BBTag/Akihiko Sanada/Frame Data: Difference between revisions

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  |version=Corkscrew B |subtitle=236B
  |version=Corkscrew B |subtitle=236B
  |damage=2000+200xC |p1=80 |p2=90  
  |damage=2000+200xC |p1=80 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=16 |active= |recovery= |frameAdv=-19
  |startup=16 |active= |recovery= |frameAdv=-19
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Boomerang Hook A |subtitle=Cyclone > A
  |version=Boomerang Hook A |subtitle=Cyclone > A
  |damage=1500+150*(C-1) |p1=100 |p2=80  
  |damage=1500+150*(C-1) |p1=100 |p2=80  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=13 |active= |recovery= |frameAdv=-7
  |startup=13 |active= |recovery= |frameAdv=-7
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Boomerang Hook B |subtitle=Cyclone > B
  |version=Boomerang Hook B |subtitle=Cyclone > B
  |damage=1700+150*(C-1) |p1=100 |p2=80  
  |damage=1700+150*(C-1) |p1=100 |p2=80  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=21 |active= |recovery= |frameAdv=-8
  |startup=21 |active= |recovery= |frameAdv=-8
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Sonic Punch A |subtitle=Boomerang > A
  |version=Sonic Punch A |subtitle=Boomerang > A
  |damage=1500+200*(C-1) |p1=100 |p2=80  
  |damage=1500+200*(C-1) |p1=100 |p2=80  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Sonic Punch B |subtitle=Boomerang > B
  |version=Sonic Punch B |subtitle=Boomerang > B
  |damage=1700+200*(C-1) |p1=100 |p2=80  
  |damage=1700+200*(C-1) |p1=100 |p2=80  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Assault Dive A |subtitle=214A
  |version=Assault Dive A |subtitle=214A
  |damage=(900+200*C)*2 |p1=80 |p2=90  
  |damage=(900+200*C)*2 |p1=80 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=36 |active= |recovery= |frameAdv=-5
  |startup=36 |active= |recovery= |frameAdv=-5
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Assault Dive B |subtitle=214B
  |version=Assault Dive B |subtitle=214B
  |damage=(900+200*C)*2 |p1=80 |p2=90  
  |damage=(900+200*C)*2 |p1=80 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=40 |active= |recovery= |frameAdv=-5
  |startup=40 |active= |recovery= |frameAdv=-5
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Air Assault Dive A |subtitle=j.214A
  |version=Air Assault Dive A |subtitle=j.214A
  |damage=1100*2 |p1=80 |p2=90  
  |damage=1100*2 |p1=80 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=9 |active= |recovery= |frameAdv=-5
  |startup=9 |active= |recovery= |frameAdv=-5
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=Air Assault Dive B |subtitle=j.214B
  |version=Air Assault Dive B |subtitle=j.214B
  |damage=1300*2 |p1=80 |p2=90  
  |damage=1300*2 |p1=80 |p2=90  
  |level= |attribute= |guard=  
  |level= |attribute= |guard=All
  |startup=25 |active= |recovery= |frameAdv=-5
  |startup=25 |active= |recovery= |frameAdv=-5
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=

Revision as of 02:28, 16 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:

Cyclone Gauge


Normal Moves

Version 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.
1000 All 6 - - +1 - - 1500 All 9 - - -4 - - 700*4 All 10 - - -5 - - 0, 500, 300*7, 1500 All 18 - - -7 - - 950*2 All 8 - - -6 - - 950*2 All 8 - - -4 - - 700*4 All 10 - - -5 - - 0, 500, 300*7, 1500 All 18 - - -7 - - 1000 All 6 - - -1 - - 500*5 All 10 - - -9 - - 1500 All 7 - - -13 - - 800+ High 22 - - -10 - - 1700+150*(C-1) Low 13 - - -6 - - 1000 High 7 - - - - - 900*2 High 9 - - - - - 2000 High 24 - - - - -

Universal Mechanics

Version 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.
- Throw 7+ - - - T - (1500+200*C)*2 Air Unblockable 10 - - -27 - - 1000 All - - - - H -

Skills

Version 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.
2000+200xC All 9 - - -19 - -
2000+200xC All 16 - - -19 - -
1500+150*(C-1) All 13 - - -7 - -
1700+150*(C-1) All 21 - - -8 - -
1500+200*(C-1) All - - - - - -
1700+200*(C-1) All - - - - - -
- - - - 12T - - -
(900+200*C)*2 All 36 - - -5 - -
(900+200*C)*2 All 40 - - -5 - -
1100*2 All 9 - - -5 - -
1300*2 All 25 - - -5 - -

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)
Version 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.
2200+200*C - 16 - - -19 - -
(900+200*C)*2 - 24 - - -5 - -
1300*2 - 9 - - -5 - -

Partner Skills

Version 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.
500*5 - - - - - - -
2000 - - - - - - -
1500 - - - - - - -

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)
Version 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.
3000, 1500x3/

3000, 1050x5/
3000, 1200x5/
3000, 1000x7/
3000, 1150x7/
3000, 600x15

- 6+6 - - -47 - -
2500*2, 3500/

2500*2, 1500*3/
2500*2, 1700*3/
2500*2, 600*10/
2500*2, 670*10/
2500*2, 500*6, 2200*2

- 6+6 - - -47 - -
(500+50*C)*16
[(400+40*C)*24]
- 4+17 - - -36 - - - All - - - - - -

Astral Heat

Version 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.
- - - - - - - -

Revolver Action Table

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

[Tari's Frame Data Spreadsheet]


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