Difference between revisions of "BBTag/Hazama/Frame Data"

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{{FrameDataHeader-BBTag}}
 
{{FrameDataHeader-BBTag}}
 
|-
 
|-
{{AttackVersion|name=5P |subtitle=Venom Sword - Jabak)}}
+
{{AttackVersion|name=5P |subtitle=}}
 
{{#lsth:BBTag/Hazama/Data|5P Full}}
 
{{#lsth:BBTag/Hazama/Data|5P Full}}
 
|-
 
|-
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|-
 
|-
 
! <span style="color:blue">5A<sup>[1]</sup></span>
 
! <span style="color:blue">5A<sup>[1]</sup></span>
| 2A, 5AA || 5B, 2B || 5C, 2C || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special
+
| 2A, 5AA || 5B, 2B || 5C, 2C || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 
|-
 
|-
 
! 5AA  
 
! 5AA  
| 2A, 5AAA || 5B, 2B || 5C, 2C || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special
+
| 2A, 5AAA || 5B, 2B || 5C, 2C || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special, Super
 
|-
 
|-
 
! 5AAA  
 
! 5AAA  
| 5AAAA || 5B, 2B || 5C, 2C || Special
+
| 5AAAA || 5B, 2B || 5C, 2C || Special, Super
 
|-
 
|-
 
! 5AAAA  
 
! 5AAAA  
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|-
 
|-
 
! <span style="color:blue">2A<sup>[1]</sup></span>
 
! <span style="color:blue">2A<sup>[1]</sup></span>
| 5A || 5B, 2B || 5C, 2C || Throw, Jump, Special
+
| 5A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
 
! 5B  
 
! 5B  
| - || <span style="color:green">5BB<sup>[+]</sup></span> || - || Special
+
| - || <span style="color:green">5BB<sup>[+]</sup></span> || - || Special, Super
 
|-
 
|-
 
! 5BB
 
! 5BB
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|-
 
|-
 
! 5BBB
 
! 5BBB
| j.A || j.B, j.2B || j.C || Jump
+
| j.A || j.B, j.2B || j.C || Jump, Special, Super
 
|-
 
|-
 
! 2B
 
! 2B
| 5A || 2BB || 5C, 2C || Throw, Jump, Special
+
| 5A || 2BB || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
 
! 2BB
 
! 2BB
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|-
 
|-
 
! 2BBBB
 
! 2BBBB
| j.A || j.B, j.2B || j.C || Jump
+
| j.A || j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! 5C  
 
! 5C  
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|-
 
|-
 
! 2C  
 
! 2C  
| - || - || - || Special
+
| - || - || - || Special, Super
 
|}
 
|}
  
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|-
 
|-
 
! j.A
 
! j.A
| <span style="color:green">j.AA<sup>[+]</sup></span>|| j.B, j.2B || j.C || Jump
+
| <span style="color:green">j.AA<sup>[+]</sup></span>|| j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! j.AA
 
! j.AA
| <span style="color:green">j.AAA<sup>[+]</sup></span> || j.B, j.2B || j.C || Jump
+
| <span style="color:green">j.AAA<sup>[+]</sup></span> || j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! j.AAA
 
! j.AAA
| <span style="color:green">j.AAAA<sup>[+]</sup></span> || j.B, j.2B || j.C || Jump
+
| <span style="color:green">j.AAAA<sup>[+]</sup></span> || j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! j.AAAA
 
! j.AAAA
| <span style="color:green">j.AAAAA<sup>[+]</sup></span> || j.B, j.2B || j.C || Jump
+
| <span style="color:green">j.AAAAA<sup>[+]</sup></span> || j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! j.AAAAA
 
! j.AAAAA
| - || j.B, j.2B || j.C || Jump
+
| - || j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! j.B, j.2B
 
! j.B, j.2B
| - || <span style="color:green">j.BB<sup>[+]</sup></span> || - || -
+
| - || <span style="color:green">j.BB<sup>[+]</sup></span> || - || Special
 
|-
 
|-
 
! j.BB
 
! j.BB
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|-
 
|-
 
! j.BBB
 
! j.BBB
| j.A || j.B, j.2B || j.C || Jump
+
| j.A || j.B, j.2B || j.C || Jump, Special
 
|-
 
|-
 
! j.C
 
! j.C
| - || - || - || -
+
| - || j.B, j.2B || j.C || Jump, Special
 
|}
 
|}
  

Revision as of 09:47, 3 December 2019

System Data


Normal Moves

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A
5A
5AA
5AAA
5AAAA
2A
5B
  • Hazama enters 39F recovery animation on hit/block
5BB
2B
2BB
  • Hazama enters 39F recovery animation on hit/block
5C
(Crush Attack)
2C
j.A
j.AA
j.AAA
j.AAAA
j.AAAAA
j.B
  • Hazama enters ??F recovery animation on hit/block
j.C
j.2B
  • Hazama enters ??F recovery animation on hit/block
j.BBB
(5BBB, 2BBBB, j2BBB)

Universal Mechanics

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw
  • Minimum Damage 100% (2000)
Rising Fang - Gashoukyaku
Reversal Action

Skills

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Falling Fang - Ressenga
236A
  • Hold back to cancel. Cancel animation 21F
B Falling Fang - Ressenga
236B
  • Opponent experiences an additional +5F (+13F total) hitstop on counterhit
  • Hold back to cancel. Cancel animation 21F
A Devouring Fang - Zaneiga
214A
  • Hold back to cancel. Cancel animation 21F
B Devouring Fang - Zaneiga
214B
  • Opponent experiences an additional +5F (+13F total) hitstop on counterhit
  • Hold back to cancel. Cancel animation 21F
Shadow Serpent - Jameijin
j.214A
Flying Sickle Thrust
j.214B

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)
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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Hungry Coils - Jakou
236C
Bloody Fang - Gasaishou
214C
EX Flying Sickle Thrust
j.214C

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.
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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
6P
Hungry Coils - Jakou
4P
Vengeful Viper > Rising Fang

Distortion Skills

  • 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Serpent's Infernal Rapture - Jayoku Houtenjin
236B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 796 [996]
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
214B+C
  • Values in [] are for Enhanced version
  • Minimum damage 100*10, 957 (1957) [100*2, 50*24, 363*2 (2126)]
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2(56)3
  • [Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2(51)2(10)3]
  • Minimum Damage: 2000 [2500]

Astral Heat

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Hungry Darkness of 1000 Souls - Senkon Meiraku
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 2A, 5A 5B, 2B 5C, 2C Throw, Jump, Special
5A[1] 2A, 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 2A, 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B - 5BB[+] - Special, Super
5BB j.A[+] 5BBB[+] j.C[+] -
5BBB j.A j.B, j.2B j.C Jump, Special, Super
2B 5A 2BB 5C, 2C Throw, Jump, Special, Super
2BB - 2BBB[+] - -
2BBB j.A[+] 2BBBB[+] j.C[+] -
2BBBB j.A j.B, j.2B j.C Jump, Special
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA[+] j.B, j.2B j.C Jump, Special
j.AA j.AAA[+] j.B, j.2B j.C Jump, Special
j.AAA j.AAAA[+] j.B, j.2B j.C Jump, Special
j.AAAA j.AAAAA[+] j.B, j.2B j.C Jump, Special
j.AAAAA - j.B, j.2B j.C Jump, Special
j.B, j.2B - j.BB[+] - Special
j.BB j.A[+] j.BBB[+] j.C[+] -
j.BBB j.A j.B, j.2B j.C Jump, Special
j.C - 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 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

Navigation


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System Explanations

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