BBCS2/Hazama/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 250 103 80 84 all 1 HB 5 3 9 0 10 14 Click!
5B SJR 550 227 90 89 HL 3 HB 8 3 12 +2 13 17 Click!
5C SJR 300x2 124x2 100 89(once) HL 4 HB 10 1(1)6 22 -9 17 23 Click!
  • Counter carries
  • 5F hitstop
2A CSR 150 62 80 84 all 1 F 6 2 9 +1 10 14 Click!
2B SR 450 186 80 86 L 1 F 10 3 22 -11 19 14 Click!
2C SJR 660 273 90 89 HL 3 HBF 13 3 25 -11 28 25 Click!
  • 8~12F head invul
6A DR 600 248 70 92 H 4 HB 22 3 21 -5 33 19 Click!
  • Forces crouch on ground hit, 28F hitstun
  • grounds opponent on air hit
  • cannot emergency tech
  • breaks 1 guard primer
6B DR 600 248 90 89 L 3 F 25 2 12 +3 32 17 Click!
  • Breaks 1 guard primer
6C R 500x3 310x3 100 89(once) all 3 FP 20 7, 6, 3 17 0 44 17 Click!
  • 17~35F in the air
  • staggers fo 48F on CH
  • grounds opponent on air hit
  • cannot emergency tech
  • counter carries
  • 19F guardstun
  • breaks 1 guard primer
  • 0F hitstop
3C SR 700 289 80 92 L 4 F 14 4 21 -6 35 40 Click!
  • Downs on hit
  • downs and pulls opponent in on CH
  • cannot emergency tech on CH
j.A CSJR 180 74 90 84 HA 1 H 7 3 8 - 12 14 Click!
j.B SJR 450 186 90 86 HA 2 H 10 4(2)2 14 - during move 16 Click!
  • Can only hit once
  • second part of active frames are behind Hazama
j.C (1) SJR 600 248 90 89 HA 3 H 10 2 23 - 25 17 Click!
  • 5F hitstop
  • can cancel into followup 12~13F
j.C (2) SJR 300 124 90 89 HA 3 H 7 2 23 - 22 21 Click!
  • 5F hitstop
  • can cancel into followup 9~10F
j.C (3) SR 300 124 90 89 HA 3 H 7 2 23 - 22 21 Click!
  • 5F hitstop
  • can cancel into followup 9~10F
j.C (4) SR 300 124 90 89 HA 3 H 11 3 21 - 25 21 Click!
  • 5F hitstop
  • can cancel into followup 14~15F
j.C (5) SR 700 289 90 89* HA 3 H 9 2 26 - 27 23 Click!
  • 110% bonus proration
  • 5F hitstop
j.2C SJR 620 256 90 92 HA 4 H 14 3 23 - during move 19 Click!
Forward Throw -, R 0, 1400 0, 579 90 100, 55 130 0, 4 ground throw 7 3 17 - during move 12, 70 Click!
  • 2nd attack blows back on hit
  • 100% minimum damage
  • 2nd attack has 3F hitstop
Back Throw -, R 0, 1400 0, 579 90 100, 55 130 0 ground throw 7 3 13 - during move 12, 60 Click!
  • 2nd attack slides down on hit
  • 100% minimum damage
  • 2nd attack has 15F hitstop
Air Throw -, SR 0, 1400 0, 579 100 100, 55 120 0, 4 air throw 7 3 12 - during move 12, 60 Click!
  • 2nd attack ground bounces on hit, adds 60F of untechable time upon bounce
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Counter Assault R 0 0 50 92 all 4 HB 8 4 27 -12 26 19 Click!
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown


Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Ouroboros
  • Maximum of 2 stocks
  • B, C, and D followups of Ouroboros use up 1 stock (cannot use these versions if there are no stocks left)
  • stocks refill if Hazama has been on the ground for 150F (cumulative)
  • gains 1 stock if chain is guarded and there were no stocks before chain was guarded, gains 2 stocks if chain hits
  • refill time (waiting to refill stocks when Hazama is on the ground) freezes during hitstop or superflash
  • Ouroboros data follows the format (close version, far away version)
  • Close version has 8F hitstop. Far away version has 10F hitstop on guard; on hit, Hazama has 10F hitstop and opponent has 30F hitstop
  • Can cancel into followups during the chain's active frames or until 18F after hitstop.
5D SR 300, 500 124, 207 100, 70 84, 94* all 1, 5 HBP 16 7, 26 17 - 8F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 31F upon stopping extension
2D SR 400, 600 165, 248 100, 70 84, 94* all 1, 5 HBP 16 2, 30 15 - 9F of recovery 14, 24 Click!
  • Can only hit once
  • chain comes back in 30F upon stopping extension
6D SR 400, 600 165, 248 100, 70 84, 94* all 1, 5 HBP 16 5, 31 15 - 6F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 34F upon stopping extension
4D SR 400, 600 165, 248 100, 70 84, 94* all 1, 5 HBP 16 3, 33 15 - 6F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 34F upon stopping extension
j.D SR 300, 500 124, 207 100, 70 84, 94* all 1, 5 HBP 16 6, 26 28 - 12F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.2D SR 300, 500 124, 207 100, 70 84, 94* all 1, 5 HBP 16 6, 26 28 - 12F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.6D SR 200, 500 82, 207 100, 70 84, 94* all 1, 5 HBP 16 6, 26 28 - 12F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.4D SR 300, 500 124, 207 100, 70 84, 94* all 1, 5 HBP 16 6, 26 28 - 12F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.8D SR 400, 600 165, 248 100, 70 84, 94* all 1, 5 HBP 16 6, 26 28 - 12F of recovery 14, 24 Click!
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
A Followup - - - - - - - - - - refer to notes* -6* refer to notes* - -
  • Same effects on regular or on CH
  • frame advantage is off of close version; frame advantage is +3 if using far away version
B Followup - - - - - - - - - - total 71F -22* during move - Click!
  • 7F~ in the air for ground version
  • able to cancel into moves in the air 34F~
  • frame advantage is off of close version; frame advantage is -13 if using far away version
C Followup - - - - - - - - - - total 33F -17* during move - Click!
  • 5F~ in the air for ground version
  • able to cancel into moves in the air 29F~
  • frame advantage is off of close version; frame advantage is -8 if using far away version
D Followup - - - - - - - - - - total 29F -2* during move - Click!
  • 7F~ in the air for ground version
  • able to cancel into moves in the air 14F~
  • frame advantage is off of close version; frame advantage is +7 if using far away version


Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Jabaki
236D
R 450 186 100 70* all 3 HBP 15 2 21 +1 35 30 Click!
  • 24F hitstun on ground
  • blows back on air hit or on CH; wall bounces in corner on hit, adds 40F of untechable time
  • 23F guardstun
  • 10% repeat proration
Jasetsu
214D
- - - - - - - - - - total 95F - during move - Click!
  • Can cancel into followups 7F~, followups become strong (S) versions after 26F~
Ressenga
⇒ A
R 700 434 60 89 HA 3 HB 6+19 3 12 +2 24 17 Click!
  • 5~21F in the air
  • grounds opponent on air hit
Ressenga (S)
⇒ A
R 900 558 60 94 H 5 HB 25+19 4 12 +5 24 21 Click!
  • Foot invul throughout animation
  • 1~22F in the air
  • grounds opponent on air hit
Gashoukyaku
⇒ B
R 700 579 60 80 HL 4 HB 6+7 5 14+20F landing -20 37 45 Click!
  • 1~8F fully invul
  • 3F~ in the air
  • floats on hit
  • 15F hitstop on opponent on CH
Gashoukyaku (S)
⇒ B
R 900 745 75 90 HL 5 HB 25+7 5 14+20F landing -18 37 52 Click!
  • 1~8F fully invul
  • 3F~ in the air
  • floats on hit
  • fatal possible
  • 15F hitstop on opponent on CH
Zaneiga
⇒ C
R 1000 621 80 90* LA 4 F 6+21 3 17 -1 34 50 Click!
  • Floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 40% repeat protation (strong version counts as well)
Zaneiga (S)
⇒ C
R 1200 745 85 94* L 5 F 25+21 3 17 +1 34 50 Click!
  • Floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 40% repeat protation (normal version counts as well)
Stance Cancel
⇒ D
- - - - - - - - - - total 18F - during move -
Hirentotsu
j.214B
R 700 579 75 92 all 4 HB 13 3 19F after landing -10* 30 50 Click!
  • Grounds opponent on hit
  • ground bounces on CH
  • cannot emergency tech
  • breaks 1 guard primer
  • frame advantage is off of lowest jump possible (startup 18F)
Gasaishou
236C
- 0 0 100 100, 60 90 0 ground throw 12 2 31 +11* during move 12 Click!
  • 6~12F fully invul
  • 2nd attack has 5F hitstop
  • gains 5% heat upon successful throw
  • frame advantage is frame difference off of successful throw
Jakou
623D
R 0, 2000 0, 828 70 100* - 4 HBP 14 3 41 - during move 19, 70 Click!
  • 2nd attack wall bounces on hit, cannot emergency tech
  • counter carries
  • 2nd attack has 40% repeat proration
  • cannot hit opponent on ground
  • 1st attack has 7F hitstop on opponent on guard, 30F hitstop on opponent on hit
  • 2nd attack has 0F hitstop on both hit and guard
Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Jayoku Houtenjin
236236B
R 2500 (575) 50 94* all 5 HB 6+1 3 21+31F landing -34 during move 120 Click!
  • 1~superflash fully invul
  • 4F~ after superflash in the air
  • floats on hit
  • fatal possible
  • breaks 1 guard primer
  • 50% repeat proration
  • 20% minimum damage
  • 30F hitstop
  • 300F Heat Gauge Cooldown
Mizuchi Rekkazan
632146C
R 200, 0, 500x8, 3200 (46, 0, 115x8, 736) 100 82, 100, 84x9 all 0, 2, 1x8, 4 HBPx2, HBx9 4+17 2 54 -46 during move 12, 120, 90x9 Click!
  • superflash~20F after superflash projectile invul
  • 1st attack forces standing
  • 2nd attack floats and pulls opponent in on hit
  • 20% minimum damage
  • attacks 3~10 float on hit
  • 11th attack slides down on hit
  • 1st attack is projectile (Lv 2)
  • 180F Heat Gauge Cooldown
  • hitstops: 1st attack = Hazama 0F, opponent 90F; 2nd attack = 20F; 3rd~10th attacks = 1F; 11th attack = 12F

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Senkon Meiraku
6321463214D
- death 0 - - all 5 HBP 1+16 - total 116F -43 - - Click!
  • Can also be performed with 3632143D
  • 1~90F after superflash fully invul
  • projectile (Lv 2)
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C - Jump, Special
5C - - 2C, 6C, 3C Yes Jump, Special
2A 5A, 2A, 6A 5B, 2B 5C, 2C, 6C - Throw, Special
2B 6A 5B, 6B 5C, 2C, 3C - Special
2C - - 5C, 3C Yes Jump, Special
6A - - - - Super
6B - - - - Super
6C - - - - -
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Throw, Jump, Special
j.B - - j.C - Jump, Special
j.C - - j.C 5 times - Jump(First 2 Hits), Special
j.2C - - - - Jump, Special
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only


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