BBCF/Hakumen/Frame Data

From Dustloop Wiki
< BBCF‎ | Hakumen
Jump to navigation Jump to search

System Data

name health prejump backdash forwarddash Unique Movement Options
Hakumen 12,000 4F 16F (1~4F Inv Throw) 18F


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 Mid 5 3 6 +3 90 80 Normal DrCSOJR 1 11 14 17 20 28 9 +0 +0
5B 730 Mid 10 2 15 0 100 89 Long DrSOJR 3 16 17 19 22 33 11 +0 +2
5C 1100 Mid 14 2 20 -3 13~15 Guard P 100 92 Long SOR 4 18 19 19 + Down 16 24 34 + Down 16 15 +0 +5
2A 300 Mid 7 3 9 0 100 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 650 Low 8 6 15 -4 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 1050 Mid 13 3 33 -17 9~15H
10~15 Guard P
90 82 Long S(J)OR 4 18 Launch 21 Launch 50 15 +0 +5
3C 1200 Low 8 3 28 -12 7~14 Guard P 100 92 Long R 4 18 Launch 36 Launch 51 + Down 23 15 +4 +5
6A 720 Mid 12 4 16 -1 100 89 Long DrR 3 18 Crumple 29 27 Crumple 58 41 11 +0 +2
6B 590×2 High, High/Low 18 2, 6 20 -4 4~22F 80 92 (Once) Normal DrR 4 21 19, Launch 40 + GBounce 24, Launch 55 + GBounce + Down 23 8 +0 +5
6C 1500 Mid 20 3 25 -7 Guard P (see notes) 100 94 Long R 5 20 32 36 + Slide 10 38 55 + Slide 10 16 +0 +8
6[C] Lv 1 1700 Mid 25 3 25 -7 Guard P (see notes) 100 94 Long R 5 20 Launch 70 + Slide 10 Launch 89 + Slide 10 16 +0 +8
6[C] Lv 2 2000 Mid 60 3 25 -7 Guard P (see notes) 100 94 Long R 5 20 Launch 70 + WBounce + Slide 10 Launch 89 + WBounce + Slide 10 16 +0 +8
4C 900 Mid 10 3 22 -4 100 89 Long DrR 3 20 24 24 38 36 11 +0 +2
j.A 300 High/Air 7 3 9 80 80 Normal CSOR 1 11 12 18 16 29 9 +0 +0
j.B 650 High/Air 9 3 20 80 89 Long SOJR 3 16 17 21 22 35 11 +0 +2
j.C 1000 all 12 8 26 10~19 Guard P 80 92 Long SOJR 4 18 19 30 + WStick 24 45 + WStick 15 +0 +5
j.2A 700 High/Air 11 12 12 5~22 Guard P 80 89 Long SOJR 3 16 17 21 22 35 11 +0 +2
j.2C 1200 High/Air 16 4 30 14~19 Guard P 80 92 Long SOR 4 18 19 19 24 34 15 +0 +5
5[D] Lv 1 50 6~30 Catch HBFPD


Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 40 6~20 Catch HBFPD
5[D] Lv 2 100 6~40 Catch HBFPD
5D Attack 0, 1000 16 10 10 -1 1~End All 100 100, 72 Very Short 0, 4 18 Launch 42 + Down 23 8 8, 0 +0
2D 46 1~8 Catch HBFPD
2D Attack 0, 1000 16 10 15 -6 1~End All 100 100, 72 Very Short 0, 4 18 Launch 50 + GBounce + Down 23 13 13, 0 +0
6D 43 1~9 Catch HBFPD
6D Attack 0, 1000 16 10 10 -1 1~End All 100 100, 72 Very Short 0, 4 18 Launch 33 + WBounce 30 8 8, 1 +0
j.D Until L+17 1~10 Catch HBFPD
j.D Attack 0, 1000 14 10 6 1~End All 100 100, 67 Very Short 18 Launch 35 8 +0 +0


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 1500 Throw 7 3 23 100 50 (Once) Normal SOR 0, 4 Crumple 45 0, 12 +0
4BC Back Throw 0, 750×2 Throw 7 3 23 100 50 Normal R,SOR 0, 2, 4 Launch 60 0×2, 12 +0
j.BC Air Throw 0, 200, 1300 Throw 7 3 23+3L 100 50 Normal SOR 0, 1, 4 20, 60 + GBounce 0, 11, 18 +0
6AB Counter Assault 0 all 13 12 18 -11 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) 80 60 Normal R 24 Crumple 50 60 Crumple 100 74 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) 80 100 Long R 24 Crumple 50 60 Crumple 100 74 11 +0 +2


Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A Gurren 950 all 14 3 15 +1 100 92 Long SR 4 18 28 60 33 75 + WBounce 12 +0 +5
236B Renka 1000×2 Low, Mid 9 3(12)3 21 -5 90 82 Long SR, SJR 4 18 Crumple 39, Launch 50 + Down 23, 60 Crumple 59, Launch 65 + Down 23, 75 15, 12 +0 +5
41236C Zantetsu 2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 21~23 Guard P
38~40 Guard P
90 94, 72 Normal SR 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
623A Kishuu 18 5~14 HB
623AA Enma 1060 Mid 6 7 16 -4 1~8 HB 100 72 Long SR 4 18 Launch 60 Launch 75 16 +0 +12
j.214A Agito 950 All 12 4 Total 35 -2 70 92 Long SR 3 16 Launch Down 28 Launch 50 + GBounce 9/+3 +3 +8
j.214B Hotaru 1500 Mid 11 3 35 1~17 All 80 92 Very Short SR 3 16 Launch 55 Launch 69 11 +0 +2
j.214C Tsubaki 2500 Guard Break 60/Barrier 15 3 22 15~17 Guard P 90 92 Long SR 4 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 8 +0 +5
214D Yanagi 0, 2500 all 30 3 18 -7 4~27 Guard HBFPD 100 85, 72 Normal 0 18 Launch 60 + GBounce + Down 23 10 10, 10/+5 +0
Fuumajin Fuumajin 900 all 1 92 1~End Guard P 85 89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +13


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Shippu 3500 [4000] All 14+(47 Flash)+7 4 41 -26 Active Frames: Guard P (see notes) 100 60 Normal SR 4 18 Launch 50 Launch 65 25 +0 +5
632146[C] Shippu 5000 Unblockable 14+86 4 41 Active Frames: Guard P (see notes) 100 60 Normal SR 4 18 Launch 50 Launch 65 25 +0 +5
632146C Wave Shippu (Wave) 2500 [3000] All 14+11~90 Until Hit 100 80 Normal R 4 [5] 18 [20] Launch 50 [50 + WBounce] Launch 66 [66 + WBounce] 0/+12 [0/+13] +12 [+13] +12 [+13]
214214B Mugen 16+(90 Flash)+30 16~16 All
236236D Yukikaze 44 1~27 Catch HBFPD
236236D Attack Yukikaze (Attack) 3200
[1800, 150×18, 2100]
Unblockable 1+33 12 39 1~End All 100 30
[92×19, 45]
Normal SR 4 Launch 60 Launch 75 30 [60/+10, 1/+10×18, 30] 30 [60/+10, 1/×18, 30]


Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Tengai 600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 1~22 All
[1~12 All]
100 100 26 Launch 90 + Down 44 20 20, 12, 24 {20, 12, 30} +0


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
[2]8D Akumetsu 38000 Unblockable 1+(60 Flash)+37 1~16 HBF Guard Long 0


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A
BBCS Hakumen 5A.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+3
6A[*] 5B[*], 6B[*] 3C[*] Yes Throw, Jump, Special
5B
BBCS Hakumen 5B.png
Guard:
Mid
Startup:
10
Recovery:
15
Advantage:
0
5A[*], 2A[*], 6A[*] 2B[*], 6B[*] - Yes Jump, Special
5C
BBCS Hakumen 5C.png
Guard:
Mid
Startup:
14
Recovery:
20
Advantage:
-3
- - - - Special
2A[3] 5A[*], 2A[*], 6A 5B[*], 2B[*] 3C[*] Yes Throw, Special
2B
BBCS Hakumen 2B.png
Guard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
5A[*], 2A[*] - - Yes Special
2C
BBCS Hakumen 2C.png
Guard:
Mid
Startup:
13
Recovery:
33
Advantage:
-17
- - - - Jump[-], Special
6A
BBCS Hakumen 6A.png
Guard:
Mid
Startup:
12
Recovery:
16
Advantage:
-1
- 6B - Yes Super
6B
BBCS Hakumen 6B.png
Guard:
High, High/Low
Startup:
18
Recovery:
20
Advantage:
-4
- - - Yes Super
6C
BBCS Hakumen 6C.png
Guard:
Mid
Startup:
20
Recovery:
25
Advantage:
-7
- - - - Super
3C
BBCS Hakumen 3C.png
Guard:
Low
Startup:
8
Recovery:
28
Advantage:
-12
- - - - 214214B
4C
BBCS Hakumen 4C.png
Guard:
Mid
Startup:
10
Recovery:
22
Advantage:
-4
- - - - Super
Air Revolver Action Table
A B C D Cancels
j.A
BBCS Hakumen jA.png
Guard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A[*] j.B[*] - - Throw, Special
j.B
BBCS Hakumen jB.png
Guard:
High/Air
Startup:
9
Recovery:
20
Advantage:
-
j.A[*], j.2A[*] - - - Jump, Special
j.C
BBCS Hakumen jC.png
Guard:
all
Startup:
12
Recovery:
26
Advantage:
-
- - - - Jump[-], Special
j.2A
BBCS Hakumen j2A.png
Guard:
High/Air
Startup:
11
Recovery:
12
Advantage:
-
- - j.C[*] - Jump, Special
j.2C
BBCS Hakumen j2C.png
Guard:
High/Air
Startup:
16
Recovery:
30
Advantage:
-
- - - - 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

External References

Navigation

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