BBTag/Hazama/Frame Data: Difference between revisions

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{{notice|To edit frame data, edit values in [[BBTag/Hazama/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Hazama/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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[[Category:Hazama]]
[[Category:BlazBlue Characters]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 16:53, 19 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Minimum Damage 100% (2000)
Rising Fang - Gashoukyaku
Reversal Action

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

To edit frame data, edit values in BBTag/Hazama/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.