BBCS2/Hakumen/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 350 43 85 84 HL 1 HB 5 3 6 +3 9 18 Click!
  • standing hit has hitstun of 14F
  • 9F~ can cancel into followup normals (5B)
  • bend back on hit
5B SJR 590 73 90 89 HL 3 HB 10 2 15 0 15 17 Click!
  • 21F~ can cancel into followup normals (5A)
5C SR 1110 137 100 92 HL 4 HBF 14 2 20 -3 27 19 Click!
  • 13-15F can cut projectile
  • air hit prevents quick tech
2A CSR 300 37 85 84 all 1 F 7 3 8 +1 12 14 Click!
  • 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)
2B SR 450 55 80 86 L 2 F 8 2 10 +2 13 16 Click!
  • standing hit has hitstun of 14F
  • 16F~ can cancel into followup normals (5A, 2A)
  • bend back on hit
2C S(J)R 950 117 90 92 HL 4 HB 13 3 33 -17 32 19 Click!
  • 10-18F can cut projectile
6A R 620 77 85 89 HL 3 HB 16 3 18 +3 27 27 Click!
  • ground hit has stagger for 32F
  • guard has 20F guard recovery
  • opponents hitstop 16F when blocking
6B R 590x2 73x2 50 90(once) H 4 HF 18 2, 3 23 -4 35 30 Click!
  • 1-22F low invun
  • first hit bounce on air hit
  • second hit bounce
  • second hit break 1 primer
  • ground guard has 21F guard recovery
  • hitstop of 8F
6C DR 1300 161 100 92* HL 4 HB 20 3 25 -6 41 44 Click!
  • 18-22F can cut projectile
  • standing hit has hit stun of 32F
  • break 1 primer
  • when guarded hakumen has hitstop of 14F/opponent has 17F
  • 10% repeat proration
  • air hit cause slide
  • bend back on hit
6C (charge) DR 1600 198 100 92* HL 4 HB 16+8 3 25 -6 19 after active 44 Click!
  • after release
  • 6-10F can cut projectile
  • standing hit stun of 32F
  • break 1 primer
  • when guarded hakumen has histop of 14F/opponent has 17F
  • 10% repeat proration
  • air hit cause slide
  • 43F is max charge.
  • bend back on hit
6C (full charge) DR 2000 248 100 92* HL 4 HB 50 3 25 -9 71 70 Click!
  • 48-52F can cut projectile
  • standing hit has stagger of 60F
  • fatal possible
  • break 1 primer
  • air hit has slide
  • 10% repeat proration
4C SR 700 86 80 89 HL 3 HB 15 1 26 -10 entire move 17 Click!
  • 11-15F can cut projectile (at 13F guard point on sword becomes longer)
  • hitstop 8F
3C R 1200 149 90 88 L 4 F 9 3 25 -4 24 36 Click!
  • 8-15F can cut projectile
  • downs on hit
  • cannot quick tech on ground hit
  • opponents hitstop 19F when blocking
j.A CSJR 320 39 90 84 HA 1 H 7 3 9 - 12 18 Click!
  • 13F~ can cancel into followup normals (j.A, j.B)
j.B SJR 590 73 90 89 HA 3 H 8 3 20 - 23 17 Click!
j.C SR 900 111 90 89 HA 3 H 12 2 32 - 35 33 Click!
  • 10-19F can cut projectile
  • has blow-away effect
  • hitstop 12F
  • 3F recovery after landing
j.2A SR 980 121 80 75 HA 4 H 11 2 15 - 18 40 Click!
  • 5-18F can cut projectile
  • self-float on hit/guard
j.2C SR 1000 124 90 92 HA 4 H 16 4 30 - 25 19 Click!
  • 14-19F can cut projectile
Forward Throw R 0, 1600 0, 198 90, 100 100, 55 120 0, 4 ground throw 7 3 21 - entire move 12, 60 Click!
  • 2nd hit cause slide and wall bounce, wall bounce adds 60F of untechable
  • 100% minimum damage
Back Throw Rx2 0, 800x2 0, 99x2 90, 100x2 100, 110, 50 120 0, 2, 4 ground throw 7 3 21 - entire move 12, 60x2 Click!
  • 2nd hit cause float
  • 3rd hit cause wall bounce
  • wall bounce adds 60F of untechable
  • 100% minimum damage
Air Throw S, Rx2 0x2, 1500 0x2, 186 100 100x2, 55 100 0, 1, 4 air throw 7 3 15 - entire move 12, 70x2 Click!
  • 3rd hit cause knockdown
  • cannot quick tech
  • 100% minimum damage
  • hitstop 0
  • vertical range 60-280
Counter Assault R 0 0 50 92 all 4 HB 11 3 30 -14 34 19 Click!
  • 1-20F invincible
  • has blow-away effect
  • cooldown 180F

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zanshin
  • Hakumen's meter is separated into 8 equal sections, called magatama. Each magatama is 1250 units.
  • Hakumen starts each round with 1 magatama
  • Hakumen automatically gains 3 units per frame under normal circumstances, and 4 units per frame when his health is less than 35%
  • When in cooldown, Hakumen's automatic heat gain is stopped.
5D (catch) - - - - - - - - 5 16 13 - entire move - Click!
  • 5-20F catch high/mid
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
2D (catch) - - - - - - - - 1 8 34 - entire move - Click!
  • 1-8F catch mid/low
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
6D (catch) - - - - - - - - 1 9 26 - entire move - Click!
  • 1-9F catch high/mid
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
j.D (catch) - - - - - - - - 1 7 12 after landing - entire move - Click!
  • 1-7F catch high/mid
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
5D (attack) DR 0, 1400 (0, 322) * 100 100, 45 - 0, 4 unblockable 4 10 6 - - 12, 42 Click!
  • invincible during move
  • 2nd hit cause knockdown
  • cannot quick tech
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
2D (attack) DR 0, 1100 (0, 253) * 100 100, 45 - 0, 4 unblockable 7 10 15 - - 12, 50 Click!
  • invincible during move
  • 2nd hit cause ground bounce
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
6D (attack) DR 0, 1400 (0, 322) * 100 100, 45 - 0, 4 unblockable 4 10 10 - - 12, 83 Click!
  • invincible during move
  • 2nd hit cause spin of 81F
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
j.D (attack) R 0, 1600 (0, 368) * 100 100, 45 - 0, 4 unblockable 4 10 6 - - 12, 83 Click!
  • invincible during move
  • 2nd hit cause float
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
Barrier - 800 99 85 89 all 3 HBP - 183 - - - 40 Click!
  • created when Hakumen cuts a projectile
  • causes float on hit
  • proj lv3
  • when Barrier touches projectile active frame gets extended by 183F
  • if Hakumen cuts another projectile with Barrier out, first Barrier disappears


Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Gurren
214A
SR 560 69 100 89 all 4 HB 14 3 15 +1 22 60 Click!
  • ground hit has hitstun of 27F
  • air hit has wall bounce
  • requires a magatama
  • bend back on hit
Renka
236B
SR 830, 860 103, 106 90 100, 65 * L, HL 4 F, HB 9 3(15)3 15 +1 35 50, 34 Click!
  • 1st hit cause down state
  • cannot quick tech
  • 2nd hit cause slide and wall bounce
  • wall bounce adds 40F of untechable
  • first hit has bonus 120% proration
  • requires 2 magatamas
  • 10% repeat proration
  • CH continuation
  • cooldown 180F
Zantetsu
41236C
SR 2430, 550 301, 68 90 80, 94 HA, LA 4 HB, F 21 3(14)3 18 -2 48 19, 30 Click!
  • 21-23F/ 38-40F can cut projectile
  • first hit air hit cause grounding
  • 2nd hit cause knockdown
  • cannot quick tech, breaks 1 primer
  • requires 3 magatamas
  • CH continuation
  • cooldown 180F
Kishuu
623A
- - - - - - - - - - 17 total - 14 - Click!
  • has above waist invincibility during move
  • 10-15F can cancel into follow-up
  • requires 1 magatama
Enma
⇒ A
SJR 860 106 90 75 HL 4 HB 9+6 7 31 -19 37 42 Click!
  • 1-8F above waist invincibility
  • hit cause float
  • last 4F of active frame extends higher up
  • requires 1 magatama
Hotaru
j.214B
SJR 1500 186 90 92* HL 3 H 11 2 23 - 24 55 Click!
  • 1-14F invincible
  • hit cause float
  • near corner cause wall bounce, wall bounce adds 100F of untechable
  • 10% repeat proration
  • breaks 1 primer
  • fatal possible
  • hit/block resets 1 jump, can be used once per jump off ground
  • requires 2 magatamas
  • cooldown 180F
Tsubaki
j.214C
SR 2200 273 70 90* HA 4 HB 15 3 22 - 21 55 Click!
  • hit cause slide
  • breaks 1 primer
  • bonus 120% proration
  • hitstop 10F
  • requires 3 magatamas
  • cooldown 180F


Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Shippu (sword)
632146C
SR 4000[5500] (920[1265]) 100 60 all[Unblockable] 4 HBF 3+22[3+93] 4 50 -35 52[123] 50 Click!
  • 1- 4F after super flash is invincible
  • hit cause float
  • breaks 2 primers
  • 20% damage guaranteed
  • hitstop 25F
  • cooldown 180F
  • startup 14F after button release when charge
  • 80F is max charge
  • requires 4 magatamas
  • values in [ ] is when Shippu is fully charged
Shippu (wave) SR 2500 (575) 100 80 all 0 FP 3+26 - - - - 50
  • hit cause float
  • 20% minimum damage(500)
  • goes through projectiles
  • if sword hit/block then projectile active frame is removed
  • proj lv3
Yukikaze (catch)
236236D
- - - - - - - - 1 27 17 - entire move - Click!
  • 1- 27F after super flash catch all blockable moves
  • hakumen hitstop 4F/opponent 60F on catch
  • attack starts after hitstop
  • requires 4 magatamas
  • cooldown 180F
Yukikaze (attack) SR 3800 (874) 100 30 Unblockable 4 HBF 56 15 39 - 121 60 Click!
  • hit cause float
  • fatal possible
  • 20% minimum damage (760)
  • hitstop 30F
Mugen
214214B
- - - - - - - - - - 26+23 total - entire move - Click!
  • requires 8 magatama
  • 1-26F is invincible
  • dmg is 1.2x during Mugen (but value does not effect tech time calculation)
  • no primer breaking, Rapid Cancel, and Counter Assault during Mugen
  • character combo rate 30% during Mugen
  • after using 9 magatama meter reduction speed 3x
  • Shippu does 100% garanteed dmg while Mugen is active
  • Mugen immediately ends Shippu or Yukikaze hit the opponent
  • max duration 1079F
  • auto heat gain stops for 600F after use

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Akumetsu
[2]8D
- death 0 - - Unblockable 0 HBF 1+0 20 16 - entire move - Click!
  • catches everything except projectiiles
  • 180F Heat Gauge Cooldown
  • attack starts after 229F


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B*, 6B - Yes Special, Jump, Throw
5B 5A*, 2A* 6B - Yes Special, Jump
5C - - - - Special
2A 5A*, 2A*, 6A 5B*, 2B* - Yes Special, Throw
2B 5A*, 2A* - - Yes Special
2C - - - - Special, Jump
6A - 6B - Yes -
6B - - - Yes -
6C - - - - Super
3C - - - - -
4C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A* j.B* - - Special, Jump
j.B - - - - Special, Jump
j.C - - - - Special
j.2C - - - - Special
*Delayed cancel; see move notes for exact timing.
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only



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