BBTag/Akatsuki/Frame Data: Difference between revisions

From Dustloop Wiki
No edit summary
Line 87: Line 87:
{{#lst:BBTag/Akatsuki/Data|BC Full}}
{{#lst:BBTag/Akatsuki/Data|BC Full}}
|-
|-
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
{{Description|21|text=*100% minimum damage: 0, 2000 (2000)
  }}
  }}
|-
|-
Line 93: Line 93:
{{#lst:BBTag/Akatsuki/Data|AD Full}}
{{#lst:BBTag/Akatsuki/Data|AD Full}}
|-
|-
{{Description|17|text=
{{Description|21|text=
*On successful parry of a strike and close to opponent, immediately cancels into Reflector Attack
*On successful parry of a strike and close to opponent, immediately cancels into Reflector Attack
*On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
*On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
Line 106: Line 106:
{{#lst:BBTag/Akatsuki/Data|j.AD Full}}
{{#lst:BBTag/Akatsuki/Data|j.AD Full}}
|-
|-
{{Description|17|text=
{{Description|21|text=
*On successful parry of a strike and close to opponent, immediately cancels into Air Reflector Attack
*On successful parry of a strike and close to opponent, immediately cancels into Air Reflector Attack
*On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
*On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
Line 201: Line 201:
{{#lst:BBTag/Akatsuki/Data|236BC Full}}
{{#lst:BBTag/Akatsuki/Data|236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100, 20*23, 140, 260, 1151 (2111)
*Minimum Damage 100, 20*23, 140, 260, 1151 (2111)
Line 212: Line 212:
{{#lst:BBTag/Akatsuki/Data|214BC Full}}
{{#lst:BBTag/Akatsuki/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 796 [996]
*Minimum Damage 796 [996]
Line 221: Line 221:
{{#lst:BBTag/Akatsuki/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Akatsuki/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 2000 [2500]
*Minimum Damage 2000 [2500]
Line 237: Line 237:
{{#lst:BBTag/Akatsuki/Data|222BC Full}}
{{#lst:BBTag/Akatsuki/Data|222BC Full}}
|-
|-
{{Description|18|text=
{{Description|21|text=
{{ColumnList |text=
{{ColumnList |text=



Revision as of 04:34, 12 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data

Health
Prejump
Backdash


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
2B
5C
2C
j.A
j.AA
j.B
j.C

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • 100% minimum damage: 0, 2000 (2000)
Reflector
Reversal Action
  • On successful parry of a strike and close to opponent, immediately cancels into Reflector Attack
  • On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
  • On successful parry of a projectile or opponent is far away, Akatsuki becomes invincible for the rest of the move and can cancel into all specials/supers
  • On successful parry of a projectile, hitstop for Akatsuki and opponent is unchanged.
Reflector Attack
Air Reflector
Air Reversal Action
  • On successful parry of a strike and close to opponent, immediately cancels into Air Reflector Attack
  • On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
  • On successful parry of a projectile or opponent is far away, Akatsuki becomes invincible for the rest of the move and can cancel into all specials/supers
  • On successful parry of a projectile, hitstop for Akatsuki and opponent is unchanged.
  • Landing during this move does not cancel the attack. Instead it continues as if it were the ground version.
Air Reflector Attack

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Blitz Shot
236A
B Blitz Shot
236B
Air A Blitz Shot
j.236A
Air B Blitz Shot
j.236B
A Armor Pierce Kick
214A
B Armor Pierce Kick
214B
Air A Armor Pierce Kick
j.214A
Air B Armor Pierce Kick
j.214B

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
EX Blitz Shot
236C
Air EX Blitz Shot
j.236C
EX Armor Pierce Kick
214C
Air EX Armor Pierce Kick
j.214C

Partner Skills

  • 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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
B Armor Pierce Kick
6P
Blitz Shot
4P
Human Cannon

Distortion Skills

  • 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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Kamikaze
236BC
  • Values in [] are for Enhanced version
  • Minimum Damage 100, 20*23, 140, 260, 1151 (2111)
  • [Minimum Damage 100, 20*25, 78, 130, 1498 (2306)]
Thunderbolt
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage 796 [996]
Kamikaze
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ouka-Kai
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 5A 5B, 2B 5C, 2C Jump, Special, Super
5A 5AA 5B, 2B 5C, 2C Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3] 2A[+], 5A 5B, 2B 5C, 2C Jump, Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - 5BBB[-] j.C Special
5BBB - - - Special, Super
2B 5A 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B - Jump, Special
j.AA - j.B - Jump, Special
j.B - - j.C Jump, Special[-]
j.C - - - -
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

Sources

Navigation

To edit frame data, edit values in BBTag/Akatsuki/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.