Difference between revisions of "BBTag/Hazama"

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Revision as of 09:47, 3 December 2019

Hazama
BBTag Hazama Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 25F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Step
Playstyle
Neutral-focused, Hit and run
Team Role
Point

Overview

"This is getting a little bothersome. Can I leave the rest of the work to you?"

Backstory

Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.

Playstyle

Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into an aerial j.C ender, which places him in a great position to start everything over again.

At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.

In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.

Strengths/Weaknesses

Strengths Weaknesses
  • Lots of effective smart combo routes that deal damage and build meter.
  • His B normals give him a large amount of range, being essentially the same as his D moves.
  • Amazing Reversal Action.
  • 236B+C is incredibly threatening.
  • Solid mixup options supplemented by his special moves.
  • Embarrassingly small footsies range, requiring him to close the gap often.
  • Awkward mobility options limit his approaches severely.
  • No drive chain that deals with air approaches.
  • Being predictable in your approaches can easily get yourself anti-aired.
  • Needs either meter or partner to convert his stance specials.
  • Embarrassingly short true blockstrings without assist.


Drive: Ouroboros

Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. Although Hazama's drive has returned in BlazBlue Cross Tag Battle, veteran Hazama players from the BlazBlue series will notice a few changes have been made.

  1. Hazama's chains are now mapped to his B buttons.
  2. There are no longer any stocks for his chain.
  3. He no longer has multiple followups from his chains. Instead, you can do the D followup by continuing the B auto combo.





Normal Moves

4A
4A
BBCS Hazama 5B.png
Jesus Knee
Damage Guard Startup Active Recovery Frame Adv.
1300 All 7 3 12 2
  • 5B from Blazblue.
  • Cancels forward momentum, meaning no sliding knee.
  • NOT A JAB.
  • Classic poke.


Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range.


5A
5A
BBCS Hazama 5C.png
Whiff this in neutral if you feel like dying.
BBCF Hazama MeijaGekkouga.png
Flick that arm.
BBCS Hazama jabaki.png
Venom Sword/Jabaki
BBTag Hazama 5AAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 950*2 All 8 1(1)6 21 -8
  • Hazama's 5C from BlazBlue.
  • Short range normal, very high damage combo starter.
  • Special cancel-able on hit.

5C has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage.

Also, this is not your poke. NOT YOUR POKE. NOT YOUR POKE.

5AA 1700 All 13 3 21 -5
  • Exceed Accel animation from Blazblue Centralfiction.
  • Special cancel-able on hit

Detailed description of the usefulness of the move go here

5AAA 1500 All 15 2 21 -3
  • BB's Venom Sword (Jabaki) AKA 236A/D.
  • Special cancel-able on hit.

On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, letting them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.

5AAAA 2000 All 13 4 44 -27
  • The ending move of Haz's EA.
  • Launches on hit.
  • Very unsafe on block.

Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.


5B
5B
BBCS Hazama 5D.png
Striking Coil!
BBCS Hazama DFollowup.png
I sure do hope I don't get anti-aired...
BBCS Hazama jB.png
Still technically j5B...
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 17 - Total: 64 -22
  • Hazama's 5D from BB.
  • Hazama throws out his chain as a projectile.
  • Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.
  • Special cancel-able on hit or block.


Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.

5BB - - - - - -
  • 'D' followup to his drive moves in Blazblue.
  • Hazama pulls himself in to the chain.
  • Not actually an attack.
  • Cannot act immediately after pulling yourself in.

Hazama lost his chain stocks, giving him infinite access to this followup. As nice as that is, do NOT make a habit of blindly pulling yourself in in neutral. You are very vulnerable to anti-airs on the way in.
Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable.

5BBB 1500 High 8 7 14 -
  • Hazama's j.5B from Blazblue.
  • Jump cancel-able on hit.

Mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.


5C
5C
BBCP Hazama CrushTrigger.png
Drop a snake on their heads.
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 24 -10
  • Uses Hazama's Crush Trigger animation.

Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.


2A
2A
BBCS Hazama 2B.png
Hazama still has classy legs
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 23 -11
  • Hazama's 2B from BB.
  • Not incredibly fast, but makes up for its speed with its range.
  • Fast low.

Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.


2B
2B
BBCS Hazama 2C.png
Shing!
BBCS Hazama 4D.png
WRYYYY
BBCS Hazama DFollowup.png
Going up!
BBCS Hazama jB.png
Stick a leg out.
Version Damage Guard Startup Active Recovery Frame Adv.
2B 1700 All 13 3 37 -21
  • Hazama's 2C from BB.
  • Launches on hit.
  • May or may not be an anti-air.

Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.

2BB 1500 All 13 - Total: 58 -
  • Hazama's old 4D.
  • Special cancel-able on hit or block.

Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit.

2BBB - - - - - -
  • 'D' followup to his drive moves in BB.
  • Hazama pulls himself in to the chain.
  • Not actually an attack.
  • Cannot act immediately after pulling yourself in.

This will almost always pull you close enough to continue your combo.

2BBBB 1500 High 8 7 14 -
  • Hazama's j.5B in BlazBlue.
  • Jump cancel-able on hit.

You may need to delay this button depending on both spacing and what kind of combo you're attempting.


2C
2C
BBCS Hazama 3C.png
Just... Just use 3C...no other option.
Damage Guard Startup Active Recovery Frame Adv.
2000 Low 14 4 21 -4
  • Hazama's 3C from BlazBlue.
  • I know you're still inputting it as 3C.
  • All around one of Hazama's best pokes.
  • Hits low.
  • Special cancel-able on hit or block.
  • Use this to combo into falling/devouring fang.

Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous.


j.A
j.A
BBCS Hazama jC1.png
from CCCCC to AAAAA.....
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1000 High 10 2 23 -
j.A 1000 High 5 2 23 -
j.AAA 1000 High 4 2 23 -
j.AAAA 1000 High 6 3 21 -
j.AAAAA 1000 High 5 2 26 -14
  • Hazama's j.(C) x5 from the BB games.
  • Can be held to get all five hits.

Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal. Note that all hits are high.


j.B
j.B
BBCS Hazama j6D.png
Who needs 5B?
BBCS Hazama DFollowup.png
Hope they're not anti-airing...
BBCS Hazama jB.png
Boot to the head.
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1500 All 13 - Total: 73 -
  • Hazama's j6D from the BB games.
  • Comes out at a great angle.
  • Can be used to pick an opponent up after Hungry Coils.
  • Can OTG.

Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.

j.BB - - - - - -
  • 'D' followup to his drive moves in BlazBlue.
  • Hazama pulls himself in to the chain.
  • Not actually an attack.
  • Cannot act immediately after pulling yourself in.

The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd.

j.BBB 1500 High 8 7 14 -
  • Hazama's jB from BlazBlue.
  • Jump cancel-able on hit.

Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.


j.C
j.C
BBCS Hazama j2C.png
Slicin' them up from above
Damage Guard Startup Active Recovery Frame Adv.
1700 High 14 4 22 -
  • Hazama's j.2C from BlazBlue.
  • I know you are still input it as j.2C.

As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.


j.2B
j.2B
BBCS Hazama j4D.png
Down below?
Damage Guard Startup Active Recovery Frame Adv.
1500 All 13 - Total: 73 -
  • Hazama's j4D from the old BB games.
  • For when the opponent is to close for j5B.

If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."

As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.



Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBCS Hazama FThrow.png
Send them flying or send them bouncing.
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -
  • Forward throw launches the opponent vertically into the air.
  • Back throw side switches and wall bounces the opponent.

Detailed description of the usefulness of the move go here


Rising Fang - Gashoukyaku
Rising Fang - Gashoukyaku
5A+D
BBCS Hazama gashoukyaku.png
No longer whiffs on crouching and low attacks. Hurray!
Damage Guard Startup Active Recovery Frame Adv.
2300 Air Unblockable 10 8 16+28L -30
  • Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.
  • If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.

Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.

Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.



Skills

Falling Fang - Ressenga
Falling Fang - Ressenga
236A/B
BBCF Hazama Jagai.png
add a mixup
BBCS Hazama ressenga.png
or just outright bop their heads.
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500, 1500 [1500, 2200] All, High 15 2(27~69)4 1+13L -1
  • A does Jagai-Ressenga
  • A can be held to delay the attack, which gives the charged version of Ressenga.
  • 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring.

As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin.

B 2200 High 30~64 4 1+13L -1
  • B does Ressenga Raw
  • B can be held to delay Ressenga

A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.

Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.

As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.


Devouring Fang - Zaniega
Devouring Fang - Zaneiga
214A/B
BBCF Hazama Jagai.png
add some sprinkles
BBCS Hazama zaneiga.png
just scoop the ice cream instead
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500, 1500 [1500, 2200] All, Low 15 2(25~69)4 17 -4
  • A does Jagai-Zaneiga
  • A can be held to delay the attack.
  • 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring.

As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin.

B 2200 Low 26~62 4 17 -4
  • B does Zaneiga Raw
  • B can be held to delay Zaneiga

Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.

As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.

Shadow Serpent
Shadow Serpent/Jameijin
j.214A
BBCF Hazama Jameijin.png
JAAAMEIJIN~
Damage Guard Startup Active Recovery Frame Adv.
1800 All 13 Until L 16L -
  • Hazama's Shadow Serpent (Jameijin) from Centralfiction.
  • On whiff, the recovery is cancelable into forward dash, normals, and specials.
  • Stops all horizontal momentum and causes Hazama to fall quickly to the ground.

As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.


Flying Sickle Thrust
Flying Sickle Thrust/Hirentotsu
j.214B
BBCS Hazama hirentotsu.png
BBCS loops are back, yay
Damage Guard Startup Active Recovery Frame Adv.
2300 All 13 6 Until L+9L -
  • Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.
  • Does hard knockdown on hit, your air combo ender.

Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.

Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').


Extra Skills

Hungry Coils - Jakou
Hungry Coils - Jakou
236C
BBCS Hazama jakou.png
send em back to the corner
Damage Guard Startup Active Recovery Frame Adv.
0, 3300 All 11 - Total: 53 -
  • Wallbounces anywhere.
  • Side swaps on hit.
  • Large invincible frames during the catching move.

Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.


Bloody Fang - Gasaishou
Bloody Fang - Gasaishou
214C
BBCS Hazama gasaishou.png
GOTCHA 2: The Sequel
Damage Guard Startup Active Recovery Frame Adv.
0*2 Throw 15~37 3 31 -
  • Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing.
  • Has grab invul against all grabs during startup, even moves such as Tager's GETB.
  • Has no actual damage if it connects.
  • Costs 1 bar of meter.


As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.

Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.


EX Flying Sickle Thrust
EX Flying Sickle Thrust
j.214C
BBCS Hazama hirentotsu.png
Damage Guard Startup Active Recovery Frame Adv.
2500 All 10 6 Until L+2L -


Partner Skills

5P
5P
BBTag Hazama 5P.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All (18)+13 3 19+22L -27
  • Causes ground slide.
  • Clashes with some projectiles.

Decent horizontal range for an assist. Can extend combos in corner if it hits due to the ample time the ground slide provides. Just be aware that it slides the opponent for a decent distance in neutral. Pretty okay for covering your current point character's blockstrings.


4P
4P
Vengeful Viper > Rising Fang
BBCF Hazama Jagai.png
hit
BBCS Hazama gashoukyaku.png
and launch
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All (18)+10 2(18)8 29 -18
  • Launches the opponent into the air on the 2nd hit
  • 2nd hit is untechable until the opponent touches the ground.
  • You can pop cross combo and then use his 6P if the second hit connects.

Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.


6P
6P
Hungry Coils - Jakou
BBCS Hazama jakou.png
Drag them back for more pain.
Damage Guard Startup Active Recovery Frame Adv.
0, 3300 All (18)+11 - Total: (18)+53 -
  • Wallbounces and side swaps on hit.
  • Doesn't track, but very generous hitbox.

Only really useful during an air combo or after a launcher (or as a very situation anti air.)

If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.



Distortion Skills

Serpent's Infernal Rapture - Jayoku Houtenjin
Serpent's Infernal Rapture - Jayoku Houtenjin
236B+C
BBCS Hazama Jayoku Houtenjin.png
S U P E R S N A K E K I C K
Damage Guard Startup Active Recovery Frame Adv.
3980 [4980] All 4+1 3 19+31L -32

Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw.

Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.


Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.

If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.


Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
214B+C
BBCS Hazama Mizuchi Rekkazan.png
KIMOCHII DAROU?!
Damage Guard Startup Active Recovery Frame Adv.
500*10, 2900
[500*2, 250*24, 1250*2]
All 1+14 2 Total: 70 -46
  • Tracks the opponent's location.
  • Has minimum distance that makes it whiff.
  • Can catch opponents in the air if they're close to the ground.
  • 20% minimum damage (100*10, 600)
  • Still not a low, stop trying to use it as a low.
  • Startup until active is completely invulnerable to projectile attacks.

Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples. Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.


  • 20% minimum damage (100*2 , 50*24, 250*2)

Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.


Distortion Skill Duo

Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
P during Distortion Skill
BBCS Hazama Mizuchi Rekkazan.png
I hope Burensou comes back
Damage Guard Startup Active Recovery Frame Adv.
100*8, 1200
[50*24, 650*2]
All 1+1 See Notes 92 [115] -76 [-99]
  • 100% minimum damage: 2000. 2500 during Resonance/Cross Combo

Go for it if you can kill. Unlike the normal version of this super, this hits two characters.



Astral Heat

Hungry Darkness of 1000 Souls - Senkon Meiraku
222B+C
BBCS Hazama Senkon Meiraku.png
RIP pretzel motion 2010-2018
Damage Guard Startup Active Recovery Frame Adv.
DESTROYED All 1+16 - - -
  • Hazama's Instakill from Blazblue
  • Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)
  • Try to not do the pretzel motion on reflex, you're just hurting yourself.

Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.


Roadmap

73% complete
Page Status %
Overview Has all the basic things about Hazama but needs to be updated for 1.5 12/15
Combos It's filled out with a lot of stuff and full of good combos but a few need to be updated or removed. 8/10
Okizeme Nothing is there but the skeleton of how to fill it out 0/5
Strategy Some of it is filled out but most of it is blank and the things that are filled out is old. It needs to be fully updated 3/20
Frame Data Complete, up to date for v1.5 50/50

Click here for the scoring criteria to assess character page completion.


Navigation


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