BBTag/Hazama/Frame Data

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< BBTag‎ | Hazama
 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
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.
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 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 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 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.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Hazama 17,000 4F 25F (1~7F Inv All) 24F (Short) 33F (Long) Run replace with Forward Step Dash
Ouroboros
  • Forward dash can be canceled into attacks, guard, jump at any point

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1300 All 7 3 12 +2 B 100 80 3 16 17 17 22 31 11 +0 +2
5A 950×2 All 8 1(1)6 21 -8 B 100 85 4 18 19 21 24 36 5 +0 +5
5AA 1700 All 13 3 21 -5 B 100 85 4 18 19 19 24 34 12 +0 +5
5AAA 1500 All 15 2 21 -3 B 100 80 3 16 17 35 + Slide 22 49 + Slide 9/+3 +3 +5
5AAAA 2000 All 13 4 44 -27 B 100 90 5 20 Launch 60 Launch 76 13 +0 +8
2A 1000 Low 7 2 23 -11 F 90 75 2 13 14 25 18 37 10 +0 +1
5B 1500 All 17 Total: 64 -22 P1 80 80 3 9 14 28 19 42 8 +20 +20
5BB
5BBB 1500 High 8 7 14 H 80 80 3 16 17 22 22 36 11 +0 +2
2B 1700 All 13 3 37 -21 B 8~(End of Active) H 90 75 4 18 Launch 25 Launch 40 12 +0 +5
2BB 1500 All 13 Total: 58 P1 80 80 3 9 14 28 19 42 8 +20 +20
2BBB
2BBBB 1500 High 8 7 14 H 80 80 3 16 17 22 22 36 11 +0 +2
5C 800 High 22 3 24 -10 B 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 2000 Low 14 4 21 -4 F 90 90 5 20 Launch 40 Launch 56 13 +0 +8
j.A 1000 High 10 2 23 H 80 85 2 13 14 14 18 26 5 +0 +1
j.AA 1000 High 5 2 23 H 80 85 2 13 14 14 18 26 5 +5 +5
j.AAA 1000 High 4 2 23 H 80 85 2 13 14 14 18 26 5 +5 +5
j.AAAA 1000 High 6 3 21 H 80 85 2 13 14 14 18 26 5 +5 +5
j.AAAAA 1000 High 5 2 26 H 80 85 2 13 14 20 18 32 10 +0 +1
j.B 1500 All 13 Total: 73 P1 80 80 3 9 14 28 19 42 8 +20 +20
j.BB
j.BBB 1500 High 8 7 14 H 80 80 3 16 17 22 22 36 11 +0 +2
j.C 1700 High 14 4 22 H 80 85 4 18 19 19 24 34 12 +0 +5
j.2B 1500 All 13 Total: 73 P 80 80 3 9 14 28 19 42 8 +20 +20
j.2BB
j.2BBB 1500 High 8 7 14 H 80 80 3 16 17 22 22 36 11 +0 +2

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 70 0, 12
4BC Back Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 60 + WBounce 0, 15
AD Rising Fang 2300 Air Unblockable 10 8 16+28L -30 B 1~13 All 80 60 4 18 Launch 48 Launch 63 12 +0 +5

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Falling Fang 1500, 1500 [1500, 2200] All, High 15 2(27~69)4 1+13L -1 B, H 80 80 3 16 27 40 + GBounce, 40 32 54 + GBounce, 54 6/+12, 11 +5 +10
236B B Falling Fang 2200 High 30~64 4 1+13L -1 H 80 80 P 3 16 19 40 24 54 11 +8 +13
214A A Devouring Fang 1500, 1500 [1500, 2200] All, Low 15 2(25~69)4 17 -4 B, F 80, 90 80 3 16 27, Launch 40 + GBounce, 40 32, Launch 54 + GBounce, 54 6/+12, 16 [6/+12, 8] +5 +10
214B B Devouring Fang 2200 Low 26~62 4 17 -4 F 90 80 3 16 Launch 40 Launch 54 16 +8 +13
j.214A Shadow Serpent 1800 All 13 Until L 16L 0 H 80 80 3 16 Launch 50 Launch 64 11 +0 +2
j.214B Flying Sickle Thrust 2300 All 13 6 Until L+9L H 80 85 4 18 Launch 50 + Down 23 Launch 65 + Down 23 12 +0 +5

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Hungry Coils 0, 3300 All 11 Total: 53 T 100 85 4 18 120 + Slide + WBounce + Down 33 12/+7 12/+30, 0 +30, +0
214C Bloody Fang 0×2 Throw 15~37 3 31 T 100 80 0, 3 45 0, 6 +0
j.214C EX Flying Sickle Thrust 2500 All 10 6 Until L+2L H 80 85 4 18 Launch 50 + Down 28 Launch 65 + Down 28 6 +0 +5

Partner Skills

  • 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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P 1500 All (18)+13 3 19+22L -27 B 70 80 3 16 Launch 60 11 +0
6P Hungry Coils 0, 3300 All (18)+11 Total: (18)+53 T 70 85 4 18 120 + WBounce + Down 34 12/+7 12/+30, 0
4P Vengeful Viper > Rising Fang 1700×2 All (18)+10 2(18)8 29 -18 B 70 85 4 18 Launch 60 + GBounce, 58 6/+9, 12 +9, +0

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Serpent's Infernal Rapture 3980 [4980] All 4+(40 Flash)+1 3 19+31L -32 B 1~Flash All 60 80 5 20 Launch 120 Launch 136 30 +0 +8
214BC Eternal Coils of the Dragon Serpent 500×10, 2900
[500×2, 250×24, 1250×2]
All 1+(30 Flash)+14 2 Total: 70 -46 P 1~Flash All
2~19 P
80 100 0 9 Launch 100×8, 50 + Slide + Down 22
[100×25, 100 + Wallbounce + Down 73]
0 0/+60, 1×8, 12
[0/+60, 2×24, 13×2]
Distortion Skill Duo Eternal Coils of the Dragon Serpent 100×8, 1200
[50×24, 650×2]
All 1+(70 Flash)+1 See Notes 92 [115] -76 [-99] B 1~4 All 100 100 1×8, 4
[1×24, 4×2]
Launch 100×8, 50 + Slide + Down 22
[100×25, 100 + Wallbounce + Down 73]
1×8, 12
[2×24, 13, 20]
+0 +0

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Hungry Darkness of 1000 Souls DESTROYED All 1+(46 Flash)+16 X{(3)X}×8 Total: 115 -44 1~91 All 5 20 0/+13

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCS Hazama 5B.pngGuardAllStartup7Recovery12Advantage+2 2A, 5A 5B, 2B 5C, 2C Throw, Jump, Special
5ABBCS Hazama 5C.pngGuardAllStartup8Recovery21Advantage-8[1] 2A, 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AABBCF Hazama MeijaGekkouga.pngGuardAllStartup13Recovery21Advantage-5 2A, 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAABBCS Hazama jabaki.pngGuardAllStartup15Recovery21Advantage-3 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBTag Hazama 5AAAA.pngGuardAllStartup13Recovery44Advantage-27 - - - -
2ABBCS Hazama 2B.pngGuardLowStartup7Recovery23Advantage-11[1] 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5BBBCS Hazama 5D.pngGuardAllStartup17RecoveryTotal: 64Advantage-22 - 5BB[+] - Special, Super
5BBBBCS Hazama DFollowup.pngGuardStartupRecoveryAdvantage- j.A[+] 5BBB[+] j.C[+] -
5BBBBBCS Hazama jB.pngGuardHighStartup8Recovery14Advantage- j.A j.B, j.2B j.C Jump, Special, Super
2ABBCS Hazama 2B.pngGuardLowStartup7Recovery23Advantage-11 5A 2BB 5C, 2C Throw, Jump, Special, Super
2BBBBCS Hazama 4D.pngGuardAllStartup13RecoveryTotal: 58Advantage- - 2BBB[+] - -
2BBBBBCS Hazama DFollowup.pngGuardStartupRecoveryAdvantage- j.A[+] 2BBBB[+] j.C[+] -
2BBBBBBCS Hazama jB.pngGuardHighStartup8Recovery14Advantage- j.A j.B, j.2B j.C Jump, Special
5CBBCP Hazama CrushTrigger.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBCS Hazama 3C.pngGuardLowStartup14Recovery21Advantage-4 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A~j.AAAAABBCS Hazama jC1.pngGuardHighStartup10Recovery23Advantage- j.AA~j.AAAAA[+] j.B, j.2B j.C Jump, Special
j.BBBCS Hazama j6D.pngGuardAllStartup13RecoveryTotal: 73Advantage- - j.BB[+] - Special
j.2BBBCS Hazama j4D.pngGuardAllStartup13RecoveryTotal: 73Advantage- - j.BB[+] - Special
j.BBBBCS Hazama DFollowup.pngGuardStartupRecoveryAdvantage- j.A[+] j.BBB[+] j.C[+] -
j.BBBBBCS Hazama jB.pngGuardHighStartup8Recovery14Advantage- j.A j.B, j.2B j.C Jump, Special
j.CBBCS Hazama j2C.pngGuardHighStartup14Recovery22Advantage- - j.B, j.2B j.C Jump, 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
  • Note that you have to wait for a period of time (12F, BBCF2 data) to do j.A, j.Bs and j.C after doing chain follow-ups (5BB, 2BBB, j.BB, j.2BB). So technically the chain follow-ups DO NOT cancel into these attacks.

Sources

Early Proration Data from Hima based on the Beta

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