BBCF/Hazama/Frame Data

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System Data[edit]

Health:11,000
Prejump:4F
Backdash:21F (1~7F Inv All)
Forward Dash:18F
Unique Movements:Forward Dash, Chain Movement


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 Hazama 5A.png 300 All 5 3 9 ±0 B - CSOJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Hazama 5B.png 550 Mid 8 3 12 +2 B - SOR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Hazama 5C.png 450*2 Mid 10 1(1)6 28 -15 B - SO(J)R 100 92 Long 4 18 19 21 24 36 5 +0 +5 Click!
2ABBCS Hazama 2A.png 300 All 6 2 11 -1 F - CSOR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Hazama 2B.png 550 Low 10 2 13 -1 F - SOR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Hazama 2C.png 800 Mid 13 3 25 -11 B 8~15 H SOJR 90 89 Long 3 16 17 25 Launch 48 11 +0 +2 Click!
6ABBCS Hazama 6A.png 700 High 22 3 17 -3 B - SOR 80 89 Normal 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 Click!
  • Bonus Proration 110%
  • Forces Crouching on hit
6BBBCS Hazama 6B.png 800 Low 25 3 13 +1 F - SOR 90 89 Long 3 16 17 17 + Down 23 Crumple 78 + Down 10 34 + Down 23 11 +0 +2 Click!
  • Fatal Counter
6CBBCS Hazama 6C.png 510*3 All 20 X(2)X(2)X Total: 37+14L +1 P - R 100 84 (Once) Long 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 Click!
  • Knives appear on 20, 22, 24
3CBBCS Hazama 3C.png 840 Low 14 4 21 -6 F - SOR 90 92 Long 4 18 Launch 40 Launch 55 + Down 23 12 +0 +5 Click!
j.ABBCS Hazama jA.png 300 High/Air 7 3 9 - H - CSOJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Hazama jB.png 600 High/Air 10 4(2)2 14 - H - SOJR 80 85 Long 2 13 14 16 18 28 10 +0 +1 Click!
  • Last 2 active frames hit crossup
  • Does not multihit
j.CBBCS Hazama jC1.png 600 High/Air 10 2 23 - H - SOJR 80 89 Long 3 16 17 17 22 31 5 +0 +2 Click!
j.CCBBCS Hazama jC1.png 400 High/Air 5 2 23 - H - SOJR 80 90 Long 2 13 14 14 18 26 5 +5 +5 Click!
j.CCCBBCS Hazama jC1.png 400 High/Air 4 2 23 - H - SOR 80 90 Long 2 13 14 14 18 26 5 +5 +5 Click!
j.CCCCBBCS Hazama jC1.png 400 High/Air 6 3 21 - H - SOR 80 90 Long 2 13 14 14 18 26 5 +5 +5 Click!
j.CCCCCBBCS Hazama jC1.png 700 High/Air 5 2 26 - H - SOR 80 94 Long 3 16 17 17 22 31 11 +5 +5 Click!
j.2CBBCS Hazama j2C.png 780 High/Air 14 4 22 - H - SOJR 80 92 Long 4 18 19 19 24 34 12 +0 +5 Click!

Drive Moves[edit]

  • All D Normals have the following:
    • During Overdrive Drive attacks use the values in [].
    • On hit/block, Hazama immediately enters recovery animation
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 Hazama 5D.png
Near
250 [500] All 16 5 30 -21 [-6] HBFP - SOR 80 92 Normal 1 [5] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
5DBBCS Hazama 5D.png
Far
500 All 21 14 30 -21 [-6] HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
2DBBCS Hazama 2D.png
Near
400 [800] All 11 3 25 -19 [-4] HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
2DBBCS Hazama 2D.png
Far
800 All 13 21 25 -19 [-4] HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
6DBBCS Hazama 6D.png
Near
300 [600] All 16 5 28 -19 [-4] HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
6DBBCS Hazama 6D.png
Far
600 All 21 19 28 -19 [-4] HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
4DBBCS Hazama 4D.png
Near
300 [600] All 13 3 28 -19 [-4] HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
4DBBCS Hazama 4D.png
Far
600 All 16 21 28 -19 [-4] HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
j.DBBCS Hazama jD.png
Near
250 [500] All 13 3 41+3L - HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
j.DBBCS Hazama jD.png
Far
500 All 16 20 41+3L - HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
j.2DBBCS Hazama j2D.png
Near
250 [500] All 13 3 41+3L - HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
j.2DBBCS Hazama j2D.png
Far
500 All 16 20 41+3L - HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
j.4DBBCS Hazama j4D.png
Near
250 [500] All 13 3 41+3L - HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
j.4DBBCS Hazama j4D.png
Far
500 All 16 20 41+3L - HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
j.6DBBCS Hazama j6D.png
Near
250 [500] All 13 3 41+3L - HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
j.6DBBCS Hazama j6D.png
Far
500 All 16 20 41+3L - HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
j.8DBBCS Hazama j8D.png
Near
400 [800] All 13 3 41+3L - HBFP - SOR 80 92 Normal 1 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] Click!
j.8DBBCS Hazama j8D.png
Far
800 All 16 20 41+3L - HBFP - SOR 80 92 Normal 5 9 14 28 20 43 8 [8/+15] +20 +20 Click!
Followup ABBCS Hazama AFollowup.png


  • Immediately ends attack and goes into recovery animation.
  • 5D recovery 17F
  • 2D, 6D, 4D recovery 15F
  • Air D recovery 18F
Followup BBBCS Hazama BFollowup.png - - - - 39 - - 1~23P - - - - - - - - - - - - - Click!
  • Can cancel into all actions except blocking on 27F
Followup CBBCS Hazama CFollowup.png - - - - 24 - - - - - - - - - - - - - - - - Click!
  • Can cancel into all actions except blocking on 26F
Followup DBBCS Hazama DFollowup.png - - - - 22 - - - - - - - - - - - - - - - - Click!
  • Can cancel into all actions except blocking on 12F

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 Hazama FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SOR 100 50 Normal 0, 4 - Launch 70 - - - 0, 3 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Hazama BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SOR 100 50 Normal 0, 4 - Launch 60 + WBounce + Slide 20 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Hazama AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SOR 100 50 Normal 0, 4 - Launch 65 + GBounce - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Hazama 5B.png 0 All 13 4 33 -18 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Hazama CrushTrigger.png 1000 Guard Break 32/Barrier 20 1 25 ±0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 ±0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 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
Serpent's BenedictionBBCS Hazama jasetsu.png
214D
- - - - 86 - - - - - - - - - - - - - - - - Click!
  • Can only use Serpent's Unholy Wrath during first 22 frames
  • All Followups are (Charged) version.
Falling FangBBCS Hazama ressenga.png
Stance > A
700 [840] High/Air 18 4 1+11L +1 [+3] H 1~22 F R 80 79 [82] Normal 3 [4] 16 [18] 19 [Launch] 40 [40 + Down 28] 24 [Launch] 54 [55 + Down 28] 11 [12] +0 +2 [+5] Click!
Rising FangBBCS Hazama gashoukyaku.png
Stance > B
900 [1080] Mid 9 8 13+15L -17 [-15] B 1~12 All R 90 82 [84] Normal 4 [5] 18 [20] Launch 48 [55] Launch 62 [81] 12 [13] +0 [+10] +5 [+18] Click!
Devouring FangBBCS Hazama zaneiga.png
Stance > C
900 [1080] Low/Air 16 4 20 -5 [-3] F 1~19 B R 80 92 [94] Long 4 [5] 18 [20] Launch 40 [60] Launch 55 [76] 16 +0 +5 [+8] Click!
Serpent's HasteBBCS Hazama Kamae Chuudan.png
Stance > D
- - - - 18 - - - - - - - - - - - - - - - - Click!
Serpent's Redemption ForwardBBCP Hazama jakatsu.png
Stance > 66
- - - - 31 - - - - - - - - - - - - - - - - Click!
Serpent's Redemption BackwardBBCP Hazama jakatsu.png
Stance > 44
- - - - 32 - - - - - - - - - - - - - - - - Click!
Vengeful ViperBBCF Hazama Jagai.png
214B
800 All 15 4 104 +10 B - R 100 79 Long 3 16 Crumple 27 40 + GBounce Crumple 54 54 + GBounce 11 +0 +2 Click!
  • Enters Serpent's Benediction stance afterwards
  • Can cancel into Benediction followup attacks 22 onwards
Bloody FangsBBCS Hazama gasaishou.png
236C
0, 600 Throw(90) 12 2 31 +15 T 1~12 T R 100 60 Normal 3 - Launch 40 - - 0 +0 +0 Click!
Shadow SerpentBBCF Hazama Jameijin.png
j.214B
900 All 10 Until L 16 - H - R 80 89 Long 3 16 Launch 50 + Down 23 Launch 64 + GBounce 11 +0 +2 Click!
Venom SwordBBCS Hazama jabaki.png
236A
680 All 15 2 21 -1 BP - R 100 79 Long 3 16 17 35 + Slide 25 Launch 49 + Slide 25 9/+5 +5 +7 Click!
  • On Counter-hit, adds 2F additional hitstop
Hungry CoilsBBCS Hazama jakou.png
623D
0, 2000 Barrier 14 10 32 - P - R 100 82 Long 4 18 - 120 + WBounce + Slide 25 + Knockdown 33 - 135 + WBounce + Slide 25 + Knockdown 33 0/+7 +30, +0 +30, +0 Click!
  • Fatal Counter

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
Serpent's Infernal RaptureBBCS Hazama Jayoku Houtenjin.png
236236B
1950 [2100] All 3+(40 Flash)+1 3 51 -33 B 3~3 All
[1~3F All]
R 50 94 Normal 5 16 Launch 120 Launch 139 30 +0 +8 Click!
  • Values in [] are during OD
  • Fatal Counter
  • Minimum Damage 20%: 390 [420]
Eternal Coils of the Dragon SerpentBBCS Hazama Mizuchi Rekkazan.png
632146C
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
R 80 80 Normal 1 11 Launch 100 + Down 35 Launch 100 + Down 35 0 0/+90, 1*8 [*24], 12 [*2]] +0 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1040 [1152]
The Serpent's Unholy WrathBBCP Hazama Orochi Burensou.png
Stance > 632146D
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 R 100 70 Long 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 Click!
  • Values in [] are during OD
  • 100% minimum damage: 1200 [2449]

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
Glimmering Fang of the BasiliskBBCF Hazama MeijaGekkouga2.png
ABCD during OD
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}
- Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 280 {540+54}

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
Hungry Darkness of 1000 SoulsBBCS Hazama Senkon Meiraku.png
1632143D
0, 30000 All 1+(46 Flash)+16 ?? Total 161 - P 1~91 All - - - Long 3 16 - - - - 13 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, all Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C - Special
5C[1] - - 2C, 6C, 3C all Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 5C, 2C, 6C, - Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 3C - Special
2C[1] - - 5C, 3C all Jump, Special
6A - - - - Super
6B - - - - Super
6C - - - all -
3C - - - - Special
5D, 2D, 6D, 4D - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Throw, Jump, Special
j.B - - j.C, j.2C - Jump, Special
j.C(1-5) - - j.C (2)[+] all Jump(1-2), Special
j.2C - - - all Jump, Special
j.D, j.2D, j.6D, j.4D, j.8D - - - - 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

Navigation[edit]

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