BBCF/Hazama/Frame Data

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System Data

name health prejump backdash forwarddash Unique Movement Options
Hazama 11,000 4F 21F (1~7F Inv All) 18F Chain Movement


Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 5 3 9 ±0 B 100 80 Normal CSOJR 1 11 12 12 16 23 9 +0 +0
5B 550 Mid 8 3 12 +2 B 100 89 Long SOR 3 16 17 17 22 31 11 +0 +2
5C 450×2 Mid 10 1(1)6 28 -15 B 100 92 Long SO(J)R 4 18 19 21 24 36 5 +0 +5
2A 300 All 6 2 11 -1 F 100 80 Normal CSOR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 10 2 13 -1 F 90 85 Long SOR 2 13 14 14 18 26 10 +0 +1
2C 800 Mid 13 3 25 -11 B 8~15 H 90 89 Long SOJR 3 16 17 25 Launch 48 11 +0 +2
6A 700 High 22 3 17 -3 B 80 89 Normal SOR 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
6B 800 Low 25 3 13 +1 F 90 89 Long SOR 3 16 17 17 + Down 23 Crumple 78 + Down 10 34 + Down 23 11 +0 +2
6C 510×3 All 20 X(2)X(2)X Total: 37+14L +1 P 100 84 Long R 5 20 21×2, Crumple 31 40 + Down 23×2, 40 + GBounce 29×2, Crumple 62 56 + Down 23×2, 56 + GBounce 0 +0 +8
3C 840 Low 14 4 21 -6 F 90 92 Long SOR 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSOJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 10 4(2)2 14 H 80 85 Long SOJR 2 13 14 16 18 28 10 +0 +1
j.C 600 High/Air 10 2 23 H 80 89 Long SOJR 3 16 17 17 22 31 5 +0 +2
j.CC 400 High/Air 5 2 23 H 80 90 Long SOJR 2 13 14 14 18 26 5 +5 +5
j.CCC 400 High/Air 4 2 23 H 80 90 Long SOR 2 13 14 14 18 26 5 +5 +5
j.CCCC 400 High/Air 6 3 21 H 80 90 Long SOR 2 13 14 14 18 26 5 +5 +5
j.CCCCC 700 High/Air 5 2 26 H 80 94 Long SOR 3 16 17 17 22 31 11 +5 +5
j.2C 780 High/Air 14 4 22 H 80 92 Long SOJR 4 18 19 19 24 34 12 +0 +5


Drive Moves

  • All D Normals have the following:
    • During Overdrive Drive attacks use the values in []
    • On hit/block, Hazama immediately enters recovery
    • Same Move Proration will apply to any repeated chain usage (5D > 5D for example)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Near 250 [500] All 16 5 30 -21 [-6] HBFP 80 92 Normal SOR 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
5D Far 500 All 21 14 30 -21 [-6] HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
2D Near 400 [800] All 11 3 25 -19 [-4] HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
2D Far 800 All 13 21 25 -19 [-4] HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
6D Near 300 [600] All 16 5 28 -19 [-4] HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
6D Far 600 All 21 19 28 -19 [-4] HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
4D Near 300 [600] All 13 3 28 -19 [-4] HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
4D Far 600 All 16 21 28 -19 [-4] HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.D Near 250 [500] All 13 3 41+3L HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.D Far 500 All 16 20 41+3L HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.2D Near 250 [500] All 13 3 41+3L HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.2D Far 500 All 16 20 41+3L HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.4D Near 250 [500] All 13 3 41+3L HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.4D Far 500 All 16 20 41+3L HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.6D Near 250 [500] All 13 3 41+3L HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.6D Far 500 All 16 20 41+3L HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
j.8D Near 400 [800] All 13 3 41+3L HBFP 80 92 Normal SOR 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20]
j.8D Far 800 All 16 20 41+3L HBFP 80 92 Normal SOR 5 9 14 28 20 43 8 [8/+15] +20 +20
xD A A Followup See notes
xD B B Followup 39 1~23P
xD C C Followup 24
xD D D Followup 22


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 4 Launch 70 0, 3 +0
4BC 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SOR 0, 4 Launch 60 + WBounce + Slide 20 0, 12 +0
j.BC 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SOR 0, 4 Launch 65 + GBounce 0 +0
6AB Counter Assault 0 All 13 4 33 -18 B 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 B 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 ±0 B 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2


Specials

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214D Serpent's Benediction 86
Stance A Falling Fang 700 [840] High/Air 18 4 1+11L +1 [+3] H 1~22 F 80 79 [82] Normal R 3 [4] 16 [18] 19 [Launch] 40 [40 + Down 28] 24 [Launch] 54 [55 + Down 28] 11 [12] +0 +2 [+5]
Stance B Rising Fang 900 [1080] Mid 9 8 13+15L -17 [-15] B 1~12 All 90 82 [84] Normal R 4 [5] 18 [20] Launch 48 [55] Launch 62 [81] 12 [13] +0 [+10] +5 [+18]
Stance C Devouring Fang 900 [1080] Low/Air 16 4 20 -5 [-3] F 1~19 B 80 92 [94] Long R 4 [5] 18 [20] Launch 40 [60] Launch 55 [76] 16 +0 +5 [+8]
Stance D Serpent's Haste 18
Stance 66 Serpent's Redemption 31
Stance 44 Serpent's Redemption 32
214B Vengeful Viper 800 All 15 4 104 +10 B 100 79 Long R 3 16 Crumple 27 40 + GBounce Crumple 54 54 + GBounce 11 +0 +2
236C Bloody Fangs 0, 600 Throw(90) 12 2 31 +15 T 1~12 T 100 60 Normal R 3 Launch 40 0 +0 +0
j.214B Shadow Serpent 900 All 10 Until L 16 H 80 89 Long R 3 16 Launch 50 + Down 23 Launch 64 + GBounce 11 +0 +2
236A Venom Sword 680 All 15 2 21 -1 BP 100 79 Long R 3 16 17 35 + Slide 25 Launch 49 + Slide 25 9/+5 +5 +7
623D Hungry Coils 0, 2000 Barrier 14 10 32 P 100 100, 82 Long R 4 18 120 + WBounce + Slide 25 + Knockdown 33 135 + WBounce + Slide 25 + Knockdown 33 0/+7 +30, +0 +30, +0


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 attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236B Serpent's Infernal Rapture 1950 [2100] All 3+(40 Flash)+1 3 51 -33 B 3~3 All
[1~3F All]
50 94 Normal R 5 16 Launch 120 Launch 139 30 +0 +8
632146C Eternal Coils of the Dragon Serpent 800×2, 200×8, 2000
[800×2, 90×24, 1000×2]
All 1+(30 Flash)+15 2 Total 70 -46 P2 1~1 All
2~19 P
80 80 Normal R 1 11 Launch 100 + Down 35 Launch 100 + Down 35 0 0/+90, 1×8 [×24], 12 [×2]] +0
Stance 632146D The Serpent's Unholy Wrath 0×2, 280×2, 57×9, 400, 800
[0×2, 280×2, 57×17, 400, 800]
Throw(80) 12+(30 Flash)+0 3 40 T 1~14 All 100 100×2, 70×13 [100×2, 70×21] Long R 0×2, 4×2, 3×9 [×17], 4×2 Launch 120 + WBounce 100 + Down 53 0×2, 7×2, 0×9 [×17], 8, 16 +0


Exceed Accel

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Glimmering Fang of the Basilisk 600, 400×3, 1000
{600, 400×5, 700×4}
All 20 [10] 3 34 -10 B 1~22 All
[1~22 All]
100 100 Long 26 Launch 120 20 20, 8, 0×2, 7
{20, 12×3, 0×2, 7/-2×4}


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
1632143D Hungry Darkness of 1000 Souls 0, 30000 All 1+(46 Flash)+16 ?? Total 161 P 1~91 All Long 3 16 13


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A
BBCS Hazama 5A.png
Guard:
All
Startup:
5
Recovery:
9
Advantage:
±0
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, all Throw, Jump, Special
5B
BBCS Hazama 5B.png
Guard:
Mid
Startup:
8
Recovery:
12
Advantage:
+2
[1]
6A 2B, 6B 5C, 2C, 6C, 3C - Special
5C
BBCS Hazama 5C.png
Guard:
Mid
Startup:
10
Recovery:
28
Advantage:
-15
[1]
- - 2C, 6C, 3C all Jump[-], Special
2A
BBCS Hazama 2A.png
Guard:
All
Startup:
6
Recovery:
11
Advantage:
-1
[3]
5A, 2A[+], 6A 5B, 2B, 5C, 2C, 6C, - Throw, Special
2B
BBCS Hazama 2B.png
Guard:
Low
Startup:
10
Recovery:
13
Advantage:
-1
[1]
6A 5B, 6B 5C, 2C, 3C - Special
2C
BBCS Hazama 2C.png
Guard:
Mid
Startup:
13
Recovery:
25
Advantage:
-11
[1]
- - 5C, 3C all Jump, Special
6A
BBCS Hazama 6A.png
Guard:
High
Startup:
22
Recovery:
17
Advantage:
-3
- - - - Super
6B
BBCS Hazama 6B.png
Guard:
Low
Startup:
25
Recovery:
13
Advantage:
+1
- - - - Super
6C
BBCS Hazama 6C.png
Guard:
All
Startup:
20
Recovery:
Total: 37+14L
Advantage:
+1
- - - all -
3C
BBCS Hazama 3C.png
Guard:
Low
Startup:
14
Recovery:
21
Advantage:
-6
- - - - Special
5D, 2D, 6D, 4D
BBCS Hazama 5D.png
Guard:
All
Startup:
16
Recovery:
30
Advantage:
-21 [-6]
- - - - Special
Air Revolver Action Table
A B C D Cancels
j.A
BBCS Hazama jA.png
Guard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B j.C - Throw, Jump, Special
j.B
BBCS Hazama jB.png
Guard:
High/Air
Startup:
10
Recovery:
14
Advantage:
-
- - j.C, j.2C - Jump, Special
j.C(1~5)
BBCS Hazama jC1.png
Guard:
High/Air
Startup:
10
Recovery:
23
Advantage:
-
- - j.C (2~4)[+] all Jump(1~2), Special
j.2C
BBCS Hazama j2C.png
Guard:
High/Air
Startup:
14
Recovery:
22
Advantage:
-
- - - all Jump, Special
j.D, j.2D, j.6D, j.4D, j.8D
BBCS Hazama jD.png
Guard:
All
Startup:
13
Recovery:
41+3L
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
Special = Specials and Supers
Super = Supers only

External References


Navigation

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