BBCF/Hazama/Frame Data: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Hazama|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html|active=frame_data}}
{{NavTabs|game=BBCF|chara=Hazama|discord=https://discord.gg/hsjPSaF|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html|active=frame_data}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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</div>
</div>
==[[BBCF/Frame Data|System Data]]==
==[[BBCF/Frame Data|System Data]]==
{{#lst:BBCF/Hazama/Data|System Data}}
{| class='wikitable'
<br style="clear:both;"/>
|-
! Health
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
! Combo Rate
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
! Prejump
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
! Backdash
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
! Forward Dash
|| {{#lst:{{BASEPAGENAME}}/Data|forwarddash}}
|-
|}


==Normal Moves==
==Normal Moves==
Line 14: Line 30:
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Hazama/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Hazama/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBCF/Hazama/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Hazama/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Hazama/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:BBCF/Hazama/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
|18|text={{ColumnList |text=*Bonus Proration 110%
*Forces Crouching on hit
*Forces Crouching on hit
}}
}}
Line 41: Line 56:
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Knives appear on 20, 22, 24
|18|text={{ColumnList |text=*Knives appear on 20, 22, 24
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lst:BBCF/Hazama/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Last 2 active frames hit crossup
|18|text={{ColumnList |text=*Last 2 active frames hit crossup
*Does not multihit
*Does not multihit
}}
}}
Line 72: Line 84:
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
|-
{{AttackVersion|name=j.CC|subtitle=}}
{{AttackVersion|name=j.CC|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC Full}}
|-
|-
{{AttackVersion|name=j.CCC|subtitle=}}
{{AttackVersion|name=j.CCC|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.CCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCC Full}}
|-
|-
{{AttackVersion|name=j.CCCC|subtitle=}}
{{AttackVersion|name=j.CCCC|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.CCCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCC Full}}
|-
|-
{{AttackVersion|name=j.CCCCC|subtitle=}}
{{AttackVersion|name=j.CCCCC|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.CCCCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCCC Full}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:BBCF/Hazama/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
|-
|-
|}
|}
Line 100: Line 112:
|-
|-
{{AttackVersion|name=5D|subtitle=Near}}
{{AttackVersion|name=5D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|5D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Near Full}}
|-
|-
{{AttackVersion|name=5D|subtitle=Far}}
{{AttackVersion|name=5D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|5D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Far Full}}
|-
|-
{{AttackVersion|name=2D|subtitle=Near}}
{{AttackVersion|name=2D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|2D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Near Full}}
|-
|-
{{AttackVersion|name=2D|subtitle=Far}}
{{AttackVersion|name=2D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|2D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Far Full}}
|-
|-
{{AttackVersion|name=6D|subtitle=Near}}
{{AttackVersion|name=6D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|6D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Near Full}}
|-
|-
{{AttackVersion|name=6D|subtitle=Far}}
{{AttackVersion|name=6D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|6D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Far Full}}
|-
|-
{{AttackVersion|name=4D|subtitle=Near}}
{{AttackVersion|name=4D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|4D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Near Full}}
|-
|-
{{AttackVersion|name=4D|subtitle=Far}}
{{AttackVersion|name=4D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|4D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Far Full}}
|-
|-
{{AttackVersion|name=j.D|subtitle=Near}}
{{AttackVersion|name=j.D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|j.D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Near Full}}
|-
|-
{{AttackVersion|name=j.D|subtitle=Far}}
{{AttackVersion|name=j.D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|j.D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Far Full}}
|-
|-
{{AttackVersion|name=j.2D|subtitle=Near}}
{{AttackVersion|name=j.2D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|j.2D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Near Full}}
|-
|-
{{AttackVersion|name=j.2D|subtitle=Far}}
{{AttackVersion|name=j.2D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|j.2D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Far Full}}
|-
|-
{{AttackVersion|name=j.4D|subtitle=Near}}
{{AttackVersion|name=j.4D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|j.4D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Near Full}}
|-
|-
{{AttackVersion|name=j.4D|subtitle=Far}}
{{AttackVersion|name=j.4D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|j.4D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Far Full}}
|-
|-
{{AttackVersion|name=j.6D|subtitle=Near}}
{{AttackVersion|name=j.6D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|j.6D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Near Full}}
|-
|-
{{AttackVersion|name=j.6D|subtitle=Far}}
{{AttackVersion|name=j.6D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|j.6D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Far Full}}
|-
|-
{{AttackVersion|name=j.8D|subtitle=Near}}
{{AttackVersion|name=j.8D|subtitle=Near}}
{{#lst:BBCF/Hazama/Data|j.8D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Near Full}}
|-
|-
{{AttackVersion|name=j.8D|subtitle=Far}}
{{AttackVersion|name=j.8D|subtitle=Far}}
{{#lst:BBCF/Hazama/Data|j.8D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Far Full}}
|-
|-
{{AttackVersion|name=Followup A|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup A|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|xD > A Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD > A Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Immediately ends attack and goes into recovery animation.
|18|text={{ColumnList |text=*Immediately ends attack and goes into recovery animation.
*5D recovery 17F
*5D recovery 17F
*2D, 6D, 4D recovery 15F
*2D, 6D, 4D recovery 15F
Line 165: Line 176:
|-
|-
{{AttackVersion|name=Followup B|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup B|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|xD B Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 27F
|18|text={{ColumnList |text=*Can cancel into all actions except blocking on 27F
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Followup C|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup C|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|xD C Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 26F
|18|text={{ColumnList |text=*Can cancel into all actions except blocking on 26F
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Followup D|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup D|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|xD D Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 12F
|18|text={{ColumnList |text=*Can cancel into all actions except blocking on 12F
}}
}}
}}
}}
Line 196: Line 204:
|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Hazama/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:BBCF/Hazama/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{AttackVersion|name=CrushTrigger|subtitleUncharged/Charged|rowspan=2}}
{{AttackVersion|name=CrushTrigger|subtitleUncharged/Charged|rowspan=2}}
{{#lst:BBCF/Hazama/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lst:BBCF/Hazama/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
|}
|}
Line 235: Line 240:
|-
|-
{{AttackVersion|name=Serpent's Benediction|subtitle=214D|rowspan=2}}
{{AttackVersion|name=Serpent's Benediction|subtitle=214D|rowspan=2}}
{{#lst:BBCF/Hazama/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames
|18|text={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames
*All Followups are (Charged) version.
*All Followups are (Charged) version.
}}
}}
Line 244: Line 248:
|-
|-
{{AttackVersion|name=Falling Fang|subtitle=Stance > A}}
{{AttackVersion|name=Falling Fang|subtitle=Stance > A}}
{{#lst:BBCF/Hazama/Data|Stance A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance A Full}}
|-
|-
{{AttackVersion|name=Rising Fang|subtitle=Stance > B}}
{{AttackVersion|name=Rising Fang|subtitle=Stance > B}}
{{#lst:BBCF/Hazama/Data|Stance B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance B Full}}
|-
|-
{{AttackVersion|name=Devouring Fang|subtitle=Stance > C}}
{{AttackVersion|name=Devouring Fang|subtitle=Stance > C}}
{{#lst:BBCF/Hazama/Data|Stance C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance C Full}}
|-
|-
{{AttackVersion|name=Serpent's Haste|subtitle=Stance > D}}
{{AttackVersion|name=Serpent's Haste|subtitle=Stance > D}}
{{#lst:BBCF/Hazama/Data|Stance D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance D Full}}
|-
|-
{{AttackVersion|name=Serpent's Redemption Forward|subtitle=Stance > 66}}
{{AttackVersion|name=Serpent's Redemption Forward|subtitle=Stance > 66}}
{{#lst:BBCF/Hazama/Data|Stance 66 Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 66 Full}}
|-
|-
{{AttackVersion|name=Serpent's Redemption Backward|subtitle=Stance > 44}}
{{AttackVersion|name=Serpent's Redemption Backward|subtitle=Stance > 44}}
{{#lst:BBCF/Hazama/Data|Stance 44 Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 44 Full}}
|-
|-
{{AttackVersion|name=Vengeful Viper|subtitle=214B|rowspan=2}}
{{AttackVersion|name=Vengeful Viper|subtitle=214B|rowspan=2}}
{{#lst:BBCF/Hazama/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Enters Serpent's Benediction stance afterwards
|18|text={{ColumnList |text=*Enters Serpent's Benediction stance afterwards
*Can cancel into Benediction followup attacks 22 onwards
*Can cancel into Benediction followup attacks 22 onwards
}}
}}
Line 271: Line 274:
|-
|-
{{AttackVersion|name=Bloody Fangs|subtitle=236C}}
{{AttackVersion|name=Bloody Fangs|subtitle=236C}}
{{#lst:BBCF/Hazama/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
|-
|-
{{AttackVersion|name=Shadow Serpent|subtitle=j.214B}}
{{AttackVersion|name=Shadow Serpent|subtitle=j.214B}}
{{#lst:BBCF/Hazama/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
|-
|-
{{AttackVersion|name=Venom Sword|subtitle=236A|rowspan=2}}
{{AttackVersion|name=Venom Sword|subtitle=236A|rowspan=2}}
{{#lst:BBCF/Hazama/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{Description
{{Description|22|text=*On Counter-hit, adds 2F additional hitstop
|18|text=*On Counter-hit, adds 2F additional hitstop
}}
}}
|-
|-
{{AttackVersion|name=Hungry Coils|subtitle=623D|rowspan=2}}
{{AttackVersion|name=Hungry Coils|subtitle=623D|rowspan=2}}
{{#lst:BBCF/Hazama/Data|623D Full}}
{{#lst:{{BASEPAGENAME}}/Data|623D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
}}
}}
}}
}}
Line 302: Line 303:
|-
|-
{{AttackVersion|name=Serpent's Infernal Rapture|subtitle=236236B|rowspan=2}}
{{AttackVersion|name=Serpent's Infernal Rapture|subtitle=236236B|rowspan=2}}
{{#lst:BBCF/Hazama/Data|236236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236B Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Fatal Counter
*Fatal Counter
*Minimum Damage 20%: 390 [420]
*Minimum Damage 20%: 390 [420]
Line 312: Line 312:
|-
|-
{{AttackVersion|name=Eternal Coils of the Dragon Serpent|subtitle=632146C|rowspan=2}}
{{AttackVersion|name=Eternal Coils of the Dragon Serpent|subtitle=632146C|rowspan=2}}
{{#lst:BBCF/Hazama/Data|632146C Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Minimum Damage 20%: 1040 [1152]
*Minimum Damage 20%: 1040 [1152]
}}
}}
Line 321: Line 320:
|-
|-
{{AttackVersion|name=The Serpent's Unholy Wrath|subtitle=Stance > 632146D|rowspan=2}}
{{AttackVersion|name=The Serpent's Unholy Wrath|subtitle=Stance > 632146D|rowspan=2}}
{{#lst:BBCF/Hazama/Data|Stance > 632146D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 632146D Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*100% minimum damage: 1200 [2449]
*100% minimum damage: 1200 [2449]
}}
}}
Line 337: Line 335:
|-
|-
{{AttackVersion|name=Glimmering Fang of the Basilisk|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Glimmering Fang of the Basilisk|subtitle=ABCD during OD|rowspan=2}}
{{#lst:BBCF/Hazama/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
{{Description|22|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
*Values in {} are during Active Flow
*Values in {} are during Active Flow
*Minimum Damage 10%: 280 {540+54}
*Minimum Damage 10%: 280 {540+54}
Line 353: Line 351:
|-
|-
{{AttackVersion|name=Hungry Darkness of 1000 Souls|subtitle=1632143D|rowspan=2}}
{{AttackVersion|name=Hungry Darkness of 1000 Souls|subtitle=1632143D|rowspan=2}}
{{#lst:BBCF/Hazama/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
|-
|-
{{Description
{{Description|22|text={{ColumnList |text=
|18|text={{ColumnList |text=
}}
}}
}}
}}
Line 431: Line 428:
: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lst:BBCF/Hazama/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Hazama/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue: Central Fiction]]
[[Category:Frame Data]]
[[Category:Hazama]]

Revision as of 14:56, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

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
2A
2B
2C
6A
  • Bonus Proration 110%
  • Forces Crouching on hit
6B
  • Fatal Counter
6C
  • Knives appear on 20, 22, 24
3C
j.A
j.B
  • Last 2 active frames hit crossup
  • Does not multihit
j.C
j.CC
j.CCC
j.CCCC
j.CCCCC
j.2C

Drive Moves

  • All D Normals have the following:
    • During Overdrive Drive attacks use the values in [].
    • On hit/block, Hazama immediately enters recovery animation
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
Near
5D
Far
2D
Near
2D
Far
6D
Near
6D
Far
4D
Near
4D
Far
j.D
Near
j.D
Far
j.2D
Near
j.2D
Far
j.4D
Near
j.4D
Far
j.6D
Near
j.6D
Far
j.8D
Near
j.8D
Far
Followup A
  • Immediately ends attack and goes into recovery animation.
  • 5D recovery 17F
  • 2D, 6D, 4D recovery 15F
  • Air D recovery 18F
Followup B
  • Can cancel into all actions except blocking on 27F
Followup C
  • Can cancel into all actions except blocking on 26F
Followup D
  • Can cancel into all actions except blocking on 12F

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
Serpent's Benediction
214D
  • Can only use Serpent's Unholy Wrath during first 22 frames
  • All Followups are (Charged) version.
Falling Fang
Stance > A
Rising Fang
Stance > B
Devouring Fang
Stance > C
Serpent's Haste
Stance > D
Serpent's Redemption Forward
Stance > 66
Serpent's Redemption Backward
Stance > 44
Vengeful Viper
214B
  • Enters Serpent's Benediction stance afterwards
  • Can cancel into Benediction followup attacks 22 onwards
Bloody Fangs
236C
Shadow Serpent
j.214B
Venom Sword
236A
  • On Counter-hit, adds 2F additional hitstop
Hungry Coils
623D
  • Fatal Counter

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
Serpent's Infernal Rapture
236236B
  • Values in [] are during OD
  • Fatal Counter
  • Minimum Damage 20%: 390 [420]
Eternal Coils of the Dragon Serpent
632146C
  • Values in [] are during OD
  • Minimum Damage 20%: 1040 [1152]
The Serpent's Unholy Wrath
Stance > 632146D
  • Values in [] are during OD
  • 100% minimum damage: 1200 [2449]

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
Glimmering Fang of the Basilisk
ABCD during OD
  • 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

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
Hungry Darkness of 1000 Souls
1632143D

Revolver Action Table

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

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