BBCSE/Hakumen/Frame Data

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System Data[edit]

Health: 12000

Combo Rate: 60%

Guard Primers: 5

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

Jump Startup: 4

Backdash Time: 27

Backdash Startup Invincibility: 0

Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 400 49 85 84 HL 1 HB 5 3 6 +3 9 18 Click!
  • 14F hitstun
  • 9F~ can use Revolver Action
5B SJR 590 73 90 89 HL 3 HB 10 2 15 0 15 17 Click!
  • 21F~ can use Revolver Action
5C SR 1110 137 100 92 HL 4 HBF 14 2 20 -3 27 19 Click!
  • 13~15F can cut projectile
  • grounds opponent on aerial hit
  • air hit prevents emergency tech
2A CSR 350 43 85 84 all 1 F 7 3 8 +1 12 14 Click!
  • 13F~ can use Revolver Action
2B SR 450 55 80 86 L 2 F 8 2 10 +2 13 16 Click!
  • standing hit has hitstun of 16F
  • 16F~ can use Revolver Action
2C S(J)R 1050 130 90 92 HL 4 HB 13 3 33 -17 32 19 Click!
  • 10~18F can cut projectile
6A R 620 77 85 89* HL 3 HB 16 3 18 -4 27 27 Click!
  • 6~18F Head attribute invulnerable
  • 10% repeat proration
  • staggers on ground hit for 32F
  • 20F blockstun
  • wallbounces in corner on aerial hit, wallbounces anywhere on aerial CH, adds ??F of untechable on wallbounce
6B R 590x2 73x2 50 90(once) H 4 BF 18 2, 3 23 -4 35 30 Click!
  • 1st hit bounces on air hit
  • 2nd hit ground bounces
  • 2nd hit break 1 primer
  • 21F blockstun
  • hitstop of 8F
6C DR 1300 161 100 92* HL 4 HB 20 3 25 -6 41 44 Click!
  • 18~22F can cut projectile
  • 32F hitstun
  • break 1 primer
  • 10% repeat proration
  • air hit cause slide
  • can hold button down to charge, attack comes 8F after button release
  • can hold down button for at least 16F to change to 6C (charged)
  • can hold down button for at least 43F to change to 6C (max charge)
6C (charge) DR 1600 198 100 92* HL 4 HB 16+8 3 25 -6 19 after active 44 Click!
  • 6~10F after button release can cut projectile
  • 32F histun
  • break 1 primer
  • 10% repeat proration
  • air hit causes slide
6C (full charge) DR 2000 248 100 92* HL 4 HB 50 3 25 -9 71 70 Click!
  • 48~52F can cut projectile
  • standing hit causes stagger for 60F
  • air hit causes slide
  • fatal possible
  • break 1 primer
  • 10% repeat proration
4C SR 700 86 80 89 HL 3 HB 15 1 26 -10 entire move 17 Click!
  • 11-15F can cut projectile
  • possible to charge attack. Attack comes out ??F after button release
4C (max charge) R 1600 198 80 94 HL 5 HB 68 7 26 +3 entire move 40 Click!
  • 35F blockstun
  • 67~79F can cut projectile
  • standing hit causes stagger for 60F
  • wallbounces on air hit
  • break 1 primer
  • 20% repeat proration
  • 0F hitstop
3C R 1200 149 90 88 L 4 F 9 3 25 -9 24 36 Click!
  • 8-15F can cut projectile
  • downs opponent on hit
  • cannot emergency tech on ground CH
j.A CSJR 400 49 85 84 HA 1 H 7 3 9 - 12 18 Click!
  • 13F~ can use Revolver Action
j.B SJR 590 73 90 89 HA 3 H 9 3 20 - 23 24 Click!
  • ??F~ can use Revolver Action
j.C SR 900 111 90 89 HA 3 H 12 2 32 - 35 33 Click!
  • 10~19F can cut projectile
  • blows opponent away on hit
  • hitstop 12F
  • 3F recovery after landing
j.2A SR 980 121 80 75 HA 4 H 11 2 15 - 18 40 Click!
  • 5-18F can cut projectile
  • Hakumen floats after attack hits/ is blocked
j.2C SR 1000 124 90 92 HA 4 H 16 4 30 - 25 19 Click!
  • 14-19F can cut projectile
Forward Throw SR 0, 1600 0, 198 90, 100 100, 55 120 0, 4 ground throw 7 3 21 - entire move 12, 60 Click!
  • 2nd hit slides opponent
  • 2nd attack wallbounce in corner, wallbounce adds 60F of untechable
  • 100% minimum damage
Back Throw -, SRx2 0, 800x2 0, 99x2 90, 100x2 100, 110, 50 120 0, 2, 4 ground throw 7 3 21 - entire move 12, 60x2 Click!
  • 2nd floats opponent
  • 3rd attack slides opponent
  • 3rd wallbounces opponent in corner, wallbounce adds 60F of untechable
  • 100% minimum damage
Air Throw -, SRx2 0x2, 1500 0x2, 186 100 100x2, 55 100 0, 1, 4 air throw 7 3 15 - entire move 12, 70x2 Click!
  • 3rd hit grounds opponent
  • cannot emergency tech
  • 100% minimum damage
  • hitstop 0
Counter Assault R 0 0 50 92 all 4 HB 11 3 30 -14 34 19 Click!
  • 1~20F invincible
  • blows opponent away
  • 180F Heat gain cooldown

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zanshin
  • Hakumen's meter is separated into 8 equal sections, called magatama. Each magatama is 1250 units.
  • Hakumen starts each round with 1 magatama
  • Hakumen automatically gains 3 units per frame under normal circumstances, and 4 units per frame when his health is less than 35%
  • When in cooldown, Hakumen's automatic heat gain is stopped.
5D (catch) - - - - - - - - 5 16 13 - entire move - Click!
  • 5~20F catch Head and Body attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, 5D (attack) starts after hitstop
2D (catch) - - - - - - - - 1 8 34 - entire move - Click!
  • 1~8F catch against Body and Foot attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, 2D (attack) starts after hitstop
6D (catch) - - - - - - - - 1 9 26 - entire move - Click!
  • 1~9F catch against Head and Body attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, 6D (attack) starts after hitstop
j.D (catch) - - - - - - - - 1 7 12 after landing - entire move - Click!
  • 1~7F catch against Head and Body attacks
  • on successful catch, Hakumen hitstop 13F/opponent 17F
  • on successful catch, j.D (attack) starts after hitstop
5D (attack) DR 0, 1400 0* 100 100, 45 - 0, 4 unblockable 4 10 6 - - 12, 42 Click!
  • invincible during move
  • 2nd hit cause knockdown
  • cannot emergency tech
  • 100% minimum damage
  • adds 1 magatama on successful attack
2D (attack) DR 0, 1100 0* 100 100, 45 - 0, 4 unblockable 7 10 15 - - 12, 50 Click!
  • invincible during move
  • 2nd hit causes opponent to spin for 81F
  • 100% minimum damage
  • adds 1 magatama on successful attack
6D (attack) DR 0, 1400 173 100 100, 45 - 0, 4 unblockable 4 10 10 - - 12, 33 Click!
  • invincible during move
  • 2nd hit causes opponent to spin for 81F
  • 100% minimum damage
  • adds 1 magatama on successful attack
j.D (attack) R 0, 2000 0 100 100, 45 - 0, 4 unblockable 4 10 6 - - 12, 83 Click!
  • invincible during move
  • 2nd hit floats opponent
  • 100% minimum damage
  • adds 1 magatama on successful attack
Barrier - 800 99 85 89 all 3 HBP - 183 - - - 40 Click!
  • created when Hakumen cuts a projectile
  • floats opponent
  • projectile Lv 3
  • when Barrier touches another projectile active frame gets extended to 183F
  • if Hakumen cuts another projectile with Barrier out, first Barrier disappears


Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Gurren
214A
SR 560 69 100 89* all 4 HB 14 3 15 +1 22 60 Click!
  • 27F hitstun
  • air hit wallbounces opponent
  • requires a magatama
  • 10% repeat proration
Renka
236B
SRx2 830, 860 103, 106 90 100, 55 * L, HL 4 F, HB 9 3(15)3 15 +1 35 50, 34 Click!
  • 1st hit knocks down, cannot emergency tech
  • 2nd hit cause slide and wall bounce, wallbounce adds 40F of untechable
  • 1st hit has bonus 120% proration
  • 10% repeat proration
  • requires 2 magatamas
  • counter carries
  • cooldown 90F
Zantetsu
41236C
SRx2 2430, 550 301, 68 90 80, 94 HA, LA 4 HB, F 21 3(14)3 18 -2 48 19, 30 Click!
  • 21~23F/ 38~40F can cut projectile
  • first hit air hit cause grounding
  • 2nd hit cause knockdown
  • cannot emergency tech
  • breaks 1 guard primer
  • requires 3 magatamas
  • counter carries
  • cooldown 90F
Kishuu
623A
- - - - - - - - - - 18 total - 14 - Click!

5~14F Head, Body, and Projectile invulnerable

  • 10F~ can cancel into Enma
  • requires 1 magatama
Enma
⇒ A
SJR 860 106 90 75 HL 4 HB 9+6 7 31 -19 37 42 Click!
  • 1-8F above waist invincibility
  • floats opponent on hit
  • requires 1 magatama
Hotaru
j.214B
SJR 1500 186 70 92* HL 3 H 11 2 23 - 24 55 Click!
  • 1-14F fully invincible
  • floats opponent on hit
  • wallbounces in corner, wallbounce adds 100F of untechable
  • 10% repeat proration
  • fatal possible
  • hit/block resets 1 jump
  • can be used once per jump off ground
  • requires 2 magatamas
  • cooldown 90F
Tsubaki
j.214C
SR 2200 273 70 90* HA 4 HB 15 3 22 - 21 55 Click!
  • slides opponent on hit
  • breaks 1 primer
  • bonus 120% proration
  • requires 3 magatamas
  • cooldown 90F


Distortion Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Shippu (sword)
632146C
SR 4000[5500] 0 100 60 all[Unblockable] 4 HBF 3+7 4 50 -35 52[123] 50 Click!
  • 1~4F after super flash is invincible
  • floats opponent on hit
  • breaks 2 guard primers
  • 20% minimum damage
  • cooldown 180F
  • can charge attack, startup 14F after button release when charged
  • values in [ ] is when Shippu is fully charged (80F)
  • requires 4 magatamas
Shippu (wave) SR 2500 0 100 80 all 0 FP 3+11 - - - - 50
  • floats opponent on hit
  • 25% minimum damage
  • 12F hitstop
  • projectile Lv 3
Yukikaze (catch)
236236D
- - - - - - - - 1 27 17 - entire move - Click!
  • 1- 27F after super flash catch all blockable moves
  • requires 4 magatamas
  • cooldown 180F
  • on successful catch, Yukikaze (attack) starts after hitstop (or during superflash if catch was on first frame)
Yukikaze (attack) SR 3800 0 100 30 Unblockable 4 HBF 56 15 39 - 121 60 Click!
  • floats opponent on hit
  • fatal possible
  • 20% minimum damage
  • hitstop 30F
Mugen
214214B
- - - - - - - - - - 26+23 total - entire move - Click!
  • requires 8 magatama
  • 1~26F is invincible
  • dmg is 1.2x during Mugen (but value does not effect tech time calculation)
  • no primer breaking, Rapid Cancel, and Counter Assault during Mugen
  • character combo rate 30% during Mugen
  • max duration 1079F
  • all specials and distortions take up no magatamas while Mugen is active
  • after using what would normally be 9 magatama's worth of specials + distortions, reduction speed 3x
  • Shippu does 100% garanteed dmg while Mugen is active
  • Mugen immediately ends after Shippu or Yukikaze hit the opponent
  • auto heat gain stops for 600F after use

Astral[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Akumetsu
[2]8D
- death 0 - - Unblockable 0 HBF 1+0 20 16 - entire move - Click!
  • catches everything except projectiiles
  • 180F Heat Gauge Cooldown
  • attack starts after 229F


Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 6A 5B*, 6B - Yes Special, Jump, Throw
5B 5A*, 2A* 6B - Yes Special, Jump
5C - - - - Special
2A 5A*, 2A* 5B*, 2B* - Yes Special, Throw
2B 5A*, 2A* - - Yes Special
2C - - - - Special, Jump
6A - 6B - Yes -
6B - - - Yes -
6C - - - - Super
3C - - - - -
4C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A* j.B* - - Special, Jump
j.B j.2A* - - - Special, Jump
j.C - - - - Special
j.2A - - - - Special
j.2C - - - - Special
*Delayed cancel; see move notes for exact timing.
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: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc