BBTag/Akatsuki/Frame Data: Difference between revisions

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<center>{{Character Label|BBTag|Akatsuki|36px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
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==Normal Moves==
==Normal Moves==
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==Distortion Skills==
==Distortion Skills==
*All Distortion Skills have the following properties unless otherwise stated:
*All Distortion Skills have the following properties unless otherwise stated:
**Cost 2 Skill Gauge at the beginning of superflash
**Cost 2 Skill Gauge the frame before superflash
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
{{#cargo_query:tables=MoveData_BBTag
{{#cargo_query:tables=MoveData_BBTag
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! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! <span style="color:blue">{{MiniMoveCard|game=BBTag|chara=Akatsuki|input=4A}}<sup>[3]</sup></span>
! {{Clr|cornflowerblue|{{MiniMoveCard|game=BBTag|chara=Akatsuki|input=4A}}<sup>[3]</sup>}}
| <span style="color:green">4A<sup>[+]</sup></span>, 4AA, 5A, 2A || 5B, 2B || 5C, 2C  || Throw, Jump, Special, Super
| {{Clr|green|4A<sup>[+]</sup>}}, 4AA, 5A, 2A || 5B, 2B || 5C, 2C  || Throw, Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=4AA}}
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=4AA}}
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| -  || - || - || -
| -  || - || - || -
|-
|-
! <span style="color:blue">{{MiniMoveCard|game=BBTag|chara=Akatsuki|input=2A}}<sup>[3]</sup></span>
! {{Clr|cornflowerblue|{{MiniMoveCard|game=BBTag|chara=Akatsuki|input=2A}}<sup>[3]</sup>}}
| <span style="color:green">2A<sup>[+]</sup></span>, 5A || 5B, 2B || 5C, 2C  || Jump, Special, Super
| {{Clr|green|2A<sup>[+]</sup>}}, 5A || 5B, 2B || 5C, 2C  || Jump, Special, Super
|-
|-
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=5B}}
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=5B}}
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|-
|-
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=5BB}}
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=5BB}}
| - || <span style="color:red">5BBB<sup>[-]</sup></span> || j.C || Special
| - || {{Clr|red|5BBB<sup>[-]</sup>}} || j.C || Special
|-
|-
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=5BBB}}
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=5BBB}}
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|-
|-
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=j.B}}
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=j.B}}
| - || - || j.C || Jump, <span style="color:red">Special<sup>[-]</sup></span>
| - || - || j.C || Jump, {{Clr|red|Special<sup>[-]</sup>}}
|-
|-
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=j.C}}
! {{MiniMoveCard|game=BBTag|chara=Akatsuki|input=j.C}}
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:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:{{Clr|red|'''X<sup>[-]</sup>''' <nowiki>=</nowiki> X is available only on hit}}
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:{{Clr|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:{{Clr|cornflowerblue|'''X<sup>[#]</sup>''' <nowiki>=</nowiki> X can be used only # times per string}}


==Sources==
==Sources==


==Navigation==
==Navigation==
<center>{{Character Label|BBTag|Akatsuki|36px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:BBTag/Navigation}}
{{BBTag/Navigation}}

Revision as of 08:12, 13 January 2023

 Akatsuki

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Akatsuki 17,000 4F 22F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 2 12 0 B 100 75 2 13 14 14 18 26 10 +0 +1
4AA 1000 All 7 4 13 -3 B 100 75 2 13 14 14 18 26 10 +0 +1
4AAA 1500 All 7 4 12 +1 B 100 80 3 16 17 17 22 31 11 +0 +2
5A 1500 All 9 3 16 -2 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 9 3 19 -5 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1700 All 10 4 21 -6 B 100 85 4 18 19 19 24 34 12 +0 +5
5AAAA 2000 All 5 6 28 -13 B 100 90 5 20 Launch 60 Launch 76 13 +0 +8
2A 1000 All 7 2 12 -2 F 100 70 1 11 12 12 16 23 9 +0 +0
5B 1700 All 10 5 24 -10 B 7~9 H 90 85 4 18 Launch 37 Launch 51 12 +0 +5
5BB 1500 All 11 2 14+10L -9 H 100 80 3 16 Launch 22 Launch 36 11 +0 +2
5BBB 0×2, 3000 All 7 6 ??+0L H 80 100×2, 85 4 18 100 + GBounce 0 +0
2B 1500 Low 9 6 18 -7 F 90 80 3 16 17 17 22 31 11 +0 +2
5C 800 High 22 3 24 -10 B 100 80 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 12 5 19 -5 F 90 85 4 18 Launch 26 Launch 41 12 +0 +5
j.A 1500 High 10 3 18 H 80 80 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 8 2 19 H 80 80 3 16 17 17 22 31 11 +0 +2
j.B 1700 High 12 4 25 H 80 85 4 18 19 19 24 34 12 +0 +5
j.C 1000, 1500 High 20 Until L,2 21 -4 H 80 85 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 200×4, 1200 Throw 7~30 3 23 T 100 50 0, 4 Launch 60 0, 0/+14×5, 5
AD Reflector (Catch) 45 1~25 Guard All
AD Attack Reflector (Attack) 2500 Air Unblockable 20 4 20 -5 B 1~29 All 80 60 4 18 Launch 60 Launch 75 12 +0 +0
j.AD Air Reflector (Catch) 45 1~25 Guard All
j.AD Attack Air Reflector (Attack) 2500 All 20 4 Until L H 1~29 All 80 60 4 18 Launch 60 Launch 75 12 +0 +0

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Blitz Shot 1500 All 10 Until Hit Total: 44 -13 P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10
236B B Blitz Shot 1500 All 10 Until Hit Total: 46 -15 P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10
j.236A Air A Blitz Shot 1500 All 10 Until Hit Total: Until L+7L P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10
j.236B Air B Blitz Shot 1500 All 10 Until Hit Total: Until L+7L P1 70 80 3 16 Launch 60 Launch 74 0/+5 +5 +10
214A A Armor Pierce Kick 1850 All 11 4 6+9L -2~+1 H 80 80 3 16 20 25 25 39 11 +0 +2
214B B Armor Piercing Kick 1000×2, 1500 All×2, High 11 4(6)5(6)4 4+22L -4 H 80 80 3×2, 5 16×2, 25 20, Launch×2 45×2, 80 + GBounce 25, Launch×2 59×2, 96 + GBounce 11×2, 13 +0 +2×2, +8
j.214A Air A Armor Piercing Kick 1850 All 11 4 Until L + 7L H 80 80 3 16 20 25 25 39 11 +0 +2
j.214B Air B Armor Piercing Kick 1000×2, 1500 All×2, High 11 4(8)3 Until L + 20L H 80 80 3×2, 5 16 20, Launch 45 25, Launch 59 11 +0 +2

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)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Blitz Shot 1000×4 All 15 P{(5)P}×3 Total 54 -3 P1 80 80×4 3 16 Launch 60 Launch 74 0/+5 +5 +10
j.236C Air EX Blitz Shot 1000×4 All 15 P{(5)P}×3 Total Until L+7L P1 80 80×4 3 16 Launch 60 Launch 74 0/+5 +5 +10
214C EX Armor Piercing Kick 700×6, 2000 All 7 1{(6)1}×5(10)3 11+10L -7 H×7 80 70 3 16 17×6, Launch 40×6, 40 + WBounce 22×6, Launch 54×6, 54 + WBounce 5×6, 12 +0 +2
j.214C Air EX Armor Piercing Kick 700×6, 2000 All 7 1{(6)1}×5(10)3 Until L+10L H 80 70 3 16 17×6, Launch 40×6, 40 + WBounce 22×6, Launch 54×6, 54 + WBounce 5×6, 12 +0 +2

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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P B Armor Piercing Kick 500×3, 2000 All (18)+13 1(6)1(6)1(10)3 11+15L -12 B 70 80 3 16 17×3, Launch 45×3, 60 + WBounce 5×3, 12 +0
6P Blitz Shot 1000 All (18)+10 Until Hit Total: (18)+46 -15 P1 70 80 3 16 Launch 60 0/+5 +5
4P Human Cannon 1200, 800×2 All (18)+14 4,3,11 13+21L -29 B 70 85 4 18 Launch 80 Launch 95 8 +0 +5

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Kamikaze 1000, 262×23, 782, 1304, 4428
[1000, 262×25, 782, 1304, 6514]
All 1+(68 Flash)+7 7 38 -24 B 1~16 All 80, 48×24 60 5 20 75×24, Launch×3
[75×8, Launch×21]
Stand×24, 120×2, 120 + WBounce
[Stand×8, 120×20, 120 + WBounce]
1 1, 1×23, 22×2, 20
214BC Thunderbolt 3980 [4980] All 6+(87 Flash)+10 4 32 -17 B 1~15 All 60 80 4 18 Launch 100 + GBounce Launch 115 + GBounce 5 +15 +15
Distortion Skill Duo Kamikaze 500, 250×2, 1000 [500, 300×2, 1400] All 1+(84 Flash)+1 7 38 -24 B 1~8 All 80 60 5 20 21, Launch×3 Stand, 90×2, 90 + WBounce 1 1, 22×2, 20

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Ouka-Kai All 1+(75 Flash)+11 Until Hit Total 77 -45 P2 1~40 All 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Akatsuki 4A.pngGuardAllStartup6Recovery12Advantage0[3] 4A[+], 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Akatsuki 4AA.pngGuardAllStartup7Recovery13Advantage-3 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAABBTag Akatsuki 4AAA.pngGuardAllStartup7Recovery12Advantage+1 5A 5B, 2B 5C, 2C Jump, Special, Super
5ABBTag Akatsuki 5A.pngGuardAllStartup9Recovery16Advantage-2 5AA 5B, 2B 5C, 2C Jump, Special, Super
5AABBTag Akatsuki 5AA.pngGuardAllStartup9Recovery19Advantage-5 5AAA 5B, 2B 5C, 2C Special, Super
5AAABBTag Akatsuki 5AAA.pngGuardAllStartup10Recovery21Advantage-6 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBTag Akatsuki 5AAAA.pngGuardAllStartup5Recovery28Advantage-13 - - - -
2ABBTag Akatsuki 2A.pngGuardAllStartup7Recovery12Advantage-2[3] 2A[+], 5A 5B, 2B 5C, 2C Jump, Special, Super
5BBBTag Akatsuki 5B.pngGuardAllStartup10Recovery24Advantage-10 - 5BB, 2B 5C, 2C Special, Super
5BBBBTag Akatsuki 5BB.pngGuardAllStartup11Recovery14+10LAdvantage-9 - 5BBB[-] j.C Special
5BBBBBTag Akatsuki 5BBB.pngGuardAllStartup7Recovery??+0LAdvantage- - - - Special, Super
2BBBTag Akatsuki 2B.pngGuardLowStartup9Recovery18Advantage-7 5A 5B 5C, 2C Special, Super
5CBBTag Akatsuki 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Akatsuki 2C.pngGuardLowStartup12Recovery19Advantage-5 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Akatsuki jA.pngGuardHighStartup10Recovery18Advantage- j.AA j.B - Jump, Special
j.AABBTag Akatsuki 5BB.pngGuardHighStartup8Recovery19Advantage- - j.B - Jump, Special
j.BBBTag Akatsuki jB.pngGuardHighStartup12Recovery25Advantage- - - j.C Jump, Special[-]
j.CBBTag Akatsuki jC.pngGuardHighStartup20Recovery21Advantage-4 - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

Navigation

 Akatsuki
To edit frame data, edit values in BBTag/Akatsuki/Data.
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