Line 88: | Line 88: | ||
*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. | ||
*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 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 | *On successful parry of a projectile, hitstop for Akatsuki and projectile is unchanged. | ||
}} | }} | ||
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*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. | ||
*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 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 | *On successful parry of a projectile, hitstop for Akatsuki and projectile is unchanged. | ||
*Landing during this move does not cancel the attack. Instead it continues as if it were the ground version. | *Landing during this move does not cancel the attack. Instead it continues as if it were the ground version. | ||
}} | }} |
Revision as of 03:32, 24 February 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
System Data
Normal Moves
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. | |||||||||||||
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Ground Throw | ||||||||||||||||||||
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Reflector Reversal Action | ||||||||||||||||||||
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Reflector Attack | ||||||||||||||||||||
Air Reflector Air Reversal Action | ||||||||||||||||||||
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Air Reflector Attack |
Skills
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)
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.
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)
Astral Heat
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 |
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
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.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •