BBCF/Hazama/Frame Data: Difference between revisions

From Dustloop Wiki
< BBCF‎ | Hazama
(simplifying frame data backend)
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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
|-
|-
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A}}
{{#lst:{{BASEPAGENAME}}/Data|6A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
Line 42: Line 49:
|-
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B}}
{{#lst:{{BASEPAGENAME}}/Data|6B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
Line 49: Line 57:
|-
|-
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C}}
{{#lst:{{BASEPAGENAME}}/Data|6C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Knives appear on 20, 22, 24
{{Description|22|text={{ColumnList |text=*Knives appear on 20, 22, 24
Line 56: Line 65:
|-
|-
{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C}}
{{#lst:{{BASEPAGENAME}}/Data|3C Extra}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
|-
|-
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{AttackVersion|name=j.B|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Last 2 active frames hit crossup
{{Description|22|text={{ColumnList |text=*Last 2 active frames hit crossup
Line 70: Line 82:
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
|-
|-
{{AttackVersion|name=j.CC|subtitle=}}
{{AttackVersion|name=j.CC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC}}
{{#lst:{{BASEPAGENAME}}/Data|j.CC Extra}}
|-
|-
{{AttackVersion|name=j.CCC|subtitle=}}
{{AttackVersion|name=j.CCC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCC}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCC Extra}}
|-
|-
{{AttackVersion|name=j.CCCC|subtitle=}}
{{AttackVersion|name=j.CCCC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCC}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCC Extra}}
|-
|-
{{AttackVersion|name=j.CCCCC|subtitle=}}
{{AttackVersion|name=j.CCCCC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCCC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCCC}}
{{#lst:{{BASEPAGENAME}}/Data|j.CCCCC Extra}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Extra}}
|-
|-
|}
|}
Line 98: Line 116:
|-
|-
{{AttackVersion|name=5D|subtitle=Near}}
{{AttackVersion|name=5D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|5D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Near}}
{{#lst:{{BASEPAGENAME}}/Data|5D Near Extra}}
|-
|-
{{AttackVersion|name=5D|subtitle=Far}}
{{AttackVersion|name=5D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|5D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Far}}
{{#lst:{{BASEPAGENAME}}/Data|5D Far Extra}}
|-
|-
{{AttackVersion|name=2D|subtitle=Near}}
{{AttackVersion|name=2D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|2D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Near}}
{{#lst:{{BASEPAGENAME}}/Data|2D Near Extra}}
|-
|-
{{AttackVersion|name=2D|subtitle=Far}}
{{AttackVersion|name=2D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|2D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Far}}
{{#lst:{{BASEPAGENAME}}/Data|2D Far Extra}}
|-
|-
{{AttackVersion|name=6D|subtitle=Near}}
{{AttackVersion|name=6D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|6D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Near}}
{{#lst:{{BASEPAGENAME}}/Data|6D Near Extra}}
|-
|-
{{AttackVersion|name=6D|subtitle=Far}}
{{AttackVersion|name=6D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|6D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Far}}
{{#lst:{{BASEPAGENAME}}/Data|6D Far Extra}}
|-
|-
{{AttackVersion|name=4D|subtitle=Near}}
{{AttackVersion|name=4D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|4D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Near}}
{{#lst:{{BASEPAGENAME}}/Data|4D Near Extra}}
|-
|-
{{AttackVersion|name=4D|subtitle=Far}}
{{AttackVersion|name=4D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|4D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Far}}
{{#lst:{{BASEPAGENAME}}/Data|4D Far Extra}}
|-
|-
{{AttackVersion|name=j.D|subtitle=Near}}
{{AttackVersion|name=j.D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Near Extra}}
|-
|-
{{AttackVersion|name=j.D|subtitle=Far}}
{{AttackVersion|name=j.D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Far Extra}}
|-
|-
{{AttackVersion|name=j.2D|subtitle=Near}}
{{AttackVersion|name=j.2D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Near Extra}}
|-
|-
{{AttackVersion|name=j.2D|subtitle=Far}}
{{AttackVersion|name=j.2D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.2D Far Extra}}
|-
|-
{{AttackVersion|name=j.4D|subtitle=Near}}
{{AttackVersion|name=j.4D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Near Extra}}
|-
|-
{{AttackVersion|name=j.4D|subtitle=Far}}
{{AttackVersion|name=j.4D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.4D Far Extra}}
|-
|-
{{AttackVersion|name=j.6D|subtitle=Near}}
{{AttackVersion|name=j.6D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Near Extra}}
|-
|-
{{AttackVersion|name=j.6D|subtitle=Far}}
{{AttackVersion|name=j.6D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.6D Far Extra}}
|-
|-
{{AttackVersion|name=j.8D|subtitle=Near}}
{{AttackVersion|name=j.8D|subtitle=Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Near Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Near}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Near Extra}}
|-
|-
{{AttackVersion|name=j.8D|subtitle=Far}}
{{AttackVersion|name=j.8D|subtitle=Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Far Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Far}}
{{#lst:{{BASEPAGENAME}}/Data|j.8D Far Extra}}
|-
|-
{{AttackVersion|name=Followup A|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup A|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|xD > A Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD > A}}
{{#lst:{{BASEPAGENAME}}/Data|xD > A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Immediately ends attack and goes into recovery animation.
{{Description|22|text={{ColumnList |text=*Immediately ends attack and goes into recovery animation.
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|-
|-
{{AttackVersion|name=Followup B|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup B|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|xD B Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD B}}
{{#lst:{{BASEPAGENAME}}/Data|xD B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 27F
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 27F
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|-
|-
{{AttackVersion|name=Followup C|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|xD C Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD C}}
{{#lst:{{BASEPAGENAME}}/Data|xD C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 26F
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 26F
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|-
|-
{{AttackVersion|name=Followup D|subtitle=|rowspan=2}}
{{AttackVersion|name=Followup D|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|xD D Full}}
{{#lst:{{BASEPAGENAME}}/Data|xD D}}
{{#lst:{{BASEPAGENAME}}/Data|xD D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 12F
{{Description|22|text={{ColumnList |text=*Can cancel into all actions except blocking on 12F
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|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Extra}}
|-
|-
{{AttackVersion|name=CrushTrigger|subtitleUncharged/Charged|rowspan=2}}
{{AttackVersion|name=CrushTrigger|subtitleUncharged/Charged|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Extra}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB]}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Extra}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Serpent's Benediction|subtitle=214D|rowspan=2}}
{{AttackVersion|name=Serpent's Benediction|subtitle=214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D}}
{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames
{{Description|22|text={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames
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|-
|-
{{AttackVersion|name=Falling Fang|subtitle=Stance > A}}
{{AttackVersion|name=Falling Fang|subtitle=Stance > A}}
{{#lst:{{BASEPAGENAME}}/Data|Stance A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance A}}
{{#lst:{{BASEPAGENAME}}/Data|Stance A Extra}}
|-
|-
{{AttackVersion|name=Rising Fang|subtitle=Stance > B}}
{{AttackVersion|name=Rising Fang|subtitle=Stance > B}}
{{#lst:{{BASEPAGENAME}}/Data|Stance B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance B}}
{{#lst:{{BASEPAGENAME}}/Data|Stance B Extra}}
|-
|-
{{AttackVersion|name=Devouring Fang|subtitle=Stance > C}}
{{AttackVersion|name=Devouring Fang|subtitle=Stance > C}}
{{#lst:{{BASEPAGENAME}}/Data|Stance C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance C}}
{{#lst:{{BASEPAGENAME}}/Data|Stance C Extra}}
|-
|-
{{AttackVersion|name=Serpent's Haste|subtitle=Stance > D}}
{{AttackVersion|name=Serpent's Haste|subtitle=Stance > D}}
{{#lst:{{BASEPAGENAME}}/Data|Stance D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance D}}
{{#lst:{{BASEPAGENAME}}/Data|Stance D Extra}}
|-
|-
{{AttackVersion|name=Serpent's Redemption Forward|subtitle=Stance > 66}}
{{AttackVersion|name=Serpent's Redemption Forward|subtitle=Stance > 66}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 66 Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 66}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 66 Extra}}
|-
|-
{{AttackVersion|name=Serpent's Redemption Backward|subtitle=Stance > 44}}
{{AttackVersion|name=Serpent's Redemption Backward|subtitle=Stance > 44}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 44 Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 44}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 44 Extra}}
|-
|-
{{AttackVersion|name=Vengeful Viper|subtitle=214B|rowspan=2}}
{{AttackVersion|name=Vengeful Viper|subtitle=214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Enters Serpent's Benediction stance afterwards
{{Description|22|text={{ColumnList |text=*Enters Serpent's Benediction stance afterwards
Line 260: Line 314:
|-
|-
{{AttackVersion|name=Bloody Fangs|subtitle=236C}}
{{AttackVersion|name=Bloody Fangs|subtitle=236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
|-
|-
{{AttackVersion|name=Shadow Serpent|subtitle=j.214B}}
{{AttackVersion|name=Shadow Serpent|subtitle=j.214B}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Extra}}
|-
|-
{{AttackVersion|name=Venom Sword|subtitle=236A|rowspan=2}}
{{AttackVersion|name=Venom Sword|subtitle=236A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Extra}}
|-
|-
{{Description|22|text=*On Counter-hit, adds 2F additional hitstop
{{Description|22|text=*On Counter-hit, adds 2F additional hitstop
Line 272: Line 329:
|-
|-
{{AttackVersion|name=Hungry Coils|subtitle=623D|rowspan=2}}
{{AttackVersion|name=Hungry Coils|subtitle=623D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623D Full}}
{{#lst:{{BASEPAGENAME}}/Data|623D}}
{{#lst:{{BASEPAGENAME}}/Data|623D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
Line 289: Line 347:
|-
|-
{{AttackVersion|name=Serpent's Infernal Rapture|subtitle=236236B|rowspan=2}}
{{AttackVersion|name=Serpent's Infernal Rapture|subtitle=236236B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236236B}}
{{#lst:{{BASEPAGENAME}}/Data|236236B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
Line 298: Line 357:
|-
|-
{{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:{{BASEPAGENAME}}/Data|632146C Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146C}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
Line 306: Line 366:
|-
|-
{{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:{{BASEPAGENAME}}/Data|Stance 632146D Full}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 632146D}}
{{#lst:{{BASEPAGENAME}}/Data|Stance 632146D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
Line 321: Line 382:
|-
|-
{{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:{{BASEPAGENAME}}/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Extra}}
|-
|-
{{Description|22|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
Line 337: Line 399:
|-
|-
{{AttackVersion|name=Hungry Darkness of 1000 Souls|subtitle=1632143D|rowspan=2}}
{{AttackVersion|name=Hungry Darkness of 1000 Souls|subtitle=1632143D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=

Revision as of 16:26, 3 March 2021

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

System Data


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.