R 80 60 Normal Barrier - B 20 1 25 0 (With Barrier) 24 - 60 12 - Click!
1000 R 80 100 Long Barrier - B 30~61 1 25 0 (With barrier) 24 - 60 12 - Click!


Specials[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Guren
214A
950 SR 100 92 Long all 4 B 14 3 15 +1 18 - 60 12 - Click!
  • Heat Gauge Cooldown 30F
Renka
236B
1000*2 SR, SJR 90 82 Long Low, High/Low 4 F, B 9 3 (12) 3 21 -5 18 - 50, 60 15, 12 - Click!
  • The second hit is jump cancellable.
  • Heat Gauge Cooldown 60F
Zantetsu
41236C
2100, 800 SR 90 94, 72 Normal High/Air, Low/Air 5, 4 B,F 21 3 (14) 3 18 -2 20, 18 - 30 16, 14 21-23 Guard P
38-40 Guard P
Click!
  • Projectile guard point applies only to blade.
  • 120% bonus proration
  • Heat Gauge Cooldown 90F
Kishuu
623A
- - - - - - - - - - 18T - - - - - 5-14HB Click!
  • Can cancel into Enma from the 10th frame.
  • Heat Gauge Cooldown 30F
Enma
623AA
1060 SR 100 72 Long Mid 4 B 6 7 16 -4 18 - 60 16 1-8HB Click!
  • Heat Gauge Cooldown 30F
Agito
j.214A
950 SR 70 92 Long all 3 P1* 12 16 Total 35 -2 16 - 36 0/+12 - Click!
  • Heat Gauge Cooldown 30F
Hotaru
j.214B
1500 SR 80 92 Very Short Mid 3 H 11 3 35 - 16 - 55 11 1-17 All Click!
  • Resets air options (Jump/Airdash)
  • Heat Gauge Cooldown 60F
Tsubaki
j.214C
2500 SR 90 92 Long Barrier 4 H 15 3 22 - 16 - 60 8 15-17 Guard P Click!
  • Fatal Counter
  • Projectile guard point applies only to blade.
  • Heat Gauge Cooldown 90F
Yanagi
214D
0, 2500 - 100 85, 72 Normal all 0 BT 30 3 18 -7 13 - 60 Guard: 15
Attack:10
4-27 Guard HBFPD Click!
  • If an attack is blocked, can cancel into specials immediately?
  • After guarding an attack, remaining Guard frames are replaced with Full Invincibility
  • Heat Gauge Cooldown 60F
Fuumajin
Cut Projectile
900 - 85 89 Long all 3 P3* 1 92 - - 16 - 40 0/+11 1-End Guard P Click!
  • If Fumajin touches another projectile, it resets the active frames.
  • Hakumen experiences 0F hitstop when cutting a projectile

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Shippu
632146C
3500 [4000] SR 100 60 Normal All 4 B 14+7 4 41 -26 18 - 50 25 21-24 Guard P (see notes) Click!
5000 SR 100 60 Normal Unblockable 4 B 14+86 4 41 - 18 - 50 25 100-103 Guard P (see notes) Click!
  • Values in [] are during OD
  • Projectile guard point applies only to blade.
  • Minimum Damage 30% (1050 [1200])
  • Max Charge Minimum Damage 30% (1500)
Shippu
Wave
2500 [3000] R 100 80 Normal all 4 [5] P3* 14+7~86 Until Offscreen - - 18 [20] - 50 0/+12 [0/+13] - Click!
  • 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])
Mugen
214214B
- - - - - - - - - - 16+(90)+30 - - - - - 16-102 Click!
  • Costs 8 orbs
  • Allows unlimited use of specials and Distortion Drives for the duration.
  • SMP is removed during Mugen
Yukikaze
236236D Catch
- - - - - - - - 1 27 17 - - - - 4/+44 1-27 Catch HBFPD Click!
  • Guards attacks that can be blocked.
  • Doesn't work against grabs and unblockables.
  • Counterhit state for entire move
Yukikaze
Attack
3200
[1800, 150*18, 2100]
SR 100 30
[92*19, 45]
Normal Unblockable 4 B 1+33 12 39 - - - 60 30 [60/+10] 1-End All Click!


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

Exceed Accel[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Tengai
ABCD during OD
600, 1000, 1500
{600, 1000, 4500}
- 100 100 - all - B 20 [10] 3 34 -10 26 - - 20 1-22 All
[1-12 All]
Click!


  • 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[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Akumetsu
[2]8D
38000 - - - Long Unblockable 0 P 1+0 16 1+37 - - - - 0/+1800 1-16 HBFT Guard Click!


  • 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[edit]

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[*] 3C[*] Yes Throw, Special
2B 5A[*], 2A[*] - - Yes Special
2C - - - - Jump[-], Special
6A - 6B - Yes Super
6B - - - Yes Super
6C - - - - Super
3C - - - - -
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[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Hakumen/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [*] for character's frame data
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