BBCP/Hazama/Frame Data

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< BBCP‎ | Hazama

System Data

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 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

Normal Moves

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
5A
300 CSOJR 100 77 S - All 1 B 5 3 9 ±0 11 12 16 14 26 -
5B
500 SOR 100 89 N - HL 3 B 8 3 12 +2 16 17 22 17 31 -
5C
400*2 SO(J)R 100 92(once) N - HL 4 B 10 1(1)6 28 -15 18 19 24 23 40 -
2A
300 CSOR 100 77 S - All 1 F 6 2 9 +1 11 12 16 14 26 -
2B
450 SOR 90 85 N - L 2 F 10 2 13 -1 13 14 18 14 26 -
2C
660 SOJR 90 89 N - HL 3 B 13 3 37 -23 16 17 48F 25 48 8-15H
6A
600 DrR 70 89 N - H 3 B 22 3 17 -3 16 17 22 17GD 31GD -
  • 110% bonus prorate
6B
600 DrR 95 89 N - L 3 F 25 3 13 +1 16 17 54S 17GD 31GD -
6C
400*3 R 100 89(once) N 2 All 3 FPr 20 7•6•5 54T -4 16 17 68D 17GD 31GD -
3C
700 SOR 90 92 N - L 4 F 14 4 21 -6 18 40F 68FD 40 68 -
j.A
300 CSOJR 90 77 S - HA 1 H 7 3 8 - 11 12 16 14 26 -
j.B
450 SOJR 90 85 N - HA 2 H 10 4(2)2 14 - 13 14 18 16 29 -
  • Can only hit once out of the two possible hits
j.C(1)
600 SOJR 90 85 N - HA 3 H 10 2 23 - 16 17 22 19 37 -
j.C(2)
300 SOJR 90 94 N - HA 3 H 5 2 23 - 16 17 22 19 37 -
  • 50% Heat Gain
j.C(3)
300 SOR 90 94 N - HA 3 H 5 2 23 - 16 17 22 19 37 -
  • 50% Heat Gain
j.C(4)
300 SOR 90 94 N - HA 3 H 8 3 21 - 16 17 22 19 40 -
  • 50% Heat Gain
j.C(5)
500 SOR 90 94 N - HA 3 H 8 2 26 - 16 17 22 21 44 -
  • 50% Heat Gain
j.2C
620 SOJR 90 92 N - HA 4 H 14 4 23 - 18 19 24 19 34 -
Counter Assault
0 R 50 92 VS - All 4 B 13 4 33 -18 18 19F 34F 19 34 1-20I
  • Heat Cooldown 180F
Crush Trigger
1000 R 80 100 N 3 Ba 3 B 30-59 1 24 +4 27 55S 110S 17GBD 31GBD -
  • Possible to charge (up to 29 frames extra)
  • Heat Cooldown 180F
  • Ignores character combo rate

Drive Moves

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
5D (/OD)
250/500 SOR 80 92 S 1 all 1 BP* 16 - 29 - 9 12 16 14 26 -
5D far (/OD)
500/1000 SOR 80 92 S 1 all 5 BP* - - 29 - 9 14 18 28 48 -
  • Becomes far version 8 frames after start-up
2D (/OD)
400/800 SOR 80 92 S 1 all 1 BP* 11 - 24 - 9 - - 14 18 -
2D far (/OD)
800/1600 SOR 80 92 S 1 all 5 BP* - - 24 - 9 - - 28 48 -
  • Becomes far version 3 frames after start-up
6D (/OD)
300/600 SOR 80 92 S 1 all 1 BP* 16 - 27 - 9 12 16 14 26 -
6D far (/OD)
600/1200 SOR 80 92 S 1 all 5 BP* - - 27 - 9 - - 28 48 -
  • Becomes far version 6 frames after start-up
4D (/OD)
300/600 SOR 80 92 S 1 all 1 BP* 13 - 27 - 9 12 16 14 26 -
4D far (/OD)
600/1200 SOR 80 92 S 1 all 5 BP* - - 27 - 9 - - 28 48 -
  • Becomes far version 4 frames after start-up
j.5D (/OD)
250/500 SOR 80 92 S 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.5D far (/OD)
500/1000 SOR 80 92 S 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 10 frames after start-up
j.2D (/OD)
250/500 SOR 80 92 S 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.2D far (/OD)
500/1000 SOR 80 92 S 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 8 frames after start-up
j.6D (/OD)
250/500 SOR 80 92 S 1 all 1 HP* 16 - 40 - 9 12 16 14 26 -
j.6D far (/OD)
500/1000 SOR 80 92 S 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 10 frames after start-up
j.4D (/OD)
250/500 SOR 80 92 S 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.4D far (/OD)
500/1000 SOR 80 92 S 1 all 5 HP* - - 40 - 9 14 18 28 48 -
  • Becomes far version 10 frames after start-up
j.8D (/OD)
400/800 SOR 80 92 S 1 all 1 HP* 13 - 40 - 9 12 16 14 26 -
j.8D far (/OD)
800/1600 SOR 80 92 S 1 all 5 HP* - - 40 - 9 - - 28 48 -
  • Becomes far version 8 frames after start-up
A followup
- - - - - - - - - - - - - - - - - - -
  • Recovery for 5D is 17 frames, other ground D's are 15 frames, and air D's are 28 frames.
B followup
- - - - - - - - - - - - - - - - - - -
  • Can cancel into air movement/attacks 27F onwards
C followup
- - - - - - - - - - - - - - - - - - -
  • Can cancel into air movement/attacks 26F onwards
D followup
- - - - - - - - - - - - - - - - - - -
  • Can cancel into air movement/attacks 12F onwards

Throws

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
Forward Throw
5/6B+C
0, 1400 --, SOR 100 100, 60 S - T(80) 0, 4 T 7 3 17 - - --, 70F - - - -
  • 100% minimum damage (1400)
Back Throw
4B+C
0, 1400 --, SOR 100 100, 60 S - T(80) 0 T 7 3 17 - - --, 60Wb* - - - -
  • 100% minimum damage (1400)
Air Throw
j.B+C
0, 1400 --, SOR 100 100, 60 S - T(120) 0, 4 T 7 3 - - - - - 60BD - -
  • 100% minimum damage (1400)

Specials

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
Jabaki
236D
450 R 100 70 N 2 All 3 BPr 15 2 21 +1 16 17 28 30Wb 52Wb -
Jasetsu
214D
- - - - - - - - - - - 104T - - - - - - -
  • Follow-ups possible after 7F~
  • Follow-ups possible immediately during Jakatsu 1F~
  • Follow-ups become strong (S) version after 51F~
Jakatsu
Jasetsu ~ 66/44
- - - - - - - - - - - 35T - - - - - - -
Ressenga
Jasetsu~A
600 R 80 89 VS 2J HA 3 H 19 3 13 +1 16 17 22 17G 31G -
Ressenga (S)
800 R 80 94 S 2J H 5 H 19 3 13 +5 20 21 27 21G 37G 1-22F
Gashoukyaku
Jasetsu~B
700 R 70 82 S 2K HL 4 B 9 8 33 -22 18 48F 80F 48 80 1-12 All
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
Zaneiga
Jasetsu~C
900 R 90 82 N 2L LA 4 F 21 3 17 -1 18 60F 100F 60 100 -
Zaneiga (S)
1200 R 90 94 N 2L L 5 F 21 3 17 +1 20 60F 100F 50 100 -
Stance Cancel
Jasetsu~D
- - - - - - - - - - - 18T - - - - - - -
Hirentotsu
j.214B
700 R 75 92 N 1 All 4 H 11 3 Until Landing+15L - 18 50GD 84BD 50GD 84BD -
Gasaishou
236C
0 - 100 100, 60 Special 2 T(90) 0 T 12 2 31 +7 - - - - - 1-12T
  • 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 -
  • 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
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
  • 20% minimum damage (500)
  • 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
  • 1st, 2nd, and 11th hits 20% minimum damage, 3-10 10% minimum damage (1080 total)
  • Heat Cooldown 180F
Orochi Burensou
214D~632146D
0*2, 280*3, 57*9, 400, 800 R 100 100, 70, 92*3, 89*9, 92*2 N - T(80) 0*2, 4*3, 3*9, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*13 - - - 1-14 All
  • 100% minimum damage (2553)
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F
(OD) Orochi Burensou
0*2, 280*3, 57*17, 400, 800 R 100 100, 70, 92*3, 89*17, 92*2 N - T(80) 0*2, 4*3, 3*17, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*21 - - - 1-14 All
  • 100% minimum damage (3009)
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F
Orochi Burensou (S)
0*2, 280*3, 97*9, 400, 800 R 100 100, 70, 92*3, 89*9, 92*2 N - T(80) 0*2, 4*3, 3*9, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*13 - - - 1-14 All
  • 100% minimum damage (2913)
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F
(OD) Orochi Burensou (S)
0*2, 280*3, 97*17, 400, 800 R 100 100, 70, 92*3, 89*17, 92*2 N - T(80) 0*2, 4*3, 3*17, 4*2 T 12+0 3 40 - - --, 120F, 120D, 120BD*21 - - - 1-14 All
  • 100% minimum damage (3689)
  • Can rapid cancel from 2nd hit onwards
  • Heat Cooldown 180F

Astral Heat

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
Senkon Meiraku
1632143D
Death - - - - - all 5 BP 1+16 - 116 -45 20 - - - - 1-91 All
  • Heat Cooldown 180F

Revolver Action Table

Note #1 = 5A and 2A are restricted to 3 times max.

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 6A 2B, 6B 5C, 2C, 6C, 3C - Overdrive, Special
5C - - 2C, 6C, 3C all Jump, Overdrive, Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C - Throw, Overdrive, Special
2B - 5B 5C, 2C, 3C - Overdrive, Special
2C - - 5C, 3C all Jump, Overdrive, Special
6A - - - - Super
6B - - - - Super
6C - - - - -
3C - - - - Overdrive, Special

*Every hit of j.C is cancellable into drive
**Only the first two j.C's are jump-cancellable

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 - - j.C all* Jump**, Overdrive, Special
j.2C - - - all Jump, Overdrive, Special
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc