Bloody Roar Extreme/Busuzima the Chameleon/Moves

From Mizuumi Wiki
Jump to navigation Jump to search

Move List

Basic Moves
Strings

Punch Moves

5P
5P
All Open Chop
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 Middle 12 3 22 10 19 16 17

Busuzima performs an upwards chop.

6P
6P
Straight Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Middle 16 2 28 11 21 18 20
  • Cancel Point OK

Busuzima punches the opponent's midsection.

4P
4P
Neck Folding Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
26 Middle 24 6 26 18 35 32 37
  • Guard Break
  • Causes Knockback on hit
  • Considered backturned between frames 10-37

Busuzima does a spinning backfist.

2P
2P
Peevish Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 20 2 12 10 19 16 17
  • High Crush for the entire move
  • Busuzima moves forward during the move

Busuzima punches the opponent's knees.

1P
1P
Waist Folding Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
17 Middle 18 3 26 15 29 26 29
  • Causes Knockback on Counter Hit

Busuzima does a backfist while crouching.

Despite being a crouching move, Busuzima does not have High Crush properties.

3P
3P
Burning Knuckle
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Middle 12 3 32 10 19 16 17
  • In Beast Form, causes Stagger on Counter Hit

Busuzima punches while stepping forward. Cannot High Crush despite being a crouching move.

7/8/9P
7/8/9P
Backward Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Middle 17 0 3 - - - -

Busuzima hops in place, turning his back towards the opponent.

bt.P
bt.P
Ultra Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
13 Middle 24 4 20 11 22 19 21
  • Backturned Attack

Busuzima performs a downwards chop while turning around.

bt.2P
bt.2P
Ultra Hips
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 10 2 25 10 19 16 17
  • Backturned Attack

From a crouching position, Busuzima punches the opponent while turning around.

66P
66P
Hammer Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 28 5 29 15 29 26 29
  • Guard Break
  • Causes Groundbounce on hit

Busuzima does a double hammerfist punch.

Running P
wr.P
Busuzima Tackle
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
28 Middle 17 9 64 19 37 34 39
  • Guard Break
  • Causes Knockback on hit

Busuzima performs a jumping tackle.

22P
22P / 2[2]P
Bamboo Upper
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 15 6 21 14 27 24 27
  • Causes Launch on hit
  • Air Cancel OK in Beast Form

Busuzima performs a rising uppercut.

JP
j.P
Jump Fist
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 High / Middle 4 6 19 10 17 16 16
  • Can chain into itself once

An aerial punch.

J4/6P
j.4/6P
Jump Hammer Pound
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 19 5 27 17 34 31 35
  • Guard Break
  • Causes Groundbounce on hit

An airborne, double hammerfist punch. Move is the same regardless of input.

Pursuit P
Pursuit P
Brutal Knock
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Low 24 3 52 12 24 21 23
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Busuzima punches the opponent's back.

Kick Moves

5K
5K
Swift Knee Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Middle 13 2 32 10 19 16 17

Busuzima attacks with his knee.

6K
6K
Punt Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 High 12 2 29 11 21 18 20

Busuzima kicks the opponent's face.

4K
4K
Hell Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 37 4 37 23 45 42 49
  • Guard Break
  • Causes Groundbounce on hit
  • Cancel Point OK

Busuzima performs an axe kick.

2K
2K
Peevish Destroy
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Low 12 2 21 11 21 18 20
  • High Crush for the entire move
  • Busuzima moves forward during the move

Busuzima kicks the opponent's feet.

1K
1K
Sushi Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
13 Low 23 2 24 11 22 19 21
  • Causes Trip on Counter Hit

Busuzima kicks the opponent's feet while turning around. A standing low.

3K
3K
Sliding Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Low 16 6 47 12 24 21 23
  • Causes Trip on hit

Busuzima steps forward to sweep the opponent's feet. Another standing low.

7/8/9K
7/8/9K
Kamikaze Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
30 Middle 22 3 73 20 39 36 41
  • Guard Break
  • Causes Knockback on hit
  • Knockback strength is increased in Beast Form

Busuzima does a dropkick.

bt.K
bt.K
Busuzima Trifling
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 Middle 17 0 3 - - - -
  • Backturned Attack

Buzusima does a special sidestep. The direction of the sidestep depends on his own stance:

  • Front to the camera: North
  • Back to the camera: South
bt.2K
bt.2K
Busuzima Bomb
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
26 Middle 32 11 26 18 35 32 37
  • Does not turn Busuzima around
  • Causes Knockback on hit
  • Becomes a Guard Break while in Beast Form

Busuzima spring jumps with his hands to perform a rear kick.

66K
66K
Stepping Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 24 2 40 10 19 16 17
  • Causes Trip on hit
  • Causes a special hitstun animation

Busuzima steps on his opponent's foot. The opponent lifts their leg in pain, leaving them open to attack.

Running K
wr.K
Busuzima Boomerang
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10x2, 8x2 High 19 2(2)3(3)3(4)6 84 10x3, 21 19x2, 17, 41 16x3, 38 17x2, 16, 44
  • () are for the gaps between hits
  • First hit is a Guard Break
  • Causes Knockback on third and fourth hits
  • Considered airborne between frames 18-44
  • Considered backturned from frame 51 until the end of the move

Busuzima launches himself, spinning in the air like a frisbee.

After the move ends, Busuzima is left backturned.

22K
22K / 2[2]K
Rolling Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
14 Low 23 2 30 12 23 20 22
  • Causes Trip on hit

Busuzima sweeps the opponent's feet.

JK
j.K
Jump Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 High / Middle 8 6 19 10 19 16 17
  • Can chain into itself once

A jumping kick.

J4/6K
j.4/6K
Jump Double Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 13 2 49 15 29 26 29
  • Guard Break
  • Causes Knockback on hit

A dropkick. The input used determines if Busuzima kicks to the front or to the back.

Pursuit K
Pursuit K
Brutal Step
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
8 Low 18 2 36 10 17 16 16
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Busuzima stomps the opponent.

Beast Moves

5B
5B
Nailing Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Middle 12 2 29 12 24 21 23

Busuzima punches the opponent.

6B
6B
Face Attack
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 24 6 22 15 29 26 29

Busuzima lunges forward.

4B
4B
Crazy Arm Stretch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Middle 28 3 24 10 19 16 17

Busuzima extends his arm to punch the opponent.

2B
2B
Deadly Knuckle
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Middle 24 3 23 12 24 21 23
  • Guard Break
  • Causes Groundbounce on hit
  • High Crush from frame 29 until the end of the move
  • Low Crush between frames 1-28
  • Considered airborne between frames 12-26

Busuzima jumps and attacks the opponent with a double hammerfist punch.

1B
1B
Face Slider
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Low 20 4 57 12 24 21 23

Busuzima lies prone, then slides forward.

3B
3B
Nose Upper
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Middle 19 3 35 11 21 18 20
  • Causes Launch on hit
  • High Crush between frames 1-7
  • Low Crush between frames 18-30
  • Considered airborne between frames 18-27

Busuzima performs a rising headbutt.

7/8/9B
7/8/9B
Heaven Elastic Upper Punch
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 High 18 3 28 15 29 26 29

Busuzima attack diagonally upwards with his fist extended.

bt.B
bt.B
Backward Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 13 2 20 15 29 26 29
  • Causes Knockback on hit
  • Does not turn Busuzima around

Busuzima does a rear kick with one leg.

bt.2B
bt.2B
Back Sliding Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Low 20 2 36 12 24 21 23
  • Causes Trip on hit
  • Does not turn Busuzima around

Busuzima lies prone, then slides backwards, attacking with his feet.

66B
66B
Ultra Somersault
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 36 8 5 17 34 31 35
  • Causes Launch on hit

Busuzima performs a backflip. Contrary to what the animation might suggest at a glance, the move's active frames manifest near the end of the animation.

Running B
wr.B
Super Somersault
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 36 8 5 17 34 31 35
  • Causes Launch on hit

Busuzima performs a backflip, similar to 66B (though reaching much further backwards). Just like 66B, the move's active frames come out near the end of the backflip.

22B
22B / 2[2]B
Flap Heading
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Middle 13 5 26 14 27 24 27
  • Causes Spinfall on hit
  • Air Cancel OK

Busuzima perfoms an uppercut with his extended arm.

JB
j.B
Jump High Kick
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
12 Middle 4 7 21 11 21 18 20
  • Launch
  • Can chain into itself once

Busuzima kicks upwards.

J4/6B
j.4/6B
Belly Sliding
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 13 112 (Until Landing) - 17 34 31 35
  • Guard Break
  • Causes Groundbounce on hit
  • Considered in Knockdown upon landing; can Tech Roll

Busuzima does a belly splash.

Pursuit B
Pursuit B
Face Drop
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
18 Low 25 4 53 14 17 24 27
  • Only usable near a downed opponent
  • Can hit opponents during a Tech Roll

Busuzima drops down and hit the opponent with his face.

Throws

Neutral Throw
Neutral Throw
6G against a standing opponent
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Human
Deadly Throw
35 High 1 1 34 - - - -

Busuzima slaps the opponent's belly, knocking them down right next to him.

Beast
Invisible Throw
25 High 1 1 34 - - - -

Busuzima backdrops the opponent, switching sides. Busuzima is left in a backturned state.

Crouching Throw
Butt Throw
6G against a crouching opponent
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
40 High 1 1 34 - - - -

Busuzima gets on top of the opponent's head, knocking them down; afterwards, he farts on their face. Busuzima is left right next to the opponent and in a backturned state.

Back Throw
Busuzima Throw
6G against a backturned opponent
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
40 High 1 1 34 - - - -

Busuzima slams the opponent against the ground.

Command Throw
Soul of the Delinquent
236G
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
35 High 1 1 34 - - - -

Busuzima headbutts the opponent, with both feeling intense pain afterwards. The opponent is normally knocked down, but this can be prevented by using Quick Recovery.

Should Busuzima himself use Quick Recovery, he can recover sooner than his opponent.

Beast Command Throw
Tongue Throw
214G
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
35 High 1 1 34 - - - -
  • Only available in Beast Form
  • Causes Launch on succesful throw
  • Air Cancel OK

Busuzima pushes the opponent, then launches them with his tongue. This throw is one of two ways Busuzima can use his hidden Beast Drive, Busuzima Olympic.

Special Moves

236P
Running Chop
236P
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 25 2 33 16 32 29 33
  • Guard Break
  • Can cancel with G on frames 1-10
  • Low Crush between frames 9-24
  • Considered airborne between frames 8-24

Busuzima jumps and attacks the opponent with a double chop. Should the opponent receive a Guard Crush as a result of this move, they will feel intense pain and hold their head, leaving them open to attack.

214P
Busuzima Home Run
214P
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
20 Middle 40 2 43 20 39 36 41
  • Guard Attack
  • Causes Knockback on hit
  • Light Guard on upper body between frames 1-34
  • Can cancel with G on frames 1-38

After a delay, Busuzima violently swings his arms.

46P
Delinquent's Revenge
46P
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Counter 0 - - - - - - - -
Parry 0 - - - 50 - - - -
Capture 35 - 1 - - - - - -
  • Counter
  • Counter frames 1-21
  • Does not work against Low-attribute attacks

Busuzima steps back while putting his hands in front of his face. If hit by a High or Middle attack, the move will activate; however, the move's effect on activation changes depending on the type of attack:

  • If hit by a Punch- or Kick-based attack, Busuzima will simply parry the attack. However, the opponent will not be locked in place, meaning they can still attack and hit Busuzima during recovery.
  • On the other hand, should Busuzima be hit by any non-Punch- or non-Kick-based attack (mainly headbutts and shoulder tackles, including attacks with Guard Break properties), he will proceed to perform a version of Soul of the Delinquent, with all the same quirks.
236K
Busuzima Serious
236K
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
4 Low 22 4 - 10 13 16 16
  • Stance
  • Total duration 138 frames
  • Accepts followups from frame 30 onwards
  • High Crush from frame 27 until the end of the move
  • Considered airborne on frame 13
  • Can cancel initial attack with G on frames 1-22

Busuzima stomps, causing a short-ranged shockwave. He then squats in place, signifying Busuzima has entered his Stance and can access its follow-ups.

214K
Busuzima Exercise
214K
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Busuzima Exercise
214K
5 Middle 20 6 47 10 14 16 16
  • High Crush for the entire move
  • Can Tech Roll after recovery
  • Can cancel with G on frames 1-13

Busuzima rolls forward, then goes supine and starts kicking upwards. Mashing K transitions into Dokujima Exercise.

Dokujima Exercise
214KKKKK...
4x14, 22 Middle 2 61* 47 10x14, 16 13x14, 31 16x14, 28 16x14, 32
  • Active frame distribution: [2(5)6(6)3(2)]x5, 6
    • () are for the gaps between hits
  • 16th hit is a Guard Break
  • High Crush for the entire move
  • Final hit causes Launch in Human Form, Spinfall in Beast Form
  • Air Cancel OK on 16th hit
  • Can Tech Roll after recovery

Busuzima continues kicking upwards. Purely a combo tool.

Hits 2-15 have slight vacuum properties on hit, which may allow the opponent to escape should they be hit too high.

28K
I Am Busuzima
28K
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
5 Middle 55 2 41 10 14 16 16
  • Causes Stagger on Counter Hit
  • Can cancel with G on frames 1-54

A taunt where Busuzima points at the opponent with finger guns. Busuzima is left backturned after the taunt ends.

The other (and much more gimmicky) way Busuzima can use his hidden Beast Drive, Busuzima Olympic.

236B
Invisible Attack
236B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 18 5 34 17 34 31 35
  • Final hit is a Guard Break
  • Causes Launch on hit
  • Can cancel with G on frames 1-17

Busuzima swipes upwards while advancing. The move can be repeated up to 2 additional times with additional B presses.

214B
Invisible
214B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
- - - - - - - - -
  • Total duration 115 franes

Busuzima turns invisible, disguising his attacks; however, a distorted effect will appear in his current position. Taking damage will cancel the invisibility.

Busuzima can repeat the command to refresh the invisibility, but only if done within the first half of the time limit.

46B
Busuzima Headbutt
46B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
25 Middle 36 5 38 17 34 31 35
  • Guard Break
  • Causes Groundbounce on hit
  • Can cancel with G on frames 1-35

Busuzima extends his legs to attack the opponent with a headbutt, returning to his original position afterwards.

64B
Tongue Lash
64B
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Tongue Lash
64B
10, 8x2 Middle 34 5, 4x2 35 15, 10, 15 29, 17, 29 26, 16, 26 29, 16, 29
  • First hit is a Guard Break

Busuzima extends his tongue to attack the opponent.

Super Tongue Lash
64B > 236B
10, 8x4 Middle 1 5, 1x3, 2 34 15, 10x2, 15x2 29, 17x2, 29x2 26, 16x2, 26x2 29, 16x2, 29x2

An extension of the previous move, Busuzima continues attacking with his tongue.

28B
Tail Somersault
28B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
15 Middle 17 13 30 12 24 21 23
  • Causes Launch on hit

Busuzima attacks with a backflip.

Busuzima Serious follow-ups

Stance 6
Forward
6 during Busuzima Serious
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 - - - - - - - -
  • Total duration 48 frames

Busuzima crawls forward.

Stance 4
Backward
4 during Busuzima Serious
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 - - - - - - - -
  • Total duration 40 frames

Busuzima crawls backward.

Stance 2
Teasing
2 during Busuzima Serious
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 - - - - - - - -
  • Total duration 20 frames
  • Can extend by holding 2

Buzusima stomps tauntingly. This action recharges his Beast Gauge (doing so repeatedly if extended).

Stance G
Guard
8 or G during Busuzima Serious
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
0 - - - - - - - -
  • Total duration 18 frames

Busuzima ends the stance.

Stance P
Serious Punch
P during Busuzima Serious
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
5P 10 Middle 13 2 33 10 19 16 17
  • Increased range in Beast Form

Busuzima attacks with an extended fist.

5PP 10 Middle 13 2 33 10 19 16 17
  • Increased range in Beast Form
  • Cancel Point OK
  • Ends Stance if not chained into anything

Busuzima follows up with another punch.

5PPP 20 Middle 15 3 41 15 29 26 29
  • Causes Knockback on hit
  • Increased range in Beast Form
  • Ends Stance if not chained into anything
  • Chains into Serious Kick

Busuzima attacks with a third punch.

Stance K
Serious Kick
5K during Busuzima Serious
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
5K 18 High 13 2 40 14 27 24 27
  • Increased range in Beast Form

Busuzima does a high kick.

5KK 26 Middle 25 3 56 21 41 38 44
  • Guard Break
  • Increased range in Beast Form
  • Ends Stance

Busuzima performs an axe kick.

Stance 5B
Serious Chameleon Punch
5B during Busuzima Serious
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Middle 13 4 29 10 19 16 17
  • Guard Break
  • Can initiate a Beast Change

Busuzima attacks with an extended fist.

Stance 2B
Serious Block
2B during Busuzima Serious
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
10 Low 14 6 31 10 19 16 17
  • Guard Break
  • Can initiate a Beast Change

Busuzima swipes at the opponent's feet. Has the shortest range out of all Stance attacks (in Beast Form), but still possesses considerable range and is also his only low from Stance.

Beast Drives

236236B
Ultimate Die Through
236236B
Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
22, 60 Middle 24 5 59 15 29 26 29
  • Guard Break

Buzusima throws himself to the front with a bite. On a successful hit, the move will transition into a cinematic where Busuzima slams the opponent several times with his tongue, ending by throwing the opponent to the other side of the stage.

Should Busuzima be close to a corner when this Beast Drive connects, he will launch the opponent towards (and teleport himself to) center stage.

Despite its cinematic nature, this Beast Drive can score a Ringout. Because of this, and the fact that Busuzima will always throw the opponent in the direction he's facing, this move can turn out to be very dangerous on smaller stages or stages with many destroyed walls.

214214B
Busuzima Mandala
214214B
Busuzima Mandala
Busuzima Mandala
Final Attack
Final Attack
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Busuzima Mandala
214214B
10x4, 30 Middle* 24, 27, 28, 26, 5 5, 2, 5, 7, 3 91 10x4, 20 19x4, 39 16x4, 36 17x4, 41
Final Attack
[B]
30-50 Middle 5-153 3 91 20 39 36 41
  • 4th hit is Low-attribute
  • Final hit is a Guard Break
  • Final hit causes Knockback on hit
  • Final hit can be charged by holding B for up to 148 frames
  • Non-cinematic
  • Tracks the opponent's location

Busuzima becomes invisible, then skips backwards. Afterwards, he starts teleporting around while attacking from various directions.

For the first hit, Busuzima will teleport behind the opponent if he was close enough (roughly a bit further than round start distance) during the initial invisibility; otherwise, he attacks from the front.

Due to its non-cinematic nature, the opponent can defend from each of Busuzima's attacks.

The final hit features a few special properties:

  • Normally, the move causes Knockback on hit; however, if it hits the opponent's back, the move turns into a Hitgrab, leaving the opponent much closer to Busuzima.
  • The final hit can also be charged by holding B. While charging, Busuzima teleports back and forth around the opponent. Aside from its increased damage and startup, the attack is identical.
BPKKBB
Busuzima Olympic
5BPKKBB during I Am Busuzima or Tongue Throw
Busuzima Olympic
Busuzima Olympic
Head Butt
Head Butt
Version Base Damage Attribute Startup Active Recovery Light Guard Blockstun Heavy Guard Blockstun Hitstun Counter Hit Hitstun
Busuzima Olympic
5BPKKBB
8, 14, 15, 8, 9, 12, 15x2, 20 Middle 29 2, 3, 6, 4, 2, 8, 6x2, 5 43 16, 10x2, 11, 10, 24, 22x2, 20 32, 19x2, 21, 18, 49, 44x2, 39 29, 16x2, 18, 16, 46, 41x2, 36 33, 17x2, 20, 16, 53, 47x2, 41
  • Guard Break
  • Non-cinematic

Busuzima jumps and attacks the opponent with a double chop, following up with a series of attacks. Unlike most Beast Drives, the sequence of attacks is automatic, not requiring the opponent to be hit first; as a result, the opponent can defend from each of Busuzima's attacks.

The move is locked behind an unorthodox input that cannot be used whenever. Its command must finish being input:

Busuzima can use alternate enders with additional inputs.

Head Butt
[5B]
25 Middle 31 10 38 17 34 31 35
  • Guard Break
  • Must hold the input until the second-to-last hit
  • Causes Groundbounce on hit
  • Shares animation with Busuzima Headbutt
Salt Lake
[6B]
2, 50 Middle 24 5 59 15 29 26 29
  • Guard Break
  • Only available in Hyperbeast Form
  • Must hold the input until the last hit
  • Shares animation and behavior with Ultimate Die Through
Athena
[4B]
- - - - - - - - -
  • Only available in Hyperbeast Form
  • Must hold the input until the last hit
  • Identical to Busuzima Mandala

Navigation

General
FAQ
Controls
Stages
HUD
System
Glossary
Debug Menu
Characters
Alice the Rabbit
Bakuryu the Mole
Busuzima the Chameleon
Cronos the Phoenix
Fang the Wolf
Gado the Lion
Ganesha the Elephant
Jenny the Bat
Kohryu the Iron Mole
Long the Tiger
Marvel the Leopard
Shenlong the Tiger
Stun the Insect
Uranus the Chimera
Uriko the Half-Beast
Xion the Unborn
Yugo the Wolf