BBCF/Hakumen/Frame Data

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System Data[edit]

Health

12,000

Combo Rate

60%

Prejump

4F

Backdash

21F (1-4F Throw Inv)

Forward Dash

18F

Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 DrCSOJR 90 80 Normal Mid 1 B 5 3 6 +3 11 14 17 20 28 9 +0 +0 - Click!
5B 730 DrSOJR 100 89 Long Mid 3 B 10 2 15 0 16 17 19 22 33 11 +0 +2 - Click!
5C 1100 SOR 100 92 Long Mid 4 B 14 2 20 -3 18 19 19 + Down 16 24 34 + Down 16 15 +0 +5 13-15 Guard P Click!
  • Projectile guard point applies only to blade.
  • Forces crouching on standing hit.
  • Hard Knockdown on Airborne opponents.
2A 300 CSOR 100 80 Normal all 1 F 7 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
2B 650 SOR 90 89 Long Low 3 F 8 6 15 -4 16 17 17 22 31 11 +0 +2 - Click!
2C 1050 S(J)OR 90 82 Long Mid 4 B 13 3 30 -14 18 Launch 21 Launch 50 15 +0 +5 9-15H
10-15 Guard P
Click!
  • Projectile guard point applies only to blade.
  • Launches on grounded opponents.
  • Untechable on Counter Hit until opponent hits the floor.
3C 1200 R 100 92 Long Low 4 F 8 3 28 -12 18 Launch 36 Launch 51 + Down 23 15 +4 +5 7-14 Guard P Click!
  • Projectile guard point applies only to blade.
6A 720 DrR 100 89 Long Mid 3 B 12 4 16 -1 18 Crumple 29 27 Crumple 58 41 11 +0 +2 - Click!
  • Unusually long hitstun on counterhit.
6B 590*2 DrR 80 92 (Once) Normal High, High/Low 4 B,B 18 2, 6 20 -4 21 19, Launch 40 + GBounce 24, Launch 55 + GBounce + Down 23 8 +0 +5 4-22F Click!
  • Bonus Proration 110%.
  • Can cancel into Shippu as of CF2.
6C
Charge Lv 0/1/2
1500 R 100 94 Long Mid 5 B 20 3 25 -7 20 32 36 + Slide 10 38 55 + Slide 10 16 +0 +8 Guard P (see notes) Click!
1700 R 100 94 Long Mid 5 B 25 3 25 -7 20 Launch 70 + Slide 10 Launch 89 + Slide 10 16 +0 +8 Guard P (see notes) Click!
2000 R 100 94 Long Mid 5 B 60 3 25 -7 20 Launch 70 + WBounce + Slide 10 Launch 89 + WBounce + Slide 10 16 +0 +8 Guard P (see notes) Click!
  • Fatal Counter.
  • Max Charge is Fatal Counter even on normal hit
  • Projectile guard point starts 2F before active to end of active frames
  • Projectile guard point applies only to blade.
4C 900 DrR 100 89 Long Mid 3 B 10 1 24 -8 20 24 24 38 36 11 +0 +2 - Click!
  • Projectile guard point applies only to blade.
j.A 300 CSOR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 18 16 29 9 +0 +0 - Click!
j.B 650 SOJR 80 89 Long High/Air 3 H 9 3 20 - 16 17 21 22 35 11 +0 +2 - Click!
j.C 1000 SOJR 80 92 Long all 4 H 12 8 26 - 18 19 30 + WStick 24 45 + WStick 15 +0 +5 10-19 Guard P Click!
  • Projectile guard point applies only to blade.
j.2A 700 SOJR 80 89 Long High/Air 3 H 11 12 12 - 16 17 21 22 35 11 +0 +2 5-22 Guard P Click!
  • Projectile guard point applies only to blade.
j.2C 1200 SOR 80 92 Long High/Air 4 H 16 4 30 - 18 19 19 24 34 15 +0 +5 14-19 Guard P Click!
  • Projectile guard point applies only to blade.

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D
Catch
Charge Lv 0/1/2
- - - - - - - - - - 60 - - - - - - - - - 6-20 Catch HBFPD Click!
- - - - - - - - - - 80 - - - - - - - - - 6-30 Catch HBFPD Click!
- - - - - - - - - - 100 - - - - - - - - - 6-40 Catch HBFPD Click!
  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F
5D
(Attack)
0, 1000 - 100 100, 72 Very Short - 0, 4 BT 16 10 10 -1 18 Launch 42 + Down 23 - - 8 8, 0 +0 1-End All Click!
2D
(Catch)
- - - - - - - - - - 46 - - - - - - - - - 1-8 Catch HBFPD Click!
  • Only guards attacks that can be blocked mid/low
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F
2D
(Attack)
0, 1000 - 100 100, 72 Very Short - 0, 4 FT 16 10 15 -6 18 Launch 50 + GBounce + Down 23 - - 13 13, 0 +0 1-End All Click!
6D
(Catch)
  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F
6D
(Attack)
0, 1000 - 100 100, 72 Very Short - 0, 4 BT 16 10 10 -1 18 Launch 33 + WBounce 30 - - 8 8, 1 +0 1-End All Click!
j.D
(Catch)
  • Only guards attacks that can be air barrier blocked
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 12F
j.D
(Attack)
0, 1000 - 100 100, 67 Very Short - - HT 14 10 6 - 18 Launch 35 - - 8 +0 +0 1-End All Click!

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 1500 SOR 100 50 (Once) Normal Throw 0, 4 T 7 3 23 - - Crumple 45 - - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 750*2 R,SOR 100 50 Normal Throw 0, 2, 4 T 7 3 23 - - Launch 60 - - - 0*2, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 200, 1300 SOR 100 50 Normal Throw 0, 1, 4 T 7 3 23+3L - - - 20, 60 + GBounce - - - 0, 11, 18 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short all 4 B 13 12 18 -11 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger 1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 (With Barrier) 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 (With barrier) 24 Crumple 50 60 Crumple 100 74 11 +0 +2 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Guren
214A
950 SR 100 92 Long all 4 B 14 3 15 +1 18 28 60 33 75 + WBounce 12 +0 +5 - Click!
  • Heat Gauge Cooldown 30F
Renka
236B
1000*2 SR, SJR 90 82 Long Low, Mid 4 F, B 9 3(12)3 21 -5 18 Crumple 39, Launch 50 + Down 23, 60 Crumple 59, Launch 65 + Down 23, 75 15, 12 +0 +5 - Click!
  • The second hit is jump cancellable.
  • Heat Gauge Cooldown 60F
Zantetsu
41236C
2100, 800 SR 90 94, 72 Normal High/Air, Low/Air 5, 4 B,F 21 3 (14) 3 18 -2 20, 18 Launch 30 + GBounce + Down 24, 30 + Down 24 Launch 46 + GBounce + Down 24, 46 + Down 24 16, 14 +0 +8, +5 21-23 Guard P
38-40 Guard P
Click!
  • Projectile guard point applies only to blade.
  • 120% bonus proration
  • Heat Gauge Cooldown 90F
Kishuu
623A
- - - - - - - - - - 18 - - - - - - - - - 5-14 HB Click!
  • Can cancel into Enma from the 10th frame.
  • Heat Gauge Cooldown 30F
Enma
623AA
1060 SR 100 72 Long Mid 4 B 6 7 16 -4 18 Launch 60 Launch 75 16 +0 +12 1-8 HB Click!
  • Heat Gauge Cooldown 30F
Agito
j.214A
950 SR 70 92 Long All 3 P1 12 4 Total 35 -2 16 Launch 36 + Down 23 Launch 50 + GBounce 9/+3 +3 +8 - Click!
  • Heat Gauge Cooldown 30F
Hotaru
j.214B
1500 SR 80 92 Very Short Mid 3 H 11 3 35 - 16 Launch 55 Launch 69 11 +0 +2 1-17 All Click!
  • Resets air options (Jump/Airdash)
  • Heat Gauge Cooldown 60F
Tsubaki
j.214C
2500 SR 90 92 Long Barrier 4 H 15 3 22 - 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 8 +0 +5 15-17 Guard P Click!
  • Fatal Counter
  • Projectile guard point applies only to blade.
  • Heat Gauge Cooldown 90F
Yanagi
214D
0, 2500 - 100 85, 72 Normal all 0 BT 30 3 18 -7 18 Launch 60 + GBounce + Down 23 - - 10 10, 10/+5 +0 4-27 Guard HBFPD Click!
  • If an attack is blocked, can cancel into specials immediately?
  • On Guard Point, hitstop for Hakumen and Opponent 14F
  • After guarding an attack, remaining Guard frames are replaced with Full Invincibility
  • Heat Gauge Cooldown 60F
Fuumajin
Cut Projectile
900 - 85 89 Long all 3 P3* 1 92 - - 16 Launch 40 Launch 54 0/+11 +11 +13 1-End Guard P Click!
  • If Fumajin touches another projectile, it resets the active frames.
  • When cutting opponent's projectile, Hakumen and opponent's projectile both experiences 0F hitstop

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Shippu
632146C
3500 [4000] SR 100 60 Normal All 4 B 14+(47 Flash)+7 4 41 -26 18 Launch 50 Launch 65 25 +0 +5 Active Frames: Guard P (see notes) Click!
5000 SR 100 60 Normal Unblockable 4 B 14+86 4 41 - 18 Launch 50 Launch 65 25 +0 +5 Active Frames: Guard P (see notes) Click!
  • Values in [] are during OD
  • Projectile guard point applies only to blade.
  • Minimum Damage 30%: 1050 [1200]
  • Max Charge Minimum Damage 30%: 1500
Shippu
Wave
2500 [3000] R 100 80 Normal All 4 [5] P3 14+11~90 Until Hit - - 18 [20] Launch 50 [50 + WBounce] Launch 66 [66 + WBounce] 0/+12 [0/+13] +12 [+13] +12 [+13] - Click!
  • Values in [] are during OD
  • Only appears if Shippu does not touch opponent
  • Activates the first frame Shippu becomes active
  • Minimum Damage 20%: 500 [600]
Mugen
214214B
- - - - - - - - - - 16+(90 Flash)+30 - - - - - - - - - 16-16 All Click!
  • Costs 8 orbs
  • Allows unlimited use of specials and Distortion Drives for the duration.
  • SMP is removed during Mugen
Yukikaze
236236D Catch
- - - - - - - - - - 44 - - - - - - - - - 1-27 Catch HBFPD Click!
  • Guards attacks that can be blocked.
  • Doesn't work against grabs and unblockables.
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen 3F. Opponent hitstop 47F
Yukikaze
Attack
3200
[1800, 150*18, 2100]
SR 100 30
[92*19, 45]
Normal Unblockable 4 B 1+33 12 39 - - Launch 60 Launch 75 30 [60/+10, 1/+10*18, 30] 30 [60/+10, 1/*18, 30] - 1-End All Click!
  • Values in [] are during OD
  • Fatal Counter
  • Immediately enters recovery after hitting opponent
  • Minimum Damage 20%: 640 [1320]

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Tengai
ABCD during OD
600, 1000, 1500
{600, 1000, 4500}
- 100 100 - all - F 20 [10] 3 34 -10 26 Launch 90 + Down 44 - - 20 20, 12, 24 {20, 12, 30} +0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Cannot counter hit.
  • Mimimum Damage 10%: 310 {610+61}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(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. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 AdvThe 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Akumetsu
[2]8D
38000 - - - Long Unblockable 0 P - - 1+(60 Flash)+37 - - - - - - - - - 1-16 HBFT Guard Click!
  • Astral attack only occurs if guard point successfully blocks a move. Listed active time is for when the move can activate.
  • 180F Cooldown.
  • Counterhit state for entire move

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 6A[*] 5B[*], 6B[*] 3C[*] Yes Throw, Jump, Special
5B 5A[*], 2A[*], 6A[*] 2B[*], 6B[*] - Yes Jump, Special
5C - - - - Special
2A[3] 5A[*], 2A[*], 6A 5B[*] 3C[*] Yes Throw, Special
2B 5A[*], 2A[*] - - Yes Special
2C - - - - Jump[-], Special
6A - 6B - Yes Super
6B - - - Yes Super
6C - - - - Super
3C - - - - 214214B
4C - - - - Super
Air Revolver Action Table
A B C D Cancels
j.A j.A[*] j.B[*] - - Throw, Special
j.B j.A[*], j.2A[*] - - - Jump, Special
j.C - - - - Jump[-], Special
j.2A - - j.C[*] - Jump, Special
j.2C - - - - 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
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation[edit]


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BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc