BBCF/Hakumen/Frame Data

From Dustloop Wiki

System Data

Health: 12,000
Combo Rate: 60% (Normal) / 30% (Mugen)
Prejump:
Backdash Time 15 / Invul: 0
Movement Options

Double Jump, 1 Airdash, Dash type: Step


Ambox warning.png This data was copied over from BBCPE and is currently being updated.

Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 HL 5 3 6 - - B -
730 HL 10 2 15 - - B -
1110 HL 14 2 20 - - B -
300 all 7 3 9 - - F -
650 L 8 6 15 - - F -
1050 HL 13 3 33 - - B -
620 HL 13 3 18 - - B -
590*2 H, HL 18 2, 3 23 - - B -
1500 HL 20 3 25 - - B -
1700 HL 24 3 25 - - B -
2000 HL 60 3 25 - - B -
1200 L 8 3 28 - - F -
700 HL 10 1 24 - - B -
320 HA 7 3 9 - - H -
780 HA 11 12 12 - - H -
590 HA 9 3 20 - - H -
1300 all 12 2 32+3 upon landing - - H -
1100 HA 16 4 30 - - H -
0 All 13 3 30 - - B -
1000 B 30-60 1 27 - - B -

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
- - 6 20 15 - - - -
- - 6 30 15 - - - -
- - 6 35 20 - - - -
0, 1800 all 6 10 10 - - BT -
- - 1 8 30 - - - -
0, 1800 all 6 10 15 - - FT -
- - 17 14 4 - - - -
0, 1400 all 6 10 10 - - BT -
- - 1 7 till landing + 12 - - - -
0, 2000 all 4 10 7 - - HT -

Throws

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1400 T(90) 7 3 21 - - T -
0, 700*2 T(90) 7 3 21 - - T -
0*2, 1400 T(100) 7 3 15+3Landing - - T -

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 all 1 92 - - - HBFP* -
560 all 14 3 15 - - B -
- - - - 18T - - - -
860 HL 6 7 14 - - B -
1000,500 L, HL 9 3(10)3 15 - - F, B -
2100, 450 HA, LA 21 3(14)3 20, 18 - - B, F -
1200 HL 11 3 35 - - H -
2800 HA 15 3 22 - - H -
800 all 12 4 20 - - HBFP* -

Distortion Drives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
3200 all 3+7 4 41 - - B -
3800 all 3+22 4 41 - - B -
4400 all 3+54 4 41 - - B -
5000 UNB 3+86 4 41 - - B -
2500 all 3+11 - - - - HBFP*(3) -
3000 all 3+11 - - - - HBFP*(3) -
- - 1 27 17 - - - -
3800 UNB 1+43 12 39 - - B -
1000, 120*18, 1900 UNB 1+43 12 39 - - B -
- - - - 22T - - - -

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Death UNB 1+0 20 15 - - HBFT -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A - 5B*[+] 3C Yes Special, Jump, Throw
5B 5A*[+], 2A*[+] - - Yes Special, Jump
5C - - - - Special
2A 5A*[+], 2A*[+], 6A 5B*[+], 2B*[+] 3C Yes Special, Throw
2B 5A*[+], 2A*[+] - - Yes Special
2C - - - - Special, Jump[-]
6A - 6B - Yes -
6B - - - Yes -
6C - - - - Super
3C - - - - -
4C - - - - Super
Air Revolver Action Table
A B C D Cancels
j.A j.A* j.B* - - Special, Jump
j.B j.A,j.2A* - - - Special, Jump
j.C - - - - Special
j.2A - - j.C* - Special, Jump
j.2C - - - - Special
* = Delayed cancel
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only