BBTag/Akihiko Sanada/Frame Data: Difference between revisions

From Dustloop Wiki
(28 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{CharNav-BBTag |Akihiko}}
{{#lsth: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/System Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{CharData-BBTag|Akihiko}}
{{#lsth:BBTag/Akihiko Sanada/Data|SystemData}}
;Cyclone Gauge
;Cyclone Gauge
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=4A|subtitle=}}
|version=4A
{{#lsth:BBTag/Akihiko Sanada/Data|4A Full}}
|damage=1000 |p1=100 |p2=75
|-
|level= |attribute= |guard=All
{{AttackVersion|name=4AA|subtitle=}}
|startup=6 |active= |recovery= |frameAdv=+1
{{#lsth:BBTag/Akihiko Sanada/Data|4AA Full}}
|blockstun= |groundHit= |airHit=
|-
|invul= |hitbox=
{{AttackVersion|name=5A|subtitle=}}
}}
{{#lsth:BBTag/Akihiko Sanada/Data|5A Full}}
{{FrameData-BBTag
|-
|version=4AA
{{AttackVersion|name=5AA|subtitle=}}
|damage=1500 |p1=100 |p2=80
{{#lsth:BBTag/Akihiko Sanada/Data|5AA Full}}
|level= |attribute= |guard=All
|-
|startup=9 |active= |recovery= |frameAdv=-4
{{AttackVersion|name=5AAA|subtitle=4AAA|rowspan=2}}
|blockstun= |groundHit= |airHit=
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA Full}}
|invul= |hitbox=
|-
}}
{{Description|17|text=
{{FrameData-BBTag
*Values in [] are on hit
|version=4AAA
}}
|damage=700*4 |p1=100 |p2=80 (once)
{{AttackVersion|name=5AAAA|subtitle=4AAAA}}
|level= |attribute= |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|5AAAA Full}}
|startup=10 |active= |recovery= |frameAdv=-5
|-
|blockstun= |groundHit= |airHit=
{{AttackVersion|name=2A |subtitle=}}
|invul= |hitbox=
{{#lsth:BBTag/Akihiko Sanada/Data|2A Full}}
}}
|-
{{FrameData-BBTag
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
|version=4AAAA
{{#lsth:BBTag/Akihiko Sanada/Data|5B Full}}
|damage=0, 500, 300*7, 1500 |p1=80 |p2=90 (once)
|-
|level= |attribute= |guard=All
{{Description|17|text=
|startup=18 |active= |recovery= |frameAdv=-7
*Values in [] are on whiff
|blockstun= |groundHit= |airHit=
}}
|invul= |hitbox=
|-
}}
{{AttackVersion|name=2B|subtitle=}}
{{FrameData-BBTag
{{#lsth:BBTag/Akihiko Sanada/Data|2B Full}}
|version=5A
|-
|damage=950*2 |p1=100 |p2=80 (once)
{{AttackVersion|name=5C|subtitle=}}
|level= |attribute= |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|5C Full}}
|startup=8 |active= |recovery= |frameAdv=-6
|-
|blockstun= |groundHit= |airHit=
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
|invul= |hitbox=
{{#lsth:BBTag/Akihiko Sanada/Data|2C Full}}
}}
|-
{{FrameData-BBTag
{{Description|18|text={{ColumnList |text=
|version=5AA
*Damage increases with Cyclone Level
|damage=950*2 |p1=100 |p2=80 (once)
*Values in [] are when Cyclone Level 1 or higher
|level= |attribute= |guard=All
|startup=8 |active= |recovery= |frameAdv=-4
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
}}
{{FrameData-BBTag
|version=5AAA
|damage=700*4 |p1=100 |p2=80 (once)
|level= |attribute= |guard=All
|startup=10 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
}}
{{FrameData-BBTag
|version=5AAAA
|damage=0, 500, 300*7, 1500 |p1=80 |p2=90 (once)
|level= |attribute= |guard=All
|startup=18 |active= |recovery= |frameAdv=-7
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
}}
{{FrameData-BBTag
|version=2A  
|damage=1000 |p1=100 |p2=70
|level= |attribute= |guard=All
|startup=6 |active= |recovery= |frameAdv=-1
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=5B
|damage=500*5 |p1=80 |p2=85
|level= |attribute= |guard=All
|startup=10 |active= |recovery= |frameAdv=-9
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=2B
|damage=1500 |p1=90 |p2=80
|level= |attribute= |guard=All
|startup=7 |active= |recovery= |frameAdv=-13
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
}}
{{FrameData-BBTag
|version=5C
|damage=800+ |p1= |p2=
|level= |attribute= |guard=High
|startup=22 |active= |recovery= |frameAdv=-10
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
 
{{FrameData-BBTag
|version=2C  
|damage=1700+150*(C-1) |p1=90 |p2=85
|level= |attribute= |guard=Low
|startup=13 |active= |recovery= |frameAdv=-6
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
}}
}}
  }}
  }}
 
|-
{{FrameData-BBTag
{{AttackVersion|name=j.A|subtitle=and j.BB}}
|version=j.A |subtitle=and j.BB
{{#lsth:BBTag/Akihiko Sanada/Data|j.A Full}}
|damage=1000 |p1=80 |p2=75
|-
|level= |attribute= |guard=High
{{AttackVersion|name=j.B|subtitle=and j.AA}}
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|j.B Full}}
|blockstun= |groundHit= |airHit=
|-
|invul= |hitbox=
{{AttackVersion|name=j.C|subtitle=}}
|description=
{{#lsth:BBTag/Akihiko Sanada/Data|j.C Full}}
}}
{{FrameData-BBTag
|version=j.B |subtitle=and j.AA
|damage=900*2 |p1=80 |p2=90
|level= |attribute= |guard=High
|startup=9 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
{{FrameData-BBTag
|version=j.C
|damage=2000 |p1=80 |p2=60
|level= |attribute= |guard=High
|startup=24 |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|}
|}


Line 159: Line 73:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Minimum Damage 100%
}}
}}
|-
{{AttackVersion|name=Ground Throw|subtitle=During Cyclone|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|BC Cyclone Full}}
|-
|-
{{FrameData-BBTag
{{Description|18|text={{ColumnList |text=
|version=Ground Throw
|damage= |p1=100 |p2=50
|level= |attribute=T |guard=Throw
|startup=7+ |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Minimum Damage 100%
*Minimum Damage 100%
*Values in [] are when performed during Ducking
}}
}}
  }}
  }}
{{FrameData-BBTag
|-
|version=Double Uppercut
{{AttackVersion|name=Double Uppercut|subtitle=Reversal Action|rowspan=2}}
|subtitle=Reversal Action
{{#lsth:BBTag/Akihiko Sanada/Data|AD Full}}
|damage=(1500+200*C)*2 |p1=80 |p2=60
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=10 |active= |recovery= |frameAdv=-27
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
{{FrameData-BBTag
|-
|version=Cross Burst Attack
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
|damage=1000 |p1= |p2=  
{{#lsth:BBTag/Akihiko Sanada/Data|DP Full}}
|level= |attribute=H |guard=All
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
}}
|}
|}


Line 199: Line 108:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Corkscrew A|subtitle=236A|rowspan=2}}
|version=Corkscrew A |subtitle=236A
{{#lsth:BBTag/Akihiko Sanada/Data|236A Full}}
|damage=2000+200xC |p1=80 |p2=90
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=9 |active= |recovery= |frameAdv=-19
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*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)
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Corkscrew B|subtitle=236B|rowspan=2}}
|version=Corkscrew B |subtitle=236B
{{#lsth:BBTag/Akihiko Sanada/Data|236B Full}}
|damage=2000+200xC |p1=80 |p2=90
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=16 |active= |recovery= |frameAdv=-19
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*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
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A|rowspan=2}}
|version=Boomerang Hook A |subtitle=Cyclone > A
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A Full}}
|damage=1500+150*(C-1) |p1=100 |p2=80
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=13 |active= |recovery= |frameAdv=-7
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B|rowspan=2}}
|version=Boomerang Hook B |subtitle=Cyclone > B
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B Full}}
|damage=1700+150*(C-1) |p1=100 |p2=80
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=21 |active= |recovery= |frameAdv=-8
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A|rowspan=2}}
|version=Sonic Punch A |subtitle=Boomerang > A
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A Full}}
|damage=1500+200*(C-1) |p1=100 |p2=80
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B|rowspan=2}}
|version=Sonic Punch B |subtitle=Boomerang > B
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B Full}}
|damage=1700+150*(C-1) |p1=100 |p2=80
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Ducking|subtitle=66}}
|version=Ducking |subtitle=66
{{#lsth:BBTag/Akihiko Sanada/Data|66 Full}}
|damage= |p1= |p2=
|-
|level= |attribute= |guard=
{{AttackVersion|name=Assault Dive A|subtitle=214A|rowspan=2}}
|startup= |active= |recovery=12T |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|214A Full}}
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|-
|-
{{FrameData-BBTag
{{Description|18|text={{ColumnList |text=
|version=Assault Dive A |subtitle=214A
|damage=1100*2 |p1=80 |p2=90
|level= |attribute= |guard=
|startup=36 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Assault Dive B|subtitle=214B|rowspan=2}}
|version=Assault Dive B |subtitle=214B
{{#lsth:BBTag/Akihiko Sanada/Data|214B Full}}
|damage=1300*2 |p1=80 |p2=90
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=40 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Air Assault Dive A|subtitle=j.214A}}
|version=Air Assault Dive A |subtitle=j.214A
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A Full}}
|damage=1100*2 |p1=80 |p2=90
|level= |attribute= |guard=
|startup=9 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Air Assault Dive B|subtitle=j.214B}}
|version=Air Assault Dive B |subtitle=j.214B
{{#lsth:BBTag/Akihiko Sanada/Data|j.214B Full}}
|damage=1300*2 |p1=80 |p2=90
|level= |attribute= |guard=
|startup=25 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|-
|-
|}
|}
Line 336: Line 194:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
{{AttackVersion|name=Corkscrew EX|subtitle=236C|rowspan=2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236C Full}}
|-
|-
{{FrameData-BBTag
{{Description|18|text={{ColumnList |text=
|version=Corkscrew EX |subtitle=236C
|damage=2200+200*C |p1=80 |p2=90
|level= |attribute= |guard=
|startup=16 |active= |recovery= |frameAdv=-19
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Assault Dive EX|subtitle=214C|rowspan=2}}
|version=Assault Dive EX |subtitle=214C
{{#lsth:BBTag/Akihiko Sanada/Data|214C Full}}
|damage=(900+200*C)*2 |p1=80 |p2=90
|-
|level= |attribute= |guard=
{{Description|18|text={{ColumnList |text=
|startup=24 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage increases with Cyclone level
*Damage increases with Cyclone level
}}
}}
  }}
  }}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Air Assault Dive EX|subtitle=j.214C}}
|version=Air Assault Dive EX |subtitle=j.214C
{{#lsth:BBTag/Akihiko Sanada/Data|j.214C Full}}
|damage=1300*2 |p1=80 |p2=90
|level= |attribute= |guard=
|startup=9 |active= |recovery= |frameAdv=-5
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|-
|-
|}
|}


==Partner Skills==
==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.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=5P|subtitle=5B|rowspan=2}}
|version=5P |subtitle=5B
{{#lsth:BBTag/Akihiko Sanada/Data|5P Full}}
|damage=500*5 |p1=70 |p2=85
|-
|level= |attribute= |guard=
{{Description|17|text=
|startup= |active= |recovery= |frameAdv=
*Values in [] are on whiff
|blockstun= |groundHit= |airHit=
}}
|invul= |hitbox=
|description=
}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=6P|subtitle=Corkscrew}}
|version=6P |subtitle=Corkscrew
{{#lsth:BBTag/Akihiko Sanada/Data|6P Full}}
|damage=2000 |p1=70 |p2=90
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=4P|subtitle=Sonic Punch}}
|version=4P |subtitle=Sonic Punch
{{#lsth:BBTag/Akihiko Sanada/Data|4P Full}}
|damage=1500 |p1=70 |p2=80
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|}
|}


Line 418: Line 244:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
{{AttackVersion|name=Cyclone Uppercut|subtitle=236B+C|rowspan=7}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0 Full}}
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1 Full}}
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2 Full}}
|-
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3 Full}}
|-
|-
{{FrameData-BBTag
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4 Full}}
|version=Cyclone Uppercut |subtitle=236B+C
|-
|damage=3000, 1500x3/<br/>
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5 Full}}
3000, 1050x5/<br/>
|-
3000, 1200x5/<br/>
{{Description|18|text={{ColumnList |text=
3000, 1000x7/<br/>
*Damage and P2 increases with Cyclone Level
3000, 1150x7/<br/>
*Values in [] are for Enhanced version
3000, 600x15 |p1=80 |p2=80, 95*3/<br/>80, 95*5/<br/>80, 95*5/<br/>80, 95*7/<br/>80, 96*7/<br/>80, 98*7
*Lv 0 Minimum Damage 32%, 20%*3: 2020
|level= |attribute= |guard=
*Lv 1 Minimum Damage 32%, 19%*5: 2115
|startup=6+6 |active= |recovery= |frameAdv=-47
*Lv 2 Minimum Damage 32%, 18%*5: 2200
|blockstun= |groundHit= |airHit=
*Lv 3 Minimum Damage 32%, 17%*7: 2310
|invul= |hitbox=
*Lv 4 Minimum Damage 32%, 16%*7: 2408
|description={{ColumnList |text=
*Lv 5 Minimum Damage 32%, 15%*15: 2470
*Damage and P2 increases with Cyclone Level. Values per level separated by "/"
*[Lv 0 Minimum Damage 30%*2, 18%: 2310]
*[Lv 1 Minimum Damage 30%*2, 17%*3: 2445]
*[Lv 2 Minimum Damage 30%*2, 17%*3: 2547]
*[Lv 3 Minimum Damage 30%*2, 20%*10: 2880]
*[Lv 4 Minimum Damage 30%*2, 20%*10: 3020]
*[Lv 5 Minimum Damage 30%*2, 20%*6, 23%*2: 3198]
}}
}}
}}
}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Maziodyne|subtitle=214B+C|rowspan=2}}
|version=Enhanced Cyclone Uppercut |subtitle=236B+C
{{#lsth:BBTag/Akihiko Sanada/Data|214BC Full}}
|damage=2500*2, 3500/<br/>
2500*2, 1500*3/<br/>
2500*2, 1700*3/<br/>
2500*2, 600*10/<br/>
2500*2, 670*10/<br/>
2500*2, 500*6, 2200*2 |p1=80 |p2=90/<br/>90/<br/>90/<br/>90*2, 97*10/<br/>90*2, 97*10/<br/>90*2, 97*6, 95*2
|level= |attribute= |guard=
|startup=6+6 |active= |recovery= |frameAdv=-47
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Damage and P2 increases with Cyclone Level. Values per level separated by "/"
}}
}}
|-
|-
{{FrameData-BBTag
{{Description|18|text={{ColumnList |text=
|version=Maziodyne |subtitle=214B+C
|damage=(500+50*C)*16<br/>[(400+40*C)*24] |p1=80 |p2=97 [98]
|level= |attribute= |guard=
|startup=4+17 |active= |recovery= |frameAdv=-36
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Lv 0 Minimum Damage 15% [14%]: 1152 [1368]
*Lv 1 Minimum Damage 15% [14%]: 1264 [1512]
*Lv 2 Minimum Damage 15% [14%]: 1376 [1632]
*Lv 3 Minimum Damage 15% [14%]: 1488 [1776]
*Lv 4 Minimum Damage 15% [14%]: 1600 [1920]
*Lv 5 Minimum Damage 15% [14%]: 1728 [2064]
}}
}}
 
}}
}}|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Maziodyne|subtitle=Distortion Skill Duo|rowspan=2}}
|version=Maziodyne |subtitle=Distortion Skill Duo
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo Full}}
|damage= |p1= |p2=  
|-
|level= |attribute= |guard=All
{{Description|18|text={{ColumnList |text=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2000 [2500])
*Minimum Damage 100%: 2000 [2500]
}}
}}
  }}
  }}
|-
|-
Line 487: Line 306:
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-BBTag
{{FrameDataHeader-BBTag}}
|version=yes}}
|-
|-
{{FrameData-BBTag
{{AttackVersion|name=Earth Breaker|subtitle=222B+C}}
|version=Earth Breaker |subtitle=222B+C
{{#lsth:BBTag/Akihiko Sanada/Data|222BC Full}}
|damage= |p1= |p2=
|level= |attribute= |guard=
|startup= |active= |recovery= |frameAdv=
|blockstun= |groundHit= |airHit=
|invul= |hitbox=
|description=
}}
|}
|}
==Revolver Action Table==
==Revolver Action Table==
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Ground Revolver Action Table
|+ Ground Revolver Action Table
|-
|-
Line 546: Line 358:
|}
|}


{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Air Revolver Action Table
|+ Air Revolver Action Table
|-
|-
Line 570: Line 382:
==Sources==
==Sources==
[[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==
{{CharLinks-BBTag|Akihiko}}
{{#lsth: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.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Characters]]
[[Category:BlazBlue Characters]]
[[Category:Akihiko Sanada]]
[[Category:Akihiko Sanada]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 21:28, 15 October 2019

System Data

Cyclone Gauge


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
5A
5AA
5AAA
4AAA
  • Values in [] are on hit
5AAAA
4AAAA
2A
5B
  • Values in [] are on whiff
2B
5C
2C
  • Damage increases with Cyclone Level
  • Values in [] are when Cyclone Level 1 or higher
j.A
and j.BB
j.B
and j.AA
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
  • Minimum Damage 100%
Ground Throw
During Cyclone
  • Minimum Damage 100%
  • Values in [] are when performed during Ducking
Double Uppercut
Reversal Action
  • Damage increases with Cyclone level
Cross Burst 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.
Corkscrew A
236A
  • 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
  • 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
Boomerang Hook A
Cyclone > A
  • Damage increases with Cyclone level
Boomerang Hook B
Cyclone > B
  • Damage increases with Cyclone level
Sonic Punch A
Boomerang > A
  • Damage increases with Cyclone level
Sonic Punch B
Boomerang > B
  • Damage increases with Cyclone level
Ducking
66
Assault Dive A
214A
  • Damage increases with Cyclone level
Assault Dive B
214B
  • Damage increases with Cyclone level
Air Assault Dive A
j.214A
Air Assault Dive B
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.
Corkscrew EX
236C
  • Damage increases with Cyclone level
Assault Dive EX
214C
  • Damage increases with Cyclone level
Air Assault Dive EX
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
5B
  • Values in [] are on whiff
6P
Corkscrew
4P
Sonic Punch

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.
Cyclone Uppercut
236B+C
  • Damage and P2 increases with Cyclone Level
  • Values in [] are for Enhanced version
  • Lv 0 Minimum Damage 32%, 20%*3: 2020
  • Lv 1 Minimum Damage 32%, 19%*5: 2115
  • Lv 2 Minimum Damage 32%, 18%*5: 2200
  • Lv 3 Minimum Damage 32%, 17%*7: 2310
  • Lv 4 Minimum Damage 32%, 16%*7: 2408
  • Lv 5 Minimum Damage 32%, 15%*15: 2470
  • [Lv 0 Minimum Damage 30%*2, 18%: 2310]
  • [Lv 1 Minimum Damage 30%*2, 17%*3: 2445]
  • [Lv 2 Minimum Damage 30%*2, 17%*3: 2547]
  • [Lv 3 Minimum Damage 30%*2, 20%*10: 2880]
  • [Lv 4 Minimum Damage 30%*2, 20%*10: 3020]
  • [Lv 5 Minimum Damage 30%*2, 20%*6, 23%*2: 3198]
Maziodyne
214B+C
  • Values in [] are for Enhanced version
  • Lv 0 Minimum Damage 15% [14%]: 1152 [1368]
  • Lv 1 Minimum Damage 15% [14%]: 1264 [1512]
  • Lv 2 Minimum Damage 15% [14%]: 1376 [1632]
  • Lv 3 Minimum Damage 15% [14%]: 1488 [1776]
  • Lv 4 Minimum Damage 15% [14%]: 1600 [1920]
  • Lv 5 Minimum Damage 15% [14%]: 1728 [2064]
Maziodyne
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100%: 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.
Earth Breaker
222B+C

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]

Navigation

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.