BBTag/Hakumen/Frame Data

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System Data[edit]

Health

18,000

Prejump

4F

Backdash

15F (1-7F Inv All)

Forward Dash

16F

Additional Notes

Can cancel forward dash into all actions except walk on 12F

  • Canceling a Skill/EX Skill into another Skill/EX Skill costs 1 Skill Gauge, and will have its P2 value overwritten to 100 (aka no scaling) on any and all hits of that special.


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1500 - 100 80 B All 10 2 15 0 3 16 17 17 22 31 11 +0 +2 - -
5A 2000 - 100 85 B All 14 2 20 -3 3 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5 - -
5AA 1500 - 100 80 B All 15 5 21 -9 3 16 17 17 22 31 11 +0 +2 - -
5AAA 1700 - 100 85 B All 15 3 24 -8 4 18 19 24 24 39 12 +0 +5 - -
5AAAA 2200 - 100 90 B All 17 3 27 -9 5 20 Launch 36 Launch 52 13 +0 +8 - -
2A 1500 - 90 80 F Low 8 6 15 -4 3 16 17 17 22 31 11 +0 +2 - -
5B 1700 - 80 85 B All 15 3 22 -6 4 18 19 36 24 51 12 +0 +9 - -
5BB - - - - - - - - Total: 24 -9 - - - - - - - - - - -
5BBB 1700 - 80 75 B All 6 7 21 -9 4 18 Launch 40 Launch 55 16 +0 +5 - -
2B 1700 - 90 75 B All 13 3 33 -17 4 18 Launch 23 Launch 38 12 +0 +5 9-15 H -
5C 800 - - - - High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 - 90 85 F Low 9 3 33 -17 4 18 Launch 36 + Down 23 Launch 51 + Down 23 12 +0 +8 - -
j.A 1500 - 80 80 H High 12 4 30 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 1500 - 80 80 H High 11 12 12 - 3 16 17 21 22 35 11 +0 +2 - -
j.B 1800 - 80 85 H High 12 2 32+3L - 4 18 19 30 + WStick 24 45 12 +0 +5 - -
j.C 1700 - 80 85 H All 11 3 24 - 4 18 Launch 25 Launch 40 12 +0 +5 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 4 - Crumple 45 - - - - 0, 12 +0 - -
Back Throw 0, 500, 1500 - 100 50 (Once) T Throw 7~30 3 23 - 0, 2, 4 - Launch 60, 60 + WBounce 50 + WStick 30 - - - 0, 12 +0 - -
Zanshin (Catch)
Reversal Action
- - - - - - - - Total: 45 - - - - - - - - - - 1-25 Guard All -
  • On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 14F
Zanshin (Attack)
Catch Attack
0, 3300 - 80 100, 60 BT Air Unblockable 16 10 10 -10 0, 4 18 Launch 42 + Down 23 Launch 57 + Down 23 8, 0 0 +0 1-End All -
Air Zanshin (Catch)
Reversal Action
- - - - - - - - Total: 53 - - - - - - - - - - 1-15 Guard All -
  • On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 14F
Air Zanshin (Attack)
Catch Attack
0, 3300 - 80 100, 60 BT All 17 4 36 - 0, 4 9 - - - - 12, 0 +0 +0 1-End All -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A Renka
236A
1300*2 - 90 85 F, B Low,All 9 3(10)3 20 -4 4 18 Crumple 39, Launch 30 + Down 23, 30 Crumple 78, Launch 45 + Down 23, 45 15, 12 +0 +5 - -
Zantetsu
236B
2500, 1500 - 80 80 B, F High, Low 22 3(14)3 26 -12 5, 3 20, 16 Launch 30 + Down 24, 30 + Down 24 Launch 46 + Down 24, 44 + Down 24 15, 13 +0 +8, +2 - -
A Guren
214A
1500 - 80 75 B All 14 3 20 -4 4 18 26 60 31 75 12 +0 +5 - -
B Guren
214B
1700 - 80 85 B All 19 3 25 -9 4 18 Crumple 29 60 Crumple 58 75 12 +0 +5 - -
Agito
j.214A
1500 - 80 80 P1 All 12 4 Total: 36 -1 - 16 Launch 50 + Down 23 Launch 64 + Down 23 0/+12 +12 +17 - -
B Tsubaki
j.214B
2000 - 80 85 H High 19 3 Until L+9 -4 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5 - -
Fuumajin
Cut Projectile
1500 - 80 100 P2 All - 91 - - 3 16 Launch 40 Launch 54 0/+11 +11 +13 - -
  • When cutting opponent's projectile, Hakumen and opponent's projectile both experiences 0F hitstop

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
EX Renka
236C
1400*2 - 90 85 F, B Low, All 9 3(12)3 21 -5 4 18 Crumple 39, Launch 30 + Down 23, 30 Crumple 78, Launch 45 + Down 23, 45 15, 12 +0 +5 - -
Yanagi
214C
1000, 3500 - 80 75 B All 30 3 9 +7 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 12, 0 +0 4-27 Guard All -
  • Hakumen only attacks after guarding an attack
  • On Guard Point, hitstop for Hakumen and opponent is is 14F
  • Hakumen becomes fully invincible for the remainder of the move after guarding an attack.
EX Tsubaki
j.214C
2500 - 80 85 H High 15 3 22+4L +2 4 18 Launch 60 + Down 30 Launch 75 + Down 30 8 +0 +5 - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Guren
1700 - 70 85 B All (18)+21 3 20 -4 4 18 Launch 60 + WBounce - - 12 +0 - - -
6P
Shippu
3900, 1950 - 70 80 B, P1 All (18)+90 4,X 41 -24 5, 4 20, 18 Launch 50 + Down 23, 80 - - 25, 0/+12 +0, +12 - - -
  • 2nd hit (wave) only comes out if 1st hit misses opponent
4P
Enma
1700 - 70 85 B All (18)+12 7 28 -16 4 18 Launch 60 - - 16 +0 - - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Shippu
236BC
5800 [11600] - 80 60 B All 13+(47 Flash)+6
[13+(47 Flash)+86]
4 41 -24 5, 4 20 Launch 50 Launch 66 25 +0 +8 1-13 All -
  • Values in [] are for Max Charge version
  • 2nd hit (wave) only comes out if 1st hit misses opponent
  • Minimum Damage: 1914 [3828]
Enhanced Shippu
236BC
5000, 200*15, 1800
[12500, 200*15, 1800]
- 80 60 [100*16, 60] B All 13+(47 Flash)+6
[13+(47 Flash)+86]
4 41 -24 5 20 Launch 50 Launch 66 25 25, 0/+1*14, 0/+40, 0/+41 +8, +1*14, +40, +41 1-13 All -
  • Values in [] are for Max Charge version
  • 2nd hit (wave) only comes out if 1st hit misses opponent
  • Minimum Damage: 1550, 24*15, 216 (2126) [3876, 24*15, 216 (4452)]
Shippu (Wave)
236BC
2500 [3000] - 80 60 P3 All 13+(47 Flash)+23 [13+(47 Flash)+90] - - - 4 [5] 18 [20] Launch 50 Launch 65 [66] 0/+12 [0/+13] +12 [+13] +17 [+13] - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 825 [930]
Yukikaze (Catch)
214BC
- - - - - - - - Total: 44 - - - - - - - - - - 1-27 Guard All -
  • On Guard Point, hitstop for Hakumen is 3F. Opponent hitstop is 47F
Yukikaze (Attack) 6000
[2500, 100*18, 4000]
- 80 60 [100] B Unblockable 0+(36 Flash)+44 12 52 - 4 [4, 1*18, 5] - Launch 60 - - 0/+10 [0/+30] 0/+30 [0/+70, 1*17, 40, 30] +35 [+75, +0*19] 1-End All -
  • Values in [] are for Enhanced version
  • Minimum damage: 1200 [500, 20*18, 1000 (1660)]
Tengai
j.236BC
5600 [6600] - 80 60 H All 1+(35 Flash)+Until L 3 54 -16 5 20 Launch 90 + GBounce Launch 106 + GBounce 24/+20 [54/+20] +0 +0 1-End of Active All -
  • Minimum damage: 1736 [1980]
Yukikaze
Distortion Skill Duo
2000 [200, 100*18, 500] - 100 100 B All 1+(84 Flash)+1 12 52 -35 4 [4, 1*18, 5] 18 Launch 60 Launch - 0/+10 0/+30 [0/+70, 1*17, 40, 30] +35 [+75, +0*19] 1-13 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Akumetsu
222BC
- - - - - - - - Total: 0+(35 Flash)+36 - - - - - - - - - - 1-20 Guard All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - - Jump[-], Special, Super
5AAAA - - - -
2A 4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB 5C, 2C Special, Super
5BB - 5BBB[+] - -
5BBB - - - Special, Super
2B - - - Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B j.A - j.C Jump, Special, Super
j.C - - - Jump, Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources[edit]

Navigation[edit]


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