BBCF/Hakumen/Frame Data

From Dustloop Wiki
< BBCF‎ | Hakumen
Revision as of 02:50, 4 March 2021 by Shtkn (talk | contribs)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data


Normal Moves

Template:FullFrameDataHeader-BBCF
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.
  • 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.
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.
  • Despite being attack level 3, it has 20 frames of blockstun instead of 16.
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

Template:FullFrameDataHeader-BBCF
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

Template:FullFrameDataHeader-BBCF
Forward Throw


  • Minimum Damage 100%
Back Throw


  • Minimum Damage 100%
Air Throw


  • Minimum Damage 100%
Counter Assault


CrushTrigger


Specials

Template:FullFrameDataHeader-BBCF
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
Template:FullFrameDataHeader-BBCF
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

Template:FullFrameDataHeader-BBCF
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

Template:FullFrameDataHeader-BBCF
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[*], 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

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.