BBCF/Hakumen/Frame Data

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 Hakumen


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Hakumen 12,000 4F 15F (1~4F Inv Throw, 5~9 airborne) 16F (5~11 airborne)
  • Can cancel Forward Dash into jump 1~4F
  • Can cancel Forward Dash into air specials 6~12F
  • Can cancel Forward Dash into ground specials and supers 13~16F
  • Can cancel Back Dash into air specials 5~10F
  • Can cancel Back Dash into ground specials and supers 11~15F

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 Mid 5 3 6 +3 B 90 80 Normal DrCSOJR 1 11 14 17 20 28 9 +0 +0
5B 730 Mid 10 2 15 0 B 100 89 Long DrSOJR 3 16 17 19 22 33 11 +0 +2
5C 1100 Mid 14 2 20 -3 B (13~15 P) 100 92 Long SOR 4 18 19 19 + Down 16 24 34 + Down 16 15 +0 +5
2A 300 Mid 7 3 9 0 F 100 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 650 Low 8 6 15 -4 F 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 1050 Mid 13 3 33 -17 B 9~15 H
(10~18 P)
90 82 Long S(J)OR 4 18 Launch 21 Launch 50 15 +0 +5
6A 720 Mid 12 4 16 -1 B 100 89 Long DrR 3 18 Crumple 27 Crumple 41 11 +0 +2
6B 590×2 High, Mid 18 2,3 23 -4 B 4~22 F 80 92 Normal DrR 4 21 19, Launch 40 + GBounce 24, Launch 55 + GBounce + Down 23 8 +0 +5
6C 1500 Mid 20~24 3 25 -7 B ((2F before Active)~(End of Active) P) 100 94 Long R 5 20 32 36 + Slide 38 55 + Slide 16 +0 +8
6[C] Lv 1 1700 Mid 25~59 3 25 -7 B ((2F before Active)~(End of Active) P) 100 94 Long R 5 20 Launch 70 + Slide Launch 89 + Slide 16 +0 +8
6[C] Lv 2 2000 Mid 60 3 25 -7 B (58~62 P) 100 94 Long R 5 20 Launch 70 + Slide + WBounce Launch 89 + Slide + WBounce 16 +0 +8
4C 900 All 10 1 24 -4 B (8~10 P) 100 89 Long DrR 3 20 24 24 38 36 11 +0 +2
3C 1200 Low 8 3 28 -12 F (7~14 P) 100 92 Long R 4 18 Launch 36 Launch 51 + Down 23 15 +4 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSOR 1 11 12 18 16 29 9 +0 +0
j.B 650 High/Air 9 3 20 H 80 89 Long SOJR 3 16 17 21 22 35 11 +0 +2
j.C 1000 All 12 2 32+3L H (10~19 P) 80 92 Long SOJR 4 18 19 30 + WStick 24 45 + WStick 15 +0 +5
j.2A 700 High/Air 11 12 12 H (5~24 P) 80 89 Long SOJR 3 16 17 21 22 35 11 +0 +2
j.2C 1200 High/Air 16 4 30 H (14~19 P) 80 92 Long SOR 4 18 19 19 24 34 15 +0 +5

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 40 6~20 Catch HBFP
5[D] Lv 1 50 6~30 Catch HBFP
5[D] Lv 2 60 6~40 Catch HBFP
5D Attack 0, 1000 16 10 10 -1 BT 1~End All 100 100, 72 Very Short 0, 4 18 Launch 42 + Down 23 8 8, 0 +0
2D 46 1~8 Catch HBFP
2D Attack 0, 1000 16 10 15 -6 FT 1~End All 100 100, 72 Very Short 0, 4 18 Launch 50 + GBounce + Down 23 13 13, 0 +0
6D 43 1~9 Catch HBFP
6D Attack 0, 1000 16 10 10 -1 BT 1~End All 100 100, 72 Very Short 0, 4 18 Launch 33 + WBounce 30 8 8, 1 +0
j.D Until L+17 1~10 Catch HBFP
j.D Attack 0, 1000 14 10 6 HT 1~End All 100 100, 67 Very Short 18 Launch 35 8 +0 +0

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw 7 3 23 T 100 50 Normal SOR 0, 4 Crumple 0, 12 +0
4B+C Back Throw 0, 750×2 Throw 7 3 23 T 100 50 Normal R,SOR 0, 2, 4 Launch 60 0×2, 12 +0
j.B+C Air Throw 0, 200, 1300 Throw 7 3 23+3L T 100 50 Normal SOR 0, 1, 4 20, 60 + GBounce 0, 11, 18 +0
6A+B Counter Assault 0 all 13 3 30 -14 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) B 80 100 Long R 24 Crumple 60 Crumple 74 11 +0 +2
66 Forward Dash 16 S
44 Backdash 15 1-4T S

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A Gurren 950 All 14 3 15 +1 B 100 92 Long SR 4 18 28 60 33 75 + WBounce 12 +0 +5
623A Kishuu 18 5~14 HB
623A~A Enma 1060 Mid 6 7 16 -4 B 1~8 HB 100 72 Long SR 4 18 Launch 60 Launch 75 16 +0 +12
236B Renka 1000×2 Low, Mid 9 3(12)3 21 -5 F, B 90 82, 92 Long SR, SJR 4 18 Crumple, Launch 50 + Down 23, 60 Crumple, Launch 65 + Down 23, 75 15, 12 +0 +5
41236C Zantetsu 2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F (21~23, 38~40 P) 90 94, 72 Normal SR 5, 4 20, 18 Launch 30 + GBounce + Down 24, 30 + Down 24 Launch 46 + GBounce + Down 24, 46 + Down 24 16, 14 +0 +8, +5
j.214A Agito 950 All 12 4 Total 35 -2 P1 70 92 Long SR 3 16 Launch Down 28 Launch 50 + GBounce 9/+3 +3 +8
j.214B Hotaru 1500 Mid 11 3 35 H 1~17 All 80 92 Very Short DJSR 3 16 Launch 55 Launch 69 11 +0 +2
j.214C Tsubaki 2500 Guard Break 60/Barrier 15 3 22+4L H (15~17 P) 90 92 Long SR 4 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 8 +0 +5
214D Yanagi 0, 2500 all 30 3 18 -7 BT 4~27 Guard HBFP 100 100, 72 Normal 2 13 Launch 60 + GBounce + Down 23 10 0, 10/+5 +0
Fuumajin Fuumajin 900 all 1 92 P 1~End Guard xP 85 89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +13

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Shippu 3500 [4000] All 14+(47 Flash)+7 4 41 -26 B ((Active Frames) P) 100 60 Normal SR 4 18 Launch 50 Launch 65 25 +0 +5
632146[C] Shippu (Charged) 5000 Unblockable 14+(47 Flash)+86 4 41 B (100~103 P) 100 60 Normal SR 4 18 Launch 50 Launch 65 25 +0 +5
632146C Wave Shippu (Wave) 2500 [3000] All 14+(47 Flash)+11~90 Until Hit Total: 65~144 P3 100 80 Normal R 4 [5] 18 [20] Launch 50 [50 + WBounce] Launch 66 [66 + WBounce] 0/+12 [0/+13] +12 [+13] +12 [+13]
236236D Yukikaze 44 1~27 Catch HBFP, Burst
236236D Attack Yukikaze (Attack) 3200
[1800, 120×18, 2100]
Unblockable 1+(36 Flash)+43 3,3,3,3 39 B 1~End All 100 30
[98×19, 45]
Normal SR 4 Launch 60 Launch 75 30 [60/+10, 1/+10×18, 30] 30 [60/+10, 1/×18, 30]
214214B Mugen 16+(90 Flash)+30

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Tengai 600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 -30 [-20] F 1~22 All
[1~12 All]
125 80 26 Launch 90 + Down 44 20 20, 12, 24 {20, 12, 30} +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
[2]8D Akumetsu 38000 Unblockable 1+(60 Flash)+36 HBF 1~20 Guard HBF, Burst Long 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Hakumen 5A.pngGuardMidStartup5Recovery6Advantage+3 6A[*] 5B[*], 6B[*] 3C[*] Yes Throw, Jump, Special/Super
5BBBCF Hakumen 5B.pngGuardMidStartup10Recovery15Advantage0 5A[*], 2A[*], 6A[*] 2B[*], 6B[*] - Yes Jump, Special/Super
5CBBCF Hakumen 5C.pngGuardMidStartup14Recovery20Advantage-3 - - - - Special/Super
2ABBCF Hakumen 2A.pngGuardMidStartup7Recovery9Advantage0[3] 5A[*], 2A[*], 6A 5B[*], 2B[*] 3C[*] Yes Throw, Special/Super
2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4 5A[*], 2A[*] - - Yes Special/Super
2CBBCF Hakumen 2C.pngGuardMidStartup13Recovery33Advantage-17 - - - - Jump[-], Special/Super
6ABBCF Hakumen 6A.pngGuardMidStartup12Recovery16Advantage-1 - 6B - Yes 214D, Super
6BBBCF Hakumen 6B.pngGuardHigh, MidStartup18Recovery23Advantage-4 - - - Yes 214D, Super
6CBBCF Hakumen 6C.pngGuardMidStartup20~24Recovery25Advantage-7 - - - - Super*
3CBBCF Hakumen 3C.pngGuardLowStartup8Recovery28Advantage-12 - - - - 214214B
4CBBCF Hakumen 4C.pngGuardAllStartup10Recovery24Advantage-4 - - - - Super*
Air Revolver Action Table
A B C D Cancels
j.ABBCF Hakumen jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A[*] j.B[*] - - Throw, Special
j.BBBCF Hakumen jB.pngGuardHigh/AirStartup9Recovery20Advantage- j.A[*], j.2A[*] - - - Jump, Special
j.CBBCF Hakumen jC.pngGuardAllStartup12Recovery32+3LAdvantage- - - - - Jump[-], Special
j.2ABBCF Hakumen j2A.pngGuardHigh/AirStartup11Recovery12Advantage- - - j.C[*] - Jump, Special
j.2CBBCF Hakumen j2C.pngGuardHigh/AirStartup16Recovery30Advantage- - - - - Special
  • 4C and 6C are not cancellable into Hakumen's Astral Heat
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

 Hakumen


To edit frame data, edit values in BBCF/Hakumen/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information