BBTag/Hakumen/Frame Data

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Hakumen


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.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Hakumen 18,000 4F 15F (1~7F Inv All) 12F No run
  • Forward Dash is 16F total, but can cancel into all actions except back walk on 13F. Can cancel into air specials 6~12F.
  • 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

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 1500 All 10 2 15 0 B 100 80 3 16 17 17 22 31 11 +0 +2
5A 2000 All 14 2 20 -3 B 100 85 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5
5AA 1500 All 15 5 21 -9 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1700 All 15 3 24 -8 B 100 85 4 18 19 24 24 39 12 +0 +5
5AAAA 2200 All 17 3 27 -9 B 100 90 5 20 Launch 36 Launch 52 13 +0 +8
2A 1500 Low 8 6 15 -4 F 90 80 3 16 17 17 22 31 11 +0 +2
5B 1700 All 15 3 22 -6 B 80 85 4 18 19 36 24 51 12 +0 +9
5BB Total: 24 -9
5BBB 1700 All 6 7 21 -9 B 80 75 4 18 Launch 40 Launch 55 16 +0 +5
2B 1700 All 13 3 33 -17 B 9~15 H 90 75 4 18 Launch 23 Launch 38 12 +0 +5
5C 800 High 22 3 24 -10 B 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 9 3 33 -17 F 90 85 4 18 Launch + Down 23 36 Launch + Down 23 51 12 +0 +8
j.A 1500 High 12 4 30 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 11 12 12 H 80 80 3 16 17 21 22 35 11 +0 +2
j.B 1800 High 12 2 32+3L H 80 85 4 18 19 30 + WStick 24 45 12 +0 +5
j.C 1700 All 11 3 24 H 80 85 4 18 Launch 25 Launch 40 12 +0 +5


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 Crumple 45 0, 12
4BC Back Throw 0, 500, 1500 Throw 7~30 3 23 T 100 50 0, 2, 4 Launch 60, 60 + WBounce 50 + WStick 30 0, 12
AD Zanshin Total: 45 1~25 Guard All
AD Attack Zanshin 0, 3300 Air Unblockable 16 10 10 -10 BT 1~End All 80 100, 60 0, 4 18 Launch 42 + Down 23 Launch 57 + Down 23 8, 0 0 +0
j.AD Air Zanshin Total: 53 1~15 Guard All
j.AD Attack Air Zanshin 0, 3300 All 17 4 36 BT 1~End All 80 100, 60 0, 4 9 12, 0 +0 +0


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 Renka 1300×2 Low,All 9 3(10)3 20 -4 F, B 90 85×2 4 18 Crumple 39, Launch 30 + Down 23, 30 Crumple 78, Launch 45 + Down 23, 45 15, 12 +0 +5
236B Zantetsu 2500, 1500 High, Low 22 3(14)3 26 -12 B, F 80 80×2 5, 3 20, 16 Launch 30 + Down 24, 30 + Down 24 Launch 46 + Down 24, 44 + Down 24 15, 13 +0 +8, +2
214A A Gurren 1500 All 14 3 20 -4 B 80 75 4 18 26 60 31 75 12 +0 +5
214B B Gurren 1700 All 19 3 25 -9 B 80 85 4 18 Crumple 29 60 Crumple 58 75 12 +0 +5
j.214A Agito 1500 All 12 4 Total: 36 -1 P1 80 80 16 Launch + Down 23 50 Launch + Down 23 64 9/+3 +3 +8
j.214B Tsubaki 2000 High 19 3 Until L+9 -4 H 80 85 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5
Cut Projectile Fuumajin 1500 All 91 P2 80 100 3 16 Launch 40 Launch 54 0/+11 +11 +13


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 EX Renka 1400×2 Low, All 9 3(12)3 21 -5 F, B 90 85×2 4 18 Crumple 39, Launch 30 + Down 23, 30 Crumple 78, Launch 45 + Down 23, 45 15, 12 +0 +5
214C Yanagi 1000, 0, 3500 All 30 3 9 +7 B 4~27 Guard All 80 75 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 12, 0 +0
j.214C EX Tsubaki 2500 High 15 3 22+4L +2 H 80 85 4 18 Launch 60 + Down 30 Launch 75 + Down 30 8 +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 Gurren 1700 All (18)+21 3 20 -4 B 70 85 4 18 Launch 60 + WBounce 12 +0
6P Shippu 3900, 1950 All (18)+90 4,X 41 -24 B, P1 70 80 5, 4 20, 18 Launch 50 + Down 23, 80 25, 0/+12 +0, +12
4P Enma 1700 All (18)+12 7 28 -16 B 70 85 4 18 Launch 60 16 +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 Shippu 5800 [11600] All 13+(47 Flash)+(6~86) 4 41 -24 B 1~22 All 80 60 5 20 Launch 50 Launch 66 25 +0 +8
236BC Enhanced Shippu (Enhanced) 5000, 200×15, 1800
[12500, 200×15, 1800]
All 13+(47 Flash)+(6~86) 4 41 -24 B 1~22 All 80 100×16, 60 5 20 Launch 50 Launch 66 25 25, 0/+1×14, 0/+40, 0/+41 +8, +1×14, +40, +41
236BC Wave Shippu (Wave) 2500 [3000] All 13+(47 Flash)+(9~89) Until Hit P3 80 60 4 [5] 18 [20] Launch 50 Launch 65 [66] 0/+12 [0/+13] +12 [+13] +17 [+13]
214BC Yukikaze (Catch) Total: 44 1~27 Guard All
214BC Attack Yukikaze (Attack) 6000
[2500, 100×18, 4000]
Unblockable 1+(36 Flash)+44 12 52 B 1~End All 80 60 [100] 4 [4, 1×18, 5] Launch 60 0/+10 [0/+30] 0/+30 [0/+70, 1×17, 40, 30] +35 [+75, +0×19]
j.236BC Tengai 5600 [6600] All 5+(35 Flash)+Until L 3 54 -16 H 1~(Until L+2) All 80 60 5 20 Launch 90 + GBounce Launch 106 + GBounce 24/+20 [54/+20] +0 +0
Distortion Skill Duo Yukikaze 2000 [200, 100×18, 500] All 1+(84 Flash)+1 12 52 -35 B 1~13 All 100 100 4 [4, 1×18, 5] 18 Launch 60 Launch 0/+10 0/+30 [0/+70, 1×17, 40, 30] +35 [+75, +0×19]


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 Akumetsu Total: 1+(60 Flash)+36 1~20 Guard All


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCS Hakumen 5B.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
0
5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCS Hakumen 5C.pngGuard:
All
Startup:
14
Recovery:
20
Advantage:
-3
5AA 5B, 2B 5C, 2C Throw, Special, Super
5AABBCS Hakumen 6A.pngGuard:
All
Startup:
15
Recovery:
21
Advantage:
-9
5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Hakumen 5AAA.pngGuard:
All
Startup:
15
Recovery:
24
Advantage:
-8
5AAAA - - Jump[-], Special, Super
5AAAABBCS Hakumen 6C.pngGuard:
All
Startup:
17
Recovery:
27
Advantage:
-9
- - - -
2ABBCS Hakumen 2B.pngGuard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCS Hakumen 4C.pngGuard:
All
Startup:
15
Recovery:
22
Advantage:
-6
- 5BB 5C, 2C Special, Super
5BBBBCS Hakumen kishuu.pngGuard:
-
Startup:
-
Recovery:
Total: 24
Advantage:
-9
- 5BBB[+] - -
5BBBBBCS Hakumen enma.pngGuard:
All
Startup:
6
Recovery:
21
Advantage:
-9
- - - Special, Super
2BBBCS Hakumen 2C.pngGuard:
All
Startup:
13
Recovery:
33
Advantage:
-17
- - - Jump, Special, Super
5CBBCS Hakumen 6B.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2CBBCS Hakumen 3C.pngGuard:
Low
Startup:
9
Recovery:
33
Advantage:
-17
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCS Hakumen j2C.pngGuard:
High
Startup:
12
Recovery:
30
Advantage:
-
j.AA j.B j.C Jump, Special, Super
j.AABBCS Hakumen j2A.pngGuard:
High
Startup:
11
Recovery:
12
Advantage:
-
- j.B j.C Jump, Special, Super
j.BBBCS Hakumen jC.pngGuard:
High
Startup:
12
Recovery:
32+3L
Advantage:
-
j.A - j.C Jump, Special, Super
j.CBBCS Hakumen hotaru.pngGuard:
All
Startup:
11
Recovery:
24
Advantage:
-
- - - Jump, Special, Super
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

Sources

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Hakumen
Ambox notice.png To edit frame data, edit values in BBTag/Hakumen/Data.
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Under Night In-Birth
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Detailed & Advanced Information
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