Difference between revisions of "BBTag/Akihiko Sanada/Frame Data"

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{{#lsth:BBTag/Akihiko Sanada/Data|Nav}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Nav}}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|3}}
 
{{TOC limit|3}}
 
</div>
 
</div>
 
==[[BBTag/Frame Data|System Data]]==
 
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Akihiko Sanada/Data|SystemData}}
+
{{#lst:BBTag/Akihiko Sanada/Data|System Data}}
 
;Cyclone Gauge
 
;Cyclone Gauge
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
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|-
 
|-
 
{{AttackVersion|name=4A|subtitle=}}
 
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|4A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4A Full}}
 
|-
 
|-
 
{{AttackVersion|name=4AA|subtitle=}}
 
{{AttackVersion|name=4AA|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|4AA Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4AA Full}}
 
|-
 
|-
 
{{AttackVersion|name=5A|subtitle=}}
 
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|5A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5A Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AA|subtitle=}}
 
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AA Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5AA Full}}
 
|-
 
|-
 
{{AttackVersion|name=5AAA|subtitle=4AAA|rowspan=2}}
 
{{AttackVersion|name=5AAA|subtitle=4AAA|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5AAA Full}}
 
|-
 
|-
 
{{Description|17|text=
 
{{Description|17|text=
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}}
 
}}
 
{{AttackVersion|name=5AAAA|subtitle=4AAAA}}
 
{{AttackVersion|name=5AAAA|subtitle=4AAAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AAAA Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5AAAA Full}}
 
|-
 
|-
 
{{AttackVersion|name=2A |subtitle=}}
 
{{AttackVersion|name=2A |subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|2A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|2A Full}}
 
|-
 
|-
 
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
 
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|5B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5B Full}}
 
|-
 
|-
 
{{Description|17|text=
 
{{Description|17|text=
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|-
 
|-
 
{{AttackVersion|name=2B|subtitle=}}
 
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|2B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|2B Full}}
 
|-
 
|-
 
{{AttackVersion|name=5C|subtitle=}}
 
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|5C Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5C Full}}
 
|-
 
|-
 
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
 
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|2C Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|2C Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=j.A|subtitle=and j.BB}}
 
{{AttackVersion|name=j.A|subtitle=and j.BB}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.A Full}}
 
|-
 
|-
 
{{AttackVersion|name=j.B|subtitle=and j.AA}}
 
{{AttackVersion|name=j.B|subtitle=and j.AA}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.B Full}}
 
|-
 
|-
 
{{AttackVersion|name=j.C|subtitle=}}
 
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.C Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.C Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
 
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|BC Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|BC Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Ground Throw|subtitle=During Cyclone|rowspan=2}}
 
{{AttackVersion|name=Ground Throw|subtitle=During Cyclone|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|BC Cyclone Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|BC Cyclone Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Double Uppercut|subtitle=Reversal Action|rowspan=2}}
 
{{AttackVersion|name=Double Uppercut|subtitle=Reversal Action|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|AD Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|AD Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
 
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Akihiko Sanada/Data|DP Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|DP Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Corkscrew A|subtitle=236A|rowspan=2}}
 
{{AttackVersion|name=Corkscrew A|subtitle=236A|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236A Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Corkscrew B|subtitle=236B|rowspan=2}}
 
{{AttackVersion|name=Corkscrew B|subtitle=236B|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236B Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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*Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
 
*Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
 
*Hold button to not attack at all. Total duration for this is 50F, Inv: 4-44 BP
 
*Hold button to not attack at all. Total duration for this is 50F, Inv: 4-44 BP
 +
*If button is held and invincibility is triggered during 15-44F, Akihiko enters thumbs up stance (24F, inv 1-End All) and gains Skill depending on Cyclone Level. Lv0: 0.5 Gauge, Lv1-2: 1 Gauge, 3-4: Lv1.5 Gauge, Lv5: 2 Gauge
 
}}
 
}}
 
  }}
 
  }}
 
|-
 
|-
 
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A|rowspan=2}}
 
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone A Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B|rowspan=2}}
 
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone B Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A|rowspan=2}}
 
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang A Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B|rowspan=2}}
 
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang B Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Ducking|subtitle=66}}
 
{{AttackVersion|name=Ducking|subtitle=66}}
{{#lsth:BBTag/Akihiko Sanada/Data|66 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|66 Full}}
 
|-
 
|-
 
{{AttackVersion|name=Assault Dive A|subtitle=214A|rowspan=2}}
 
{{AttackVersion|name=Assault Dive A|subtitle=214A|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|214A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214A Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Assault Dive B|subtitle=214B|rowspan=2}}
 
{{AttackVersion|name=Assault Dive B|subtitle=214B|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|214B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214B Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Air Assault Dive A|subtitle=j.214A}}
 
{{AttackVersion|name=Air Assault Dive A|subtitle=j.214A}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.214A Full}}
 
|-
 
|-
 
{{AttackVersion|name=Air Assault Dive B|subtitle=j.214B}}
 
{{AttackVersion|name=Air Assault Dive B|subtitle=j.214B}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.214B Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.214B Full}}
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
{{AttackVersion|name=Corkscrew EX|subtitle=236C|rowspan=2}}
 
{{AttackVersion|name=Corkscrew EX|subtitle=236C|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236C Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236C Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Assault Dive EX|subtitle=214C|rowspan=2}}
 
{{AttackVersion|name=Assault Dive EX|subtitle=214C|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|214C Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214C Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
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|-
 
|-
 
{{AttackVersion|name=Air Assault Dive EX|subtitle=j.214C}}
 
{{AttackVersion|name=Air Assault Dive EX|subtitle=j.214C}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.214C Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.214C Full}}
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
{{AttackVersion|name=5P|subtitle=5B|rowspan=2}}
 
{{AttackVersion|name=5P|subtitle=5B|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|5P Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5P Full}}
 
|-
 
|-
 
{{Description|17|text=
 
{{Description|17|text=
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|-
 
|-
 
{{AttackVersion|name=6P|subtitle=Corkscrew}}
 
{{AttackVersion|name=6P|subtitle=Corkscrew}}
{{#lsth:BBTag/Akihiko Sanada/Data|6P Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|6P Full}}
 
|-
 
|-
 
{{AttackVersion|name=4P|subtitle=Sonic Punch}}
 
{{AttackVersion|name=4P|subtitle=Sonic Punch}}
{{#lsth:BBTag/Akihiko Sanada/Data|4P Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4P Full}}
 
|}
 
|}
  
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|-
 
|-
 
{{AttackVersion|name=Cyclone Uppercut|subtitle=236B+C|rowspan=7}}
 
{{AttackVersion|name=Cyclone Uppercut|subtitle=236B+C|rowspan=7}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 0 Full}}
 
|-
 
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 1 Full}}
 
|-
 
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 2 Full}}
 
|-
 
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 3 Full}}
 
|-
 
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 4 Full}}
 
|-
 
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5 Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5 Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Damage and P2 increases with Cyclone Level
 
*Damage and P2 increases with Cyclone Level
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
*Minimum Damage Lv 0:
+
*Lv 0 Minimum Damage: 1120, 300*3 (2020)
*Minimum Damage Lv 1:
+
*Lv 1 Minimum Damage: 1120, 199*5 (2115)
*Minimum Damage Lv 2:
+
*Lv 2 Minimum Damage: 1120, 216*5 (2200)
*Minimum Damage Lv 3:
+
*Lv 3 Minimum Damage: 1120, 170*7 (2310)
*Minimum Damage Lv 4:
+
*Lv 4 Minimum Damage: 1120, 184*7 (2408)
*Minimum Damage Lv 5:
+
*Lv 5 Minimum Damage: 1120, 90*15 (2470)
 +
*[Lv 0 Minimum Damage: 840*2, 630 (2310)]
 +
*[Lv 1 Minimum Damage: 840*2, 255*3 (2445)]
 +
*[Lv 2 Minimum Damage: 840*2, 289*3 (2547)]
 +
*[Lv 3 Minimum Damage: 840*2, 120*10 (2880)]
 +
*[Lv 4 Minimum Damage: 840*2, 134*10 (3020)]
 +
*[Lv 5 Minimum Damage: 840*2, 100*6, 506*2 (3198)]
 
}}
 
}}
 
}}
 
}}
 
|-
 
|-
 
{{AttackVersion|name=Maziodyne|subtitle=214B+C|rowspan=2}}
 
{{AttackVersion|name=Maziodyne|subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|214BC Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214BC Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
*Lv 0 Minimum Damage 15% [14%]: 1152 [1368]
+
*Lv 0 Minimum Damage: 72*16 (1152) [57*24 (1368)]
*Lv 1 Minimum Damage 15% [14%]: 1264 [1512]
+
*Lv 1 Minimum Damage: 79*16 (1264) [63*24 (1512)]
*Lv 2 Minimum Damage 15% [14%]: 1376 [1632]
+
*Lv 2 Minimum Damage: 86*16 (1376) [68*24 (1632)]
*Lv 3 Minimum Damage 15% [14%]: 1488 [1776]
+
*Lv 3 Minimum Damage: 93*16 (1488) [74*24 (1776)]
*Lv 4 Minimum Damage 15% [14%]: 1600 [1920]
+
*Lv 4 Minimum Damage: 100*16 (1600) [80*24 (1920)]
*Lv 5 Minimum Damage 15% [14%]: 1728 [2064]
+
*Lv 5 Minimum Damage: 108*16 (1728) [86*24 (2064)]
 
}}
 
}}
 
}}
 
}}
 
|-
 
|-
 
{{AttackVersion|name=Maziodyne|subtitle=Distortion Skill Duo|rowspan=2}}
 
{{AttackVersion|name=Maziodyne|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo Full}}
 
|-
 
|-
 
{{Description|18|text={{ColumnList |text=
 
{{Description|18|text={{ColumnList |text=
 
*Values in [] are for Enhanced version
 
*Values in [] are for Enhanced version
*Minimum Damage 100%: 2000 [2500]
+
*Minimum Damage: 2000 [2500]
 
}}
 
}}
 
  }}
 
  }}
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|-
 
|-
 
{{AttackVersion|name=Earth Breaker|subtitle=222B+C}}
 
{{AttackVersion|name=Earth Breaker|subtitle=222B+C}}
{{#lsth:BBTag/Akihiko Sanada/Data|222BC Full}}
+
{{#lst:BBTag/Akihiko Sanada/Data|222BC Full}}
 
|}
 
|}
  
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[[https://docs.google.com/spreadsheets/d/1ZURVCsR_HSxNRXcIgZmFhSf7Ymh9tZxoIWtcO64329I/edit#gid=617914512 Tari's Frame Data Spreadsheet]]
 
[[https://docs.google.com/spreadsheets/d/1ZURVCsR_HSxNRXcIgZmFhSf7Ymh9tZxoIWtcO64329I/edit#gid=617914512 Tari's Frame Data Spreadsheet]]
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Akihiko Sanada/Data|Links}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Akihiko Sanada/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Akihiko Sanada/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}

Latest revision as of 05:59, 24 May 2020

System Data[edit]

Health: 18,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All

Cyclone Gauge


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
4A 1000 - 100 75 B All 5 2 11 +1 2 13 14 14 8 - -
4AA 1500 - 100 80 B All 9 2 19 -4 3 16 17 17 9 - -
5A 950*2 - 100 85 (Once) B All 7 3(3)3 20 -6 3 16 17 17 5, 13 - -
5AA 950*2 - 100 80 (Once) B All 8 5(3)2 19 -4 3 16 17 17 11, 9 - -
5AAA
4AAA
700*2 - 100 80 (Once) B All 10 2(10)2 [2(10)2(10)2] 20 -5 3 16 17*3, Launch 17*3, 30 5 - -
  • Values in [] are on hit
5AAAA
4AAAA
500, 0, 300*7, 1500 - 90 80 (once) B All 18 4 - -7 3, 5*8 16 Launch 60 + GBounce*8 11, 0*9 - -
2A 1000 - 100 70 F All 6 2 11 -1 1 11 12 12 7 - -
5B 500*5 - 80 85 (once) B All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 4 18 23*4, 21 27 1*4, 7 - -
  • Values in [] are on whiff
2B 1500 - 90 80 B All 7 5 25 -13 3 16 17 21 15 5-11 H -
5C 800+ - 100 100 B High 22 5 22 -10 3 16 - - 11 - -
2C 1700+150*(C-1) - 90 85 F Low 13 [9] 5 20 [29] -6 [-15] 4 18 Launch 40 12 - -
  • Damage increases with Cyclone Level
  • Values in [] are when Cyclone Level 1 or higher
j.A
and j.BB
1500 - 100 80 H High 7 2 11 - 3 16 17 24 8 - -
j.B
and j.AA
900*2 - 100 90 (Once) H High 9 3(3)3 15 - 3 16 17 24 9 - -
j.C 2000 - 80 90 H High 21 4 35+4L - 5 20 21 50 + Down 24 13 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Ground Throw 0, 500*4 - 100 50 (once) T Throw 7~30 3 23 - 0, 3*4 - - 30, 35*3, 35 + GBounce 0, 11, 4/+5, 8*2 - -
  • Minimum Damage 100%
Ground Throw
During Cyclone
0, 500*4 - 100 50 (once) T Throw 20 [3] 3 23 - 0, 3*4 - - 30, 35*3, 35 + GBounce 0, 11, 4/+5, 8*2 4-13 P [None] -
  • Minimum Damage 100%
  • Values in [] are when performed during Ducking
Double Uppercut
Reversal Action
(1500+200*C)*2 - 80 60 (once) B Air Unblockable 10 3(4)3 43 -27 4 18 Launch 60 12 1-19 All -
  • Damage increases with Cyclone level
Cross Burst Attack 1000 - - - H All - - - - - - - - - - -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Corkscrew A
236A
2000+200xC - 80 90 B All 9 8 31 -13 5 20 Launch 70 + WBounce 9/+0/-4 - -
  • Damage increases with Cyclone level
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
Corkscrew B
236B
2000+200xC - 80 90 B All 16~48 8 31 -13 5 20 Launch 70 + WBounce 9 5-11~43 P -
  • Damage increases with Cyclone level
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
  • Hold button to not attack at all. Total duration for this is 50F, Inv: 4-44 BP
  • If button is held and invincibility is triggered during 15-44F, Akihiko enters thumbs up stance (24F, inv 1-End All) and gains Skill depending on Cyclone Level. Lv0: 0.5 Gauge, Lv1-2: 1 Gauge, 3-4: Lv1.5 Gauge, Lv5: 2 Gauge
Boomerang Hook A
Cyclone > A
1350+(150*C) - 100 80/80/85/85/90 B All 13 3 18 -5 3 15 17 17 11 - -
  • Damage increases with Cyclone level
Boomerang Hook B
Cyclone > B
1550+(150*C) - 90 80/80/85/85/90 B All 21 3 18 -5 3 15 17 17 11 4-20 Guard B -
  • Damage increases with Cyclone level
Sonic Punch A
Boomerang > A
1300+(200*C) - 90 80/80/85/85/90 B All 13 4 18 -6 3 15 17 17/17/17/17/24 11 - -
  • Damage increases with Cyclone level
Sonic Punch B
Boomerang > B
1500+(200*C) - 90 80/80/85/85/90 B All 21 3 18 -5 3 15 17 17 11 4-20 Guard B -
  • Damage increases with Cyclone level
Ducking
66
- - - - - - - - 25 - - - - - - 5-17 P -
Assault Dive A
214A
(900+200*C)*2 - 80 80 H, B High, All 26 Until L(4)2 22 -5 4 18 19 40 12 - -
  • Damage increases with Cyclone level
Assault Dive B
214B
(900+200*C)*2 - 80 95 H, B High, All 40 Until L(4)2 22 -5 4 18 19, Launch 40 12 - -
  • Damage increases with Cyclone level
Air Assault Dive A
j.214A
1100*2 - 80 90 H, B High, All 10 Until L(4)2 22 -5 4 18 19, Launch 40 12 - -
Air Assault Dive B
j.214B
1300*2 - 80 90 H, B High, All 25 Until L(4)2 22 -5 4 18 19, Launch 40 12 - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Corkscrew EX
236C
2200+200*C - 80 90 B All 16 8 31 -18 5 20 21 70 9/+0/-4 4-11 P -
  • Damage increases with Cyclone level
Assault Dive EX
214C
(900+200*C)*2 - 80 80 H, B High, All 24 Until L(4)2 22 -5 4*2 18 19 40 12 - -
  • Damage increases with Cyclone level
Air Assault Dive EX
j.214C
1300*2 - 80 80 H, B High, All 10 Until L(4)2 22 -5 4*2 18 19 40 12 - -

Partner Skills[edit]

  • 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.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
5P
5B
500*5 - 80 85 (once) B All (18)+9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 4 18 19*4, Launch 50*5 1*4, 7 - -
  • Values in [] are on whiff
6P
Corkscrew
2000 - 70 90 B All (18)+24 8 41 -28 5 20 Launch 50 + WBounce 50 9 - -
4P
Sonic Punch
1500 - 70 80 B All (18)+10 4 28 -15 3 16 Launch 60 11 - -

Distortion Skills[edit]

  • 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)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Cyclone Uppercut
236B+C
3500, 1500*3
[2800*2, 3500]
- 80 80, 95*3 [90*2, 75] B All 6+6 [3+4] 3(6)4,2,6
[3(6)2(??+15)2]
Until L+24 -47 [-36] 5 20 Launch 80 25, 4*3 [20, 10*2] 1-22 All
[1-15 All]
-
3500, 1050*5
[2800*2, 1500*3]
- 80 80, 95*5
[90]
B All 6+1 [3+4] 3(6)2*3,3*2
[3(6)2(??+15)6,4,8]
Until L+24L -50 [-43] 5 20 Launch 80 25, 3, 2*4 [20, 10*2, 8*3] 1-17 All
[1-15 All]
-
3500, 1200*5
[2800*2, 1700*3]
- 80 80, 95*5
[90]
B All 6+1 [3+4] 3(6)2*3,3*2
[3(6)2(??+10)6,4,8]
Until L+24L -50 [-43] 5 20 Launch 80 25, 3, 2*4 [20, 10*2, 8*3] 1-17 All
[1-15 All]
-
3500, 1000*7
[2500*2, 600*10]
- 80 80, 95*7
[90*2, 97*10]
B All 6+1 [3+4] 3(6)2*3,1*3,3
[3(6)2(??+10)6,1*7,3]
Until L+24L -57 [-48] 5 20 Launch 80 25, 2*7
[20, 10*3, 2*8]
1-17 All
[1-15 All]
-
3500, 1150*7
[2500*2, 670*10]
- 80 80, 95*7
[90*2, 97*10]
B All 6+1 [3+4] 3(6)2*3,1*3,3
[3(6)2(??+10)6,1*7,3]
Until L+24L -57 [-48] 5 - Launch 80 25, 2*7
[20, 10*3, 2*8]
1-17 All
[1-15 All]
-
3500, 600*15
[2500*2, 500*6, 2200*2]
- 80 80, 98*15
[90*2, 97*6, 95*2]
- All 6+1 [3+4] 3(6)2*7,1*8
[3(6)2(??+10)6,2*3,3*2(??+24)9,12]
Until L+24L -99 [-105] - 20 Launch 80*15, 100
[80]
25, 12, 6, 3*3, 1*10
[20, 10*2, 2*5, 25*2]
1-17 All
[1-15 All]
-
  • Damage and P2 increases with Cyclone Level
  • Values in [] are for Enhanced version
  • Lv 0 Minimum Damage: 1120, 300*3 (2020)
  • Lv 1 Minimum Damage: 1120, 199*5 (2115)
  • Lv 2 Minimum Damage: 1120, 216*5 (2200)
  • Lv 3 Minimum Damage: 1120, 170*7 (2310)
  • Lv 4 Minimum Damage: 1120, 184*7 (2408)
  • Lv 5 Minimum Damage: 1120, 90*15 (2470)
  • [Lv 0 Minimum Damage: 840*2, 630 (2310)]
  • [Lv 1 Minimum Damage: 840*2, 255*3 (2445)]
  • [Lv 2 Minimum Damage: 840*2, 289*3 (2547)]
  • [Lv 3 Minimum Damage: 840*2, 120*10 (2880)]
  • [Lv 4 Minimum Damage: 840*2, 134*10 (3020)]
  • [Lv 5 Minimum Damage: 840*2, 100*6, 506*2 (3198)]
Maziodyne
214B+C
(480+48*C)*16
[(410+41*C)*24]
- 80 97 [98] P2 All 4+12 {1(1)}*15,1
[{1(1)}*23,1]
Total: 98 [Total: 113] -36 [-35] 3 16 Launch 100 0 1-22 All -
  • Values in [] are for Enhanced version
  • Lv 0 Minimum Damage: 72*16 (1152) [57*24 (1368)]
  • Lv 1 Minimum Damage: 79*16 (1264) [63*24 (1512)]
  • Lv 2 Minimum Damage: 86*16 (1376) [68*24 (1632)]
  • Lv 3 Minimum Damage: 93*16 (1488) [74*24 (1776)]
  • Lv 4 Minimum Damage: 100*16 (1600) [80*24 (1920)]
  • Lv 5 Minimum Damage: 108*16 (1728) [86*24 (2064)]
Maziodyne
Distortion Skill Duo
125*16 [100*23, 200] - 100 100 P2 All 1+1 {1(1)}*15,1
[{1(1)}*23,1]
Total: 83 [Total: 97] -35 [-33] 3 16 Launch 100 0 1-6 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Partner Skills, the amount of hitstop is listed. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Hitbox
Earth Breaker
222B+C
- - - - - All 1+11 - Total: 140 -95 5 20 - 10000 0/+13 1-44 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - Special, Super
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (2nd hit), 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B - - - Cyclone, Special, Super
2B 5A 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BB j.AA j.B j.C Jump, Special, Super
j.B and j.AA - j.BB j.C Jump, Special, Super
j.C - - - Special[-], Super[-]
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
  • Cancels for 4AAA are on the final hit
  • Can only cancel into 2A from other moves once per string, can cancel 2A into itself 3 times max

Sources[edit]

[Tari's Frame Data Spreadsheet]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Akihiko Sanada/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.
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System Explanations

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