BBCF/Hakumen/Frame Data

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System Data[edit]

Health:12,000
Prejump:4F
Backdash:16F (1~4F Inv Throw)
Forward Dash:18F
Unique Movements:Forward Dash


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Hakumen 5A.png 300 Mid 5 3 6 +3 B - DrCSOJR 90 80 Normal 1 11 14 17 20 28 9 +0 +0 Click!
5BBBCS Hakumen 5B.png 730 Mid 10 2 15 0 B - DrSOJR 100 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
5CBBCS Hakumen 5C.png 1100 Mid 14 2 20 -3 B 13~15 Guard P SOR 100 92 Long 4 18 19 19 + Down 16 24 34 + Down 16 15 +0 +5 Click!
  • Projectile guard point applies only to blade.
  • Forces crouching on standing hit.
  • Hard Knockdown on Airborne opponents.
2ABBCS Hakumen 2A.png 300 Mid 7 3 9 0 F - CSOR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Hakumen 2B.png 650 Low 8 6 15 -4 F - SOR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCS Hakumen 2C.png 1050 Mid 13 3 33 -17 B 9~15H
10~15 Guard P
S(J)OR 90 82 Long 4 18 Launch 21 Launch 50 15 +0 +5 Click!
  • Projectile guard point applies only to blade.
  • Launches on grounded opponents.
  • Untechable on Counter Hit until opponent hits the floor.
3CBBCS Hakumen 3C.png 1200 Low 8 3 28 -12 F 7~14 Guard P R 100 92 Long 4 18 Launch 36 Launch 51 + Down 23 15 +4 +5 Click!
  • Projectile guard point applies only to blade.
6ABBCS Hakumen 6A.png 720 Mid 12 4 16 -1 B - DrR 100 89 Long 3 18 Crumple 29 27 Crumple 58 41 11 +0 +2 Click!
  • Unusually long hitstun on counterhit.
  • Due to its hitbox, the first active frame of the move is likely to whiff in pressure. This makes it +0 on block instead of -1.
6BBBCS Hakumen 6B.png 590*2 High, High/Low 18 2, 6 20 -4 B,B 4~22F DrR 80 92 (Once) Normal 4 21 19, Launch 40 + GBounce 24, Launch 55 + GBounce + Down 23 8 +0 +5 Click!
  • Bonus Proration 110%.
  • Can cancel into Shippu as of CF2.
6CBBCS Hakumen 6C.png
Charge Lv 0/1/2
1500 Mid 20 3 25 -7 B Guard P (see notes) R 100 94 Long 5 20 32 36 + Slide 10 38 55 + Slide 10 16 +0 +8 Click!
1700 Mid 25 3 25 -7 B Guard P (see notes) R 100 94 Long 5 20 Launch 70 + Slide 10 Launch 89 + Slide 10 16 +0 +8 Click!
2000 Mid 60 3 25 -7 B Guard P (see notes) R 100 94 Long 5 20 Launch 70 + WBounce + Slide 10 Launch 89 + WBounce + Slide 10 16 +0 +8 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.
4CBBCS Hakumen 4C.png 900 Mid 10 3 22 -4 B - DrR 100 89 Long 3 20 24 24 38 36 11 +0 +2 Click!
  • Projectile guard point applies only to blade.
  • Despite being attack level 3, it has 20 frames of blockstun instead of 16.
j.A200x200px 300 High/Air 7 3 9 - H - CSOR 80 80 Normal 1 11 12 18 16 29 9 +0 +0 Click!
j.B200x200px 650 High/Air 9 3 20 - H - SOJR 80 89 Long 3 16 17 21 22 35 11 +0 +2 Click!
j.C200x200px 1000 all 12 8 26 - H 10~19 Guard P SOJR 80 92 Long 4 18 19 30 + WStick 24 45 + WStick 15 +0 +5 Click!
  • Projectile guard point applies only to blade.
j.2A200x200px 700 High/Air 11 12 12 - H 5~22 Guard P SOJR 80 89 Long 3 16 17 21 22 35 11 +0 +2 Click!
  • Projectile guard point applies only to blade.
j.2C200x200px 1200 High/Air 16 4 30 - H 14~19 Guard P SOR 80 92 Long 4 18 19 19 24 34 15 +0 +5 Click!
  • Projectile guard point applies only to blade.

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Hakumen 5D.png
Catch
Charge Lv 0/1/2
- - - - 40 - - 6~20 Catch HBFPD - - - - - - - - - - - - - Click!
- - - - 50 - - 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
5DBBCS Hakumen 5D.png
(Attack)
0, 1000 - 16 10 10 -1 BT 1~End All - 100 100, 72 Very Short 0, 4 18 Launch 42 + Down 23 - - 8 8, 0 +0 Click!
2DBBCS Hakumen 2D.png
(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
2DBBCS Hakumen 2D.png
(Attack)
0, 1000 - 16 10 15 -6 FT 1~End All - 100 100, 72 Very Short 0, 4 18 Launch 50 + GBounce + Down 23 - - 13 13, 0 +0 Click!
6DBBCS Hakumen 6D.png
(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
6DBBCS Hakumen 6D.png
(Attack)
0, 1000 - 16 10 10 -1 BT 1~End All - 100 100, 72 Very Short 0, 4 18 Launch 33 + WBounce 30 - - 8 8, 1 +0 Click!
j.DBBCS Hakumen jD.png
(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.DBBCS Hakumen jD.png
(Attack)
0, 1000 - 14 10 6 - HT 1~End All - 100 100, 67 Very Short - 18 Launch 35 - - 8 +0 +0 Click!

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Hakumen FThrow.png 0, 1500 Throw 7 3 23 - T - SOR 100 50 (Once) Normal 0, 4 - Crumple 45 - - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Hakumen BThrow.png 0, 750*2 Throw 7 3 23 - T - R,SOR 100 50 Normal 0, 2, 4 - Launch 60 - - - 0*2, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Hakumen AThrow.png 0, 200, 1300 Throw 7 3 23+3L - T - SOR 100 50 Normal 0, 1, 4 - - 20, 60 + GBounce - - - 0, 11, 18 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Hakumen 6A.png 0 all 13 12 18 -11 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Hakumen CT.png 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
GurrenBBCS Hakumen gurren.png
214A
950 all 14 3 15 +1 B - SR 100 92 Long 4 18 28 60 33 75 + WBounce 12 +0 +5 Click!
  • Heat Gauge Cooldown 30F
RenkaBBCF Hakumen renka.png
236B
1000*2 Low, Mid 9 3(12)3 21 -5 F, B - SR, SJR 90 82 Long 4 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
ZantetsuBBCS Hakumen zantetsu.png
41236C
2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F 21~23 Guard P
38~40 Guard P
SR 90 94, 72 Normal 5, 4 20, 18 Launch 30 + GBounce + Down 24, 30 + Down 24 Launch 46 + GBounce + Down 24, 46 + Down 24 16, 14 +0 +8, +5 Click!
  • Projectile guard point applies only to blade.
  • 120% bonus proration
  • Heat Gauge Cooldown 90F
KishuuBBCS Hakumen kishuu.png
623A
- - - - 18 - - 5~14 HB - - - - - - - - - - - - - Click!
  • Can cancel into Enma from the 10th frame.
  • Heat Gauge Cooldown 30F
EnmaBBCS Hakumen enma.png
623AA
1060 Mid 6 7 16 -4 B 1~8 HB SR 100 72 Long 4 18 Launch 60 Launch 75 16 +0 +12 Click!
  • Heat Gauge Cooldown 30F
AgitoBBCP Hakumen Agito.png
j.214A
950 All 12 4 Total 35 -2 P1 - SR 70 92 Long 3 16 Launch Down 28 Launch 50 + GBounce 9/+3 +3 +8 Click!
  • Heat Gauge Cooldown 30F
HotaruBBCS Hakumen hotaru.png
j.214B
1500 Mid 11 3 35 - H 1~17 All SR 80 92 Very Short 3 16 Launch 55 Launch 69 11 +0 +2 Click!
  • Resets air options (Jump/Airdash)
  • Heat Gauge Cooldown 60F
TsubakiBBCS Hakumen tsubaki.png
j.214C
2500 Guard Break 60/Barrier 15 3 22 - H 15~17 Guard P SR 90 92 Long 4 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 8 +0 +5 Click!
  • Fatal Counter
  • Projectile guard point applies only to blade.
  • Heat Gauge Cooldown 90F
YanagiBBCF Hakumen Yanagi.png
214D
0, 2500 all 30 3 18 -7 BT 4~27 Guard HBFPD - 100 85, 72 Normal 0 18 Launch 60 + GBounce + Down 23 - - 10 10, 10/+5 +0 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
FuumajinBBCP Hakumen Fuumajin.png
Cut Projectile
900 all 1 92 - - P3* 1~End Guard P - 85 89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +13 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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
ShippuBBCS Hakumen shippu.png
632146C
3500 [4000] All 14+(47 Flash)+7 4 41 -26 B Active Frames: Guard P (see notes) SR 100 60 Normal 4 18 Launch 50 Launch 65 25 +0 +5 Click!
5000 Unblockable 14+86 4 41 - B Active Frames: Guard P (see notes) SR 100 60 Normal 4 18 Launch 50 Launch 65 25 +0 +5 Click!
  • Values in [] are during OD
  • Projectile guard point applies only to blade.
  • Minimum Damage 30%: 1050 [1200]
  • Max Charge Minimum Damage 30%: 1500
ShippuBBCS Hakumen shippu.png
Wave
2500 [3000] All 14+11~90 Until Hit - - P3 - R 100 80 Normal 4 [5] 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]
MugenBBCS Hakumen mugen.png
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
YukikazeBBCS Hakumen yukikaze.png
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
YukikazeBBCS Hakumen Yukikaze2.png
Attack
3200
[1800, 150*18, 2100]
Unblockable 1+33 12 39 - B 1~End All SR 100 30
[92*19, 45]
Normal 4 - Launch 60 Launch 75 30 [60/+10, 1/+10*18, 30] 30 [60/+10, 1/*18, 30] - Click!
  • Values in [] are during OD
  • Fatal Counter
  • Immediately enters recovery after hitting opponent
  • Minimum Damage 20%: 640 [1320]

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
TengaiBBCF Hakumen Tengai2.png
ABCD during OD
600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 F 1~22 All
[1~12 All]


- 100 100 - - 26 Launch 90 + Down 44 - - 20 20, 12, 24 {20, 12, 30} +0 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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
AkumetsuBBCS Hakumen akumetsu.png
[2]8D
38000 Unblockable - - 1+(60 Flash)+37 - P 1~16 HBF Guard - - - Long 0 - - - - - - - - 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[*], 2B[*] 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]

Ambox notice.png To edit frame data, edit values in BBCF/Hakumen/Data.