BBCF/Hakumen/Frame Data

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System Data

Health
Combo Rate
Prejump
Backdash
Forward Dash

Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
  • Projectile guard point applies only to blade.
  • Forces crouching on standing hit.
  • Hard Knockdown on Airborne opponents.
2A
2B
2C
  • Projectile guard point applies only to blade.
  • Launches on grounded opponents.
  • Untechable on Counter Hit until opponent hits the floor.
3C
  • Projectile guard point applies only to blade.
6A
  • Unusually long hitstun on counterhit.
6B
  • Bonus Proration 110%.
  • Can cancel into Shippu as of CF2.
6C
Charge Lv 0/1/2
  • 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
  • Projectile guard point applies only to blade.
j.A
j.B
j.C
  • Projectile guard point applies only to blade.
j.2A
  • Projectile guard point applies only to blade.
j.2C
  • Projectile guard point applies only to blade.

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
Catch
Charge Lv 0/1/2
  • 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)
2D
(Catch)
  • 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)
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)
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)

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Counter Assault
CrushTrigger

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Guren
214A
  • Heat Gauge Cooldown 30F
Renka
236B
  • The second hit is jump cancellable.
  • Heat Gauge Cooldown 60F
Zantetsu
41236C
  • Projectile guard point applies only to blade.
  • 120% bonus proration
  • Heat Gauge Cooldown 90F
Kishuu
623A
  • Can cancel into Enma from the 10th frame.
  • Heat Gauge Cooldown 30F
Enma
623AA
  • Heat Gauge Cooldown 30F
Agito
j.214A
  • Heat Gauge Cooldown 30F
Hotaru
j.214B
  • Resets air options (Jump/Airdash)
  • Heat Gauge Cooldown 60F
Tsubaki
j.214C
  • Fatal Counter
  • Projectile guard point applies only to blade.
  • Heat Gauge Cooldown 90F
Yanagi
214D
  • 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
  • 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

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Shippu
632146C
  • 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
  • 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
  • Costs 8 orbs
  • Allows unlimited use of specials and Distortion Drives for the duration.
  • SMP is removed during Mugen
Yukikaze
236236D Catch
  • 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
  • Values in [] are during OD
  • Fatal Counter
  • Immediately enters recovery after hitting opponent
  • Minimum Damage 20%: 640 [1320]

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Tengai
ABCD during OD
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Akumetsu
[2]8D
  • 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

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

To edit frame data, edit values in BBCF/Hakumen/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.