BBTag/Akatsuki/Frame Data

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< BBTag‎ | Akatsuki
Revision as of 07:35, 6 March 2021 by Shtkn (talk | contribs)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data


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 projectile 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 projectile 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.