BBCF/Hazama/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

21F (1-7F Inv)

Forward Dash

18F

Normal Moves[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSOJR 100 80 Normal All 1 B 5 3 9 ±0 11 12 12 16 23 9 +0 +0 - Click!
5B 550 SOR 100 89 Long Mid 3 B 8 3 12 +2 16 17 17 22 31 11 +0 +2 - Click!
5C 450*2 SO(J)R 100 92 Long Mid 4 B 10 1(1)6 28 -15 18 19 21 24 36 5 +0 +5 - Click!
2A 300 CSOR 100 80 Normal All 1 F 6 2 11 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 550 SOR 90 85 Long Low 2 F 10 2 13 -1 13 14 14 18 26 10 +0 +1 - Click!
2C 800 SOJR 90 89 Long Mid 3 B 13 3 25 -11 16 17 25 Launch 48 11 +0 +2 8-15 H Click!
6A 700 SOR 80 89 Normal High 3 B 22 3 17 -3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 - Click!
  • Bonus Proration 110%
  • Forces Crouching on hit
6B 800 SOR 90 89 Long Low 3 F 25 3 13 +1 16 17 17 + Down 23 Crumple 78 + Down 10 34 + Down 23 11 +0 +2 - Click!
  • Fatal Counter
6C 510*3 R 100 84 (Once) Long All 5 P 20 X(2)X(2)X Total: 37+14L +1 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
3C 840 SOR 90 92 Long Low 4 F 14 4 21 -6 18 Launch 40 Launch 55 + Down 23 12 +0 +5 - Click!
j.A 300 CSOJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 SOJR 80 85 Long High/Air 2 H 10 4(2)2 14 - 13 14 16 18 28 10 +0 +1 - Click!
  • Last 2 active frames hit crossup
  • Does not multihit
j.C 600 SOJR 80 89 Long High/Air 3 H 10 2 23 - 16 17 17 22 31 5 +0 +2 - Click!
j.CC 400 SOJR 80 90 Long High/Air 2 H 5 2 23 - 13 14 14 18 26 5 +5 +5 - Click!
j.CCC 400 SOR 80 90 Long High/Air 2 H 4 2 23 - 13 14 14 18 26 5 +5 +5 - Click!
j.CCCC 400 SOR 80 90 Long High/Air 2 H 6 3 21 - 13 14 14 18 26 5 +5 +5 - Click!
j.CCCCC 700 SOR 80 94 Long High/Air 3 H 5 2 26 - 16 17 17 22 31 11 +5 +5 - Click!
j.2C 780 SOJR 80 92 Long High/Air 4 H 14 4 22 - 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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D
Near
250 [500] SOR 80 92 Normal All 1 [5] HBFP 16 5 30 -21 [-6] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
5D
Far
500 SOR 80 92 Normal All 5 HBFP 21 14 30 -21 [-6] 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
2D
Near
400 [800] SOR 80 92 Normal All 1 HBFP 11 3 25 -19 [-4] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
2D
Far
800 SOR 80 92 Normal All 5 HBFP 13 21 25 -19 [-4] 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
6D
Near
300 [600] SOR 80 92 Normal All 1 HBFP 16 5 28 -19 [-4] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
6D
Far
600 SOR 80 92 Normal All 5 HBFP 21 19 28 -19 [-4] 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
4D
Near
300 [600] SOR 80 92 Normal All 1 HBFP 13 3 28 -19 [-4] 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
4D
Far
600 SOR 80 92 Normal All 5 HBFP 16 21 28 -19 [-4] 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
j.D
Near
250 [500] SOR 80 92 Normal All 1 HBFP 13 3 41+3L - 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
j.D
Far
500 SOR 80 92 Normal All 5 HBFP 16 20 41+3L - 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
j.2D
Near
250 [500] SOR 80 92 Normal All 1 HBFP 13 3 41+3L - 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
j.2D
Far
500 SOR 80 92 Normal All 5 HBFP 16 20 41+3L - 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
j.4D
Near
250 [500] SOR 80 92 Normal All 1 HBFP 13 3 41+3L - 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
j.4D
Far
500 SOR 80 92 Normal All 5 HBFP 16 20 41+3L - 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
j.6D
Near
250 [500] SOR 80 92 Normal All 1 HBFP 13 3 41+3L - 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
j.6D
Far
500 SOR 80 92 Normal All 5 HBFP 16 20 41+3L - 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
j.8D
Near
400 [800] SOR 80 92 Normal All 1 HBFP 13 3 41+3L - 9 12 [14] 12 [28] 16 [20] 23 [43] 3 [8/+15] +0 [+20] +0 [+20] - Click!
j.8D
Far
800 SOR 80 92 Normal All 5 HBFP 16 20 41+3L - 9 14 28 20 43 8 [8/+15] +20 +20 - Click!
Followup A
  • Immediately ends attack and goes into recovery animation.
  • 5D recovery 17F
  • 2D, 6D, 4D recovery 15F
  • Air D recovery 18F
Followup B - - - - - - - - - - 39 - - - - - - - - - 1-23P Click!
  • Can cancel into all actions except blocking on 27F
Followup C - - - - - - - - - - 24 - - - - - - - - - - Click!
  • Can cancel into all actions except blocking on 26F
Followup D - - - - - - - - - - 22 - - - - - - - - - - Click!
  • Can cancel into all actions except blocking on 12F

Universal Mechanics[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 1500 SOR 100 50 Normal Throw(70) 0, 4 T 7 3 23 - - Launch 70 - - - 0, 3 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SOR 100 50 Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 + WBounce + Slide 20 - - - 0, 12 +0 - Click!
  • Minimum Damage 100%
Air Throw 1500 SOR 100 50 Normal Throw(120) 0, 4 T 7 3 23+3L - - Launch 65 + GBounce - - - 0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 4 33 -18 18 Launch 19 Launch 34 12 +0 +5 1-20 All Click!
CrushTrigger 1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 ±0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 ±0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!

Specials[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Serpent's Benediction
214D
- - - - - - - - - - 86 - - - - - - - - - - Click!
  • Can only use Serpent's Unholy Wrath during first 22 frames
  • All Followups are (Charged) version.
Falling Fang
Stance > A
700 [840] R 80 79 [82] Normal High/Air 3 [4] H 18 4 1+11L +1 [+3] 16 [18] 19 [Launch] 40 [40 + Down 28] 24 [Launch] 54 [55 + Down 28] 11 [12] +0 +2 [+5] 1-22F Click!
Rising Fang
Stance > B
900 [1080] R 90 82 [84] Normal Mid 4 [5] B 9 8 13+15L -17 [-15] 18 [20] Launch 48 [55] Launch 62 [81] 12 [13] +0 [+10] +5 [+18] 1-12 All Click!
Devouring Fang
Stance > C
900 [1080] R 80 92 [94] Long Low/Air 4 [5] F 16 4 20 -5 [-3] 18 [20] Launch 40 [60] Launch 55 [76] 16 +0 +5 [+8] 1-19 B Click!
Serpent's Haste
Stance > D
- - - - - - - - - - 18 - - - - - - - - - - Click!
Serpent's Redemption Forward
Stance > 66
- - - - - - - - - - 31 - - - - - - - - - - Click!
Serpent's Redemption Backward
Stance > 44
- - - - - - - - - - 32 - - - - - - - - - - Click!
Vengeful Viper
214B
800 R 100 79 Long All 3 B 15 4 104 +10 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 Fangs
236C
0, 600 R 100 60 Normal Throw(90) 3 T 12 2 31 +15 - Launch 40 - - 0 +0 +0 1-12 T Click!
Shadow Serpent
j.214B
900 R 80 89 Long All 3 H 10 Until L 16 - 16 Launch 50 + Down 23 Launch 64 + GBounce 11 +0 +2 - Click!
Venom Sword
236A
680 R 100 79 Long All 3 BP 15 2 21 -1 16 17 35 + Slide 25 Launch 49 + Slide 25 9/+5 +5 +7 - Click!
  • On Counter-hit, adds 2F additional hitstop
Hungry Coils
623D
0, 2000 R 100 82 Long Barrier 4 P 14 10 32 - 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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Serpent's Infernal Rapture
236236B
1950 [2100] R 50 94 Normal All 5 B 3+(40 Flash)+1 3 51 -33 16 Launch 120 Launch 139 30 +0 +8 3-3 All
[1-3F All]
Click!
  • Values in [] are during OD
  • Fatal Counter
  • Minimum Damage 20%: 390 [420]
Eternal Coils of the Dragon Serpent
632146C
800*2, 200*8, 2000
[800*2, 90*24, 1000*2]
R 80 80 Normal All 1 P2 1+(30 Flash)+15 2 Total 70 -46 11 Launch 100 + Down 35 Launch 100 + Down 35 0 0/+90, 1*8 [*24], 12 [*2]] +0 1 All
2-19 P
Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 1040 [1152]
The Serpent's Unholy Wrath
Stance > 632146D
0*2, 280*2, 57*9, 400, 800
[0*2, 280*2, 57*17, 400, 800]
R 100 70 Long Throw(80) 0*2, 4*2, 3*9 [*17], 4*2 T 12+(30 Flash)+0 3 40 - - Launch 120 + WBounce 100 + Down 53 - - - 0*2, 7*2, 0*9 [*17], 8, 16 +0 1-14 All Click!
  • Values in [] are during OD
  • 100% minimum damage: 1200 [2449]

Exceed Accel[edit]

Name Damage 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Glimmering Fang of the Basilisk
ABCD during OD
600, 400*3, 1000
{600, 400*5, 700*4}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 120 - - 20 20, 8, 0*2, 7
{20, 12*3, 0*2, 7/-2*4}
- 1-22 All
[1-22 All]
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 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. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
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 betwen 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. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Hungry Darkness of 1000 Souls
1632143D
0, 30000 - - - Long All 3 P 1+(46 Flash)+16 ?? Total 161 - 16 - - - - 13 - - 1-91 All 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. 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.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc