BBCF/Hazama/Frame Data

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 Hazama


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
Hazama 11,000 4F 25F (1~7F Inv All, 2~18 airborne) 19F Chain Movement
  • Forward dash can be canceled into attacks and Barrier Block at any point

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 All 5 3 9 ±0 B 100 80 Normal CSOJR 1 11 12 12 16 23 9 +0 +0
5B 550 Mid 8 3 12 +2 B 100 89 Long SOR 3 16 17 17 22 31 11 +0 +2
5C 450×2 Mid 10 1(1)6 28 -15 B 100 92 Long SO(J)R 4 18 19 21 24 36 5 +0 +5
2A 300 All 6 2 11 -1 F 100 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 10 2 13 -1 F 90 85 Long SOR 2 13 14 14 18 26 10 +0 +1
2C 800 Mid 13 3 25 -11 B 8~15 H 90 89 Long SOJR 3 16 17 25 Launch 48 11 +0 +2
6A 700 High 22 3 17 -3 B 80 89 Normal SR 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
6B 800 Low 25 3 13 +1 F 90 89 Long SR 3 16 17 17 + Down 23 Crumple + Down 10 34 + Down 23 11 +0 +2
6C 510×3 All 20 6,6,6 Total: 37+14L +1 P1 100 84 Long R 5 20 21×2, Crumple 40 + Down 23×2, 40 + GBounce 29×2, Crumple 56 + Down 23×2, 56 + GBounce 0 +0 +8
3C 840 Low 14 4 21 -6 F 90 92 Long SOR 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSOJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 10 4(2)2 14 H 80 85 Long SOJR 2 13 14 16 18 28 10 +0 +1
j.C 600 High/Air 10 2 23 H 80 89 Long SOJR 3 16 17 17 22 31 5 +0 +2
j.CC 400 High/Air 5 2 23 H 80 90 Long SOJR 2 13 14 14 18 26 5 +5 +5
j.CCC 400 High/Air 4 2 23 H 80 90 Long SOR 2 13 14 14 18 26 5 +5 +5
j.CCCC 400 High/Air 6 3 21 H 80 90 Long SOR 2 13 14 14 18 26 5 +5 +5
j.CCCCC 700 High/Air 5 2 26 H 80 94 Long SOR 3 16 17 17 22 31 11 +5 +5
j.2C 780 High/Air 14 4 22 H 80 92 Long SOJR 4 18 19 19 24 34 12 +0 +5

Drive Moves

  • All D Normals have the following:
    • During Overdrive Drive attacks use the values in []
    • On hit/block, Hazama immediately enters recovery
    • Same Move Proration will apply to any repeated chain usage (5D > 5D for example)
  • All of Hazama's Drive moves add 200% heat meter gain to the combo.
  • Maximum of 2 stocks.
  • 1 Stock is consumed upon using either A, B, C, or D cancels. Launching a chain does not consume a stock.
  • Hazama will regain 2 stocks on any chain hit.
    • Hazama will not gain stocks if the chain is blocked.
  • There is a complex internal timer to regain both stocks:
    • While grounded, the timer is 150F long.
    • The timer counts at half the speed while Hazama is airborne and cannot count beyond 60% of the total time needed to refill.
    • Both stocks are regained at the same time when the timer is filled and this does not change if you currently have 0 or 1 stocks remaining.
    • The timer is reset every time a stock is used.
    • The timer does not count upwards at all while Hazama is in hitstun.

During Overdrive:

  • For every 10 frames inside the ring, the life-stealing ring takes 20 health from the opponent and heals 25 health for himself.
  • The life-stealing ring cannot kill the opponent.
  • No health will be stolen (nor will be healed) if opponent's HP is at 1.
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 Near 250 [500] All 16 5 30
(Total: 59)
-21 [-6] P1 80 92 Normal SOR 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
5D Far 500 All 21 16 30
(Total: 59)
-21 [-6] P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
2D Near 400 [800] All 11 3 28
(Total: 51)
-19 [-4] P1 80 92 Normal SOR 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
2D Far 800 All 13 21 28
(Total: 51)
-19 [-4] P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
6D Near 300 [600] All 16 5 28
(Total: 60)
-19 [-4] P1 80 92 Normal SOR 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
6D Far 600 All 21 19 28
(Total: 60)
-19 [-4] P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
4D Near 300 [600] All 13 3 28
(Total: 57)
-19 [-4] P1 80 92 Normal SOR 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
4D Far 600 All 16 21 28
(Total: 57)
-19 [-4] P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.D Near 250 [500] All 13 3 41
(Total: 69)
P1 80 92 Normal SOR 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.D Far 500 All 16 20 41
(Total: 69)
P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.2D Near 250 [500] All 13 3 41
(Total: 69)
P1 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.2D Far 500 All 16 20 41
(Total: 69)
P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.4D Near 250 [500] All 13 3 41
(Total: 69)
P1 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.4D Far 500 All 16 20 41
(Total: 69)
P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.6D Near 250 [500] All 13 3 41
(Total: 69)
P1 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.6D Far 500 All 16 20 41
(Total: 69)
P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.8D Near 400 [800] All 13 3 41
(Total: 69)
P1 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.8D Far 800 All 16 20 41
(Total: 69)
P1 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
xD~A A Followup See notes
xD~B B Followup 39 1~23 P
xD~C C Followup 24
xD~D D Followup 23

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 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 4 Launch 70 0, 3 +0
4B+C 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 4 Launch 60 + Slide + WBounce 0, 12 +0
j.B+C 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SOR 0, 4 65 + GBounce 0 +0
6A+B Counter Assault 0 All 13 4 33 -18 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 B 80 60 Normal R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 ±0 B 80 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

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
214D Serpent's Benediction 86
214D~A Falling Fang 700 [840] High/Air 18 4 1+11L +1 [+3] H 1~22 F 80 79 [82] Normal R 3 [4] 16 [18] 19 [Launch] 40 [40 + Down 28] 24 [Launch] 54 [55 + Down 28] 11 [12] +0 +2 [+5]
214D~B Rising Fang 900 [1080] Mid 9 8 13+15L -17 [-15] B 1~12 All 90 82 [84] Normal R 4 [5] 18 [20] Launch 48 [55] Launch 62 [81] 12 [13] +0 [+10] +5 [+18]
214D~C Devouring Fang 900 [1080] Low/Air 16 4 20 -5 [-3] F 1~19 B 80 92 [94] Long R 4 [5] 18 [20] Launch 40 [60] Launch 55 [76] 16 +0 +5 [+8]
214D~D Serpent's Haste 18
214D~66 Serpent's Redemption 31
214D~44 Serpent's Redemption 32
214B Vengeful Viper 800 All 15 4 104 +10 B 100 79 Long R 3 16 Crumple 40 + GBounce Crumple 54 + GBounce 11 +0 +2
236C Bloody Fangs 0, 600 Throw(90) 12 2 31 T 1~12 T 100 100, 60 Normal R 0, 3 Launch 40 0 0, 6/+0 +0
j.214B Shadow Serpent 900 All 10 Until L 16 H 80 89 Long R 3 16 Launch 50 + Down 23 Launch 64 + GBounce 11 +0 +2
236A Venom Sword 680 All 15 2 21 -1 BP 100 79 Long R 3 16 17 35 + Slide Launch 49 + Slide 9/+5 +5 +7
623D Hungry Coils 0, 2000 Barrier 14 10 Total: 55 P 100 100, 82 Long R 4 18 120 + Slide + Down 20 + WBounce + Down 33 135 + Slide + Down 20 + WBounce + Down 33 0/+7 +30, +0 +30, +0

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
236236B Serpent's Infernal Rapture 1950 [2100] All 3+(40 Flash)+1 3 51 -33 B -
[1~3 All]
50 94 Normal R 5 20 Launch 120 Launch 139 30 +0 +8
632146C Eternal Coils of the Dragon Serpent 800×2, 200×8, 2000
[800×2, 90×24, 1000×2]
All 1+(30 Flash)+15 2 Total 70 -46 P2 1~19 P 80 80 Normal R 1 11 Launch 100 + Down 35 Launch 100 + Down 35 0 0/+90, 1×8 [×24], 12 [×2]] +0
214D~632146D The Serpent's Unholy Wrath 0×2, 280×3, 57×9, 400, 800
[0×2, 280×3, 57×17, 400, 800]
Throw(80) 12+(30 Flash)+0 2 40 T 1~14 All 100 100, 70, 92×3, 89×9, 92×2 [100, 70, 92×3, 89×17, 92×2] Long R 0×2, 4×3, 3×9 [×17], 4×2 Launch 120 + WBounce 100 + Down 53 0×2, 7×2, 0×9 [×17], 8, 16 +0

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 Glimmering Fang of the Basilisk 600, 400×3, 1000
{600, 400×5, 700×4}
All 20 [10] 3 34 -10 B 1~22 All
[1~22 All]
125 80 Long 26 Launch 120 20 20, 8, 0×2, 7
{20, 12×3, 0×2, 7/-2×4}

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
1632143D Hungry Darkness of 1000 Souls 0, 30000 All 1+(46 Flash)+16 P{(3)P}×7 Total 115 P 1~91 All Long 3 16 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Hazama 5A.pngGuardAllStartup5Recovery9Advantage±0[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special/Super
5BBBCS Hazama 5B.pngGuardMidStartup8Recovery12Advantage+2[1] 6A 2B, 6B 5C, 2C, 6C, 3C - Special/Super
5CBBCS Hazama 5C.pngGuardMidStartup10Recovery28Advantage-15[1] - - 2C, 6C, 3C Yes Jump[-], Special/Super
2ABBCS Hazama 2A.pngGuardAllStartup6Recovery11Advantage-1[3] 5A, 2A[+], 6A 5B, 2B 5C, 2C, 6C - Throw, Special/Super
2BBBCS Hazama 2B.pngGuardLowStartup10Recovery13Advantage-1[1] 6A 5B, 6B 5C, 2C, 3C - Special/Super
2CBBCS Hazama 2C.pngGuardMidStartup13Recovery25Advantage-11[1] - - 5C, 3C Yes Jump, Special/Super
6ABBCS Hazama 6A.pngGuardHighStartup22Recovery17Advantage-3 - - - - Super
6BBBCS Hazama 6B.pngGuardLowStartup25Recovery13Advantage+1 - - - - Super
6CBBCS Hazama 6C.pngGuardAllStartup20RecoveryTotal: 37+14LAdvantage+1 - - - Yes -
3CBBCS Hazama 3C.pngGuardLowStartup14Recovery21Advantage-6 - - - - Special/Super
Ground DsBBCS Hazama 5D.pngGuardAllStartup16Recovery30
(Total: 59)
Advantage-21 [-6]
- - - - Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Hazama jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C - Throw, Jump, Special
j.BBBCS Hazama jB.pngGuardHigh/AirStartup10Recovery14Advantage- - - j.C, j.2C - Jump, Special
j.C(1~4)BBCS Hazama jC1.pngGuardHigh/AirStartup10Recovery23Advantage- - - j.C (2~5)[+] Yes Jump(1~2), Special
j.2CBBCS Hazama j2C.pngGuardHigh/AirStartup14Recovery22Advantage- - - - Yes Jump, Special
Air DsBBCS Hazama jD.pngGuardAllStartup13Recovery41
(Total: 69)
Advantage-
- - - - Special
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

External References


Navigation

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To edit frame data, edit values in BBCF/Hazama/Data.
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