BBCF/Hazama/Frame Data

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System Data

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-6
Movement Options

Chain Movement, Double Jump, 1 Airdash, Dash type: Step


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

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
300 All 5 3 9 - - B -
550 HL 8 3 12 - - B -
450*2 HL 10 2(0)6 28 - - B -
2A
300 CSOR 100 77 S - All 1 F 6 2 11 -1 11 12 16 14 26 - Click!
550 L 10 2 23 - - F -
2C
800 SDrOJR 90 89 N - HL 3 B 12 5 36 -24 16 17 48F 25 48 8-15H Click!
6A
700 SrR 80 89 N - H 3 B 22 3 17 -3 16 17 22 17GD 31GD - Click!
  • 110% bonus prorate
800 L 25 3 13 - - F -
6C
510*3 R 100 84(once) N 2 All 3 FPr 20 7•6•5 54T -4 16 17 68D 17GD 31GD - Click!
3C
840 SOR 90 92 N - L 4 F 13 5 21 -6 18 40F 68FD 40 68 - Click!
300 HA 7 3 8 - - H -
j.B
600 SOJR 80 85 N - HA 2 H 10 8 14 - 13 14 18 16 29 - Click!
600 HA 9 3 23 - - H -
400 HA 4 3 23 - - H -
j.C(3)
4Dr00 SOR 80 90 N - HA 3 H 4 2 23 - 16 17 22 19 37 - Click!
  • 50% Heat Gain
j.C(4)
400 SDrOR 80 90 N - HA 3 H 6 3 21 - 16 17 22 19 40 - Click!
  • 50% Heat Gain
j.C(5)
700 SOR 80 94 N - HA 3 H 4 3 26 - 16 17 22 21 44 - Click!
  • 50% Heat Gain
780 HA 13 5 22 - - H -
0 All 13 4 33 - - B -
1000 Ba 27-60 3 23 - - B -

Drive Moves

Template:FrameData-BBF
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
250/500 all 16 29 - - BP* -
500/500 all 21 29 - - BP* -
400/800 all 11 24 - - BP* -
800/800 all 13 24 - - BP* -
300/600 all 16 27 - - BP* -
600/600 all 21 27 - - BP* -
300/600 all 13 27 - - BP* -
600/600 all 16 27 - - BP* -
250/500 all 13 40 - - HP* -
500/500 all 22 40 - - HP* -
250/500 all 13 40 - - HP* -
500/500 all 20 40 - - HP* -
250/500 all 16 40 - - HP* -
500/500 all 22 40 - - HP* -
250/500 all 13 40 - - HP* -
j.4D far (/OD)
500/500 SOR 80 92 S 1 all 5 HP* 22 - 40 - 9 14 18 28 48 - Click!
  • Becomes far version 9 frames after start-up
400/800 all 13 40 - - HP* -
800/800 all 19 40 - - HP* -
- - - -
- - - -
- - - -

Throws

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
0, 1500 T(80) 7 3 23 - - T -
0, 1500 T(80) 7 3 23 - - T -
Air Throw
j.B+C
0, 1500 --, SOR 100 100, 60 S - T(120) 0, 4 T 7 3 - - - - - 60BD - - Click!
  • 100% minimum damage (1500)

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
680 All 15 2 21 - - BPr -
800 all 15 3 9 - - B -
86T - - -
31/32T - - -
Ressenga
Jasetsu~A
600 R 80 89 S 2J HA 3 H 19 3 13 +1 16 17 22 17G 31G - Click!
Ressenga (S)
800 R 80 94 S 2J H 5 H 19 3 13 +5 20 21 27 21G 37G 1-22F Click!
Gashoukyaku
Jasetsu~B
700 R 70 82 S 2K HL 4 B 9 8 33 -22 18 48F 80F 48 80 1-12 All Click!
Gashoukyaku (S)
800*2 R 70 84(once) N 2K HL 5 B 9 2, 6 33 -18 20 56F 93F 56 93 1-12 All Click!
Zaneiga
Jasetsu~C
900 R 90 82 N 2L LA 4 F 21 3 17 -1 18 60F 100F 60 100 - Click!
Zaneiga (S)
1200 R 90 94 N 2L L 5 F 21 3 17 +1 20 60F 100F 50 100 - Click!
Stance Cancel
Jasetsu~D
- - - - - - - - - - - 18T - - - - - - - Click!
Hirentotsu
j.214B
700 R 75 92 N 1 All 4 H 11 3 Until Landing+15L - 18 50GD 84BD 50GD 84BD - Click!
Gasaishou
236C
0 - 100 100, 60 Special 2 T(90) 0 T 12 2 31 +7 - - - - - 1-12T Click!
  • Gasaishou does not apply a Starter value itself. Instead, the next attack to connect after Gasaishou will apply its own Starter value.
Jakou
623D
0, 1800 R 80 100 N 3 Ba 4 BPr 14 13 41 - 18 - - 19, 120S/120Wb 34, 196Wb*D - Click!
  • Cannot hit opponents on the ground

Distortion Drives

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
Jayoku Houtenjin
236236B
1800 R 70 94 S 2 all 5 B 6+1 3 50 -32 20 120F 196F 120 196 1-6 All Click!
  • 20% minimum damage (360)
  • Heat Cooldown 180F
Mizuchi Rekkazan
632146C
200, 0, 500*8, 3200 R 100 75, 100, 84*9 N - all 0, 2, 1*8, 4 FP* 1+15 2 54 -46 9 12, 120, 100*7, 90, 90D - - - 1-19P Click!
  • 1st, 2nd, and 11th hits 20% minimum damage, 3-10 10% minimum damage (1080 total)
  • Heat Cooldown 180F
0*2, 280*3, 57*9, 400, 800 T(80) 12+0 3 40 - - T -
0*2, 280*3, 57*17, 400, 800 T(80) 12+0 3 40 - - T -

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
Death all 1+16 116 - - BP -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C all Throw, Jump, Overdrive, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C - Overdrive, Special
5C[1] - - 2C, 6C, 3C all Jump[-], Overdrive, Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Overdrive, Special
2B[1] - 5B 5C, 2C, 3C - Overdrive, Special
2C[1] - - 5C, 3C all Jump, Overdrive, Special
6A - - - - Super
6B - - - - Super
6C - - - all[-] -
3C - - - - Overdrive, Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C - Throw, Jump, Overdrive, Special
j.B - - j.C, j.2C - Jump, Overdrive, Special
j.C(1-5) - - j.C[1] all Jump(1-2), Overdrive, Special
j.2C - - - all Jump, Overdrive, Special
  • 5A and 2A are restricted to 3 times max.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials and Supers
Super = Supers only