BBTag/Hazama/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

25F (1-7F Inv All)

Forward Dash

18F


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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
4A 1300 - 100 80 B All 7 3 12 +2 3 16 17 17 22 31 11 +0 +2 - -
5A 950*2 - 100 85(once) B All 8 1(1)6 21 -8 4 18 19 21 24 36 5 +0 +5 - -
5AA 1700 - 100 85 B All 13 3 21 -5 4 18 19 19 24 34 12 +0 +5 - -
5AAA 1500 - 100 80 B All 15 2 21 -3 3 16 17 35 + Slide 25 22 49 + Slide 25 9/+3 +3 +5 - -
5AAAA 2000 - 100 90 B All 13 4 44 -27 5 20 Launch 60 Launch 76 13 +0 +8 - -
2A 1000 - 90 75 F Low 7 2 23 -11 2 13 14 25 18 37 10 +0 +1 - -
5B 1500 - 80 80 P1 All 17 - Total: 64 -22 3 9 14 28 19 42 8 +20 +20 - -
  • Hazama enters 39F recovery animation on hit/block
5BB - - - - - - - - - - - - - - - - - - - - -
2B 1700 - 90 75 B All 13 3 37 -21 4 18 Launch 25 Launch 40 12 +0 +5 8-15 H -
2BB 1500 - 80 80 P1 All 13 - Total: 58 - 3 9 14 28 19 42 8 +20 +20 - -
  • Hazama enters 39F recovery animation on hit/block
5C
(Crush Attack)
800 - - - B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 2000 - 90 90 F Low 14 4 21 -4 5 20 Launch 40 Launch 56 13 +0 +8 - -
j.A 1000 - 80 85 H High 10 2 23 - 2 13 14 14 18 26 5 +0 +1 - -
j.AA 1000 - 80 85 H High 5 2 23 - 2 13 14 14 18 26 5 +5 +5 - -
j.AAA 1000 - 80 85 H High 4 2 23 - 2 13 14 14 18 26 5 +5 +5 - -
j.AAAA 1000 - 80 85 H High 6 3 21 - 2 13 14 14 18 26 5 +5 +5 - -
j.AAAAA 1000 - 80 85 H High 5 2 26 - 2 13 14 20 18 32 10 +0 +1 - -
j.B 1500 - 80 80 P1 All 13 - Total: 73 - 3 9 14 28 19 42 8 +20 +20 - -
  • Hazama enters ??F recovery animation on hit/block
j.C 1700 - 80 85 H High 14 4 22 - 4 18 19 50 - - - - - - -
j.2B 1500 - 80 80 P All 13 - Total: 73 - 3 9 14 28 19 42 8 +20 +20 - -
  • Hazama enters ??F recovery animation on hit/block
j.BBB
(5BBB, 2BBBB, j2BBB)
1500 - 80 80 H High 8 7 14 - 3 16 17 22 22 36 11 +0 +2 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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
Ground Throw 0, 2000 - 100 50 (Once) T Throw 7~30 3 23 - 0, 4 - Launch 70 - - - 0, 12 +0 - -
  • Minimum Damage 100% (2000)
Rising Fang - Gashoukyaku
Reversal Action
2300 - 80 60 B Air Unblockable 10 8 16+28L -30 4 18 Launch 48 Launch 63 12 +0 +5 1-13 All -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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
A Falling Fang - Ressenga
236A
1500, 1500 [1500, 2200] - 100, 80 80 B, H All, High 15 2(27~69)4 1+13L -1 3 16 27 40 + GBounce, 40 32 54 + GBounce, 54 6/+12, 11 +5 +10 - -
  • Hold back to cancel. Cancel animation 21F
B Falling Fang - Ressenga
236B
2200 - 80 80 H High 30~64 4 1+13L -1 3 16 19 40 24 54 11 +8 +13 - -
  • Opponent experiences an additional +5F (+13F total) hitstop on counterhit
  • Hold back to cancel. Cancel animation 21F
A Devouring Fang - Zaneiga
214A
1500, 1500 [1500, 2200] - 100, 80 80 B, F All, Low 15 2(25~69)4 17 -4 3 16 27, Launch 40 + GBounce, 40 32, Launch 54 + GBounce, 54 6/+12, 16 [6/+12, 8] +5 +10 - -
  • Hold back to cancel. Cancel animation 21F
B Devouring Fang - Zaneiga
214B
2200 - 90 80 F Low 26~62 4 17 -4 3 16 Launch 40 Launch 54 16 +8 +13 - -
  • Opponent experiences an additional +5F (+13F total) hitstop on counterhit
  • Hold back to cancel. Cancel animation 21F
Shadow Serpent - Jameijin
j.214A
1800 - 80 80 H All 13 Until L 16L - 3 16 Launch 50 Launch 64 11 +0 +2 - -
Flying Sickle Thrust
j.214B
2300 - 80 85 H All 13 6 Until L+9L - 4 18 Launch 50 + Down 23 Launch 65 + Down 23 12 +0 +5 - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 Coils - Jakou
236C
0, 3300 - 100 85 (Once) T All 11 - Total: 53 - 4 18 - 120 + WBounce + Down 33 - - 12/+7 12/+30, 0 +30, +0 - -
Bloody Fang - Gasaishou
214C
0*2 - 100 80 (Once) T Throw 15~37 3 31 - 0, 3 - 45 - - - - 0, 6 +0 - -
EX Flying Sickle Thrust
j.214C
2500 - 80 85 H All 10 6 Until L+2L - 4 18 Launch 50 + Down 28 Launch 65 + Down 28 6 +0 +5 - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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
5P 1500 - 70 80 B All (18)+13 3 19+22L -27 3 16 Launch 60 - - 11 +0 - - -
6P
Hungry Coils - Jakou
0, 3300 - 70 85 (Once) T All (18)+11 - Total: (18)+53 - 4 18 - 120 + WBounce + Down 34 - - 12/+7 12/+30, 0 - - -
4P
Vengeful Viper > Rising Fang
1700*2 - 70 85 (Once) B All (18)+10 2(18)8 29 -18 4 18 Launch 60 + GBounce, 58 - - 6/+9, 12 +9, +0 - - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 - Jayoku Houtenjin
236B+C
3980 [4980] - 60 80 B All 4+(40 Flash)+1 3 19+31L -32 5 20 Launch 120 Launch 136 30 +0 +8 - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 796 [996]
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
214B+C
500*10, 2900
[500*2, 250*24, 1250*2]
- 80 100 P All 1+(30 Flash)+14 2 Total: 70 -46 0 9 Launch 100*8, 50 + Slide 39
[100*25, 100 + Wallbounce + Down 74]
- - 0 0/+60, 1*8, 12
[0/+60, 2*24, 13*2]
- 3-19 P -
  • Values in [] are for Enhanced version
  • Minimum damage 100*10, 957 (1957) [100*2, 50*24, 363*2 (2126)]
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
Distortion Skill Duo
100*8, 1200
[50*24, 650*2]
- 100 100 B All 1+(70 Flash)+1 See Notes 92 [115] -76 [-99] 1*8, 4
[1*24, 4*2]
- Launch 100*8, 50 + Slide 20 + Down 35
[100*25, 100 + Wallbounce + Down 73]
- - 1*8, 12
[2*24, 13, 20]
+0 +0 1-4 All -
  • Values in [] are for Enhanced version
  • Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2(56)3
  • [Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2(51)2(10)3]
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 - Senkon Meiraku
222B+C
DESTROYED - - - - All 1+(46 Flash)+16 X{(3)X}*8 Total: 115 -44 5 20 - - - - 0/+13 - - 1-91 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 2A, 5A 5B, 2B 5C, 2C Throw, Jump, Special
5A[1] 2A, 5AA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AA 2A, 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[1] 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B - 5BB[+] - Special, Super
5BB j.A[+] 5BBB[+] j.C[+] -
5BBB j.A j.B, j.2B j.C Jump, Special, Super
2B 5A 2BB 5C, 2C Throw, Jump, Special, Super
2BB - 2BBB[+] - -
2BBB j.A[+] 2BBBB[+] j.C[+] -
2BBBB j.A j.B, j.2B j.C Jump, Special
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA[+] j.B, j.2B j.C Jump, Special
j.AA j.AAA[+] j.B, j.2B j.C Jump, Special
j.AAA j.AAAA[+] j.B, j.2B j.C Jump, Special
j.AAAA j.AAAAA[+] j.B, j.2B j.C Jump, Special
j.AAAAA - j.B, j.2B j.C Jump, Special
j.B, j.2B - j.BB[+] - Special
j.BB j.A[+] j.BBB[+] j.C[+] -
j.BBB j.A j.B, j.2B j.C Jump, Special
j.C - j.B, j.2B j.C Jump, 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
  • Note that you have to wait for a period of time (12F, BBCF2 data) to do j.A, j.Bs and j.C after doing chain follow-ups (5BB, 2BBB, j.BB, j.2BB). So technically the chain follow-ups DO NOT cancel into these attacks.

Sources[edit]

Early Proration Data from Hima based on the Beta

Navigation[edit]


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