BBTag/Akihiko Sanada/Frame Data: Difference between revisions

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|-
|-
! Health
! Health
|| {{#lst:BBTag/Akihiko Sanada/Data|health}}
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
|-
! Prejump
! Prejump
|| {{#lst:BBTag/Akihiko Sanada/Data|prejump}}
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
|-
! Backdash
! Backdash
|| {{#lst:BBTag/Akihiko Sanada/Data|backdash}}
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|-
|}
|}
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{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|4A Full}}
{{#lst:{{BASEPAGENAME}}/Data|4A Full}}
|-
|-
{{AttackVersion|name=4AA|subtitle=}}
{{AttackVersion|name=4AA|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|4AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|4AA Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|5AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=4AAA|rowspan=2}}
{{AttackVersion|name=5AAA|subtitle=4AAA|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|5AAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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}}
}}
{{AttackVersion|name=5AAAA|subtitle=4AAAA}}
{{AttackVersion|name=5AAAA|subtitle=4AAAA}}
{{#lst:BBTag/Akihiko Sanada/Data|5AAAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Full}}
|-
|-
{{AttackVersion|name=2A |subtitle=}}
{{AttackVersion|name=2A |subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
{{AttackVersion|name=2C |subtitle=|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=j.A|subtitle=and j.BB}}
{{AttackVersion|name=j.A|subtitle=and j.BB}}
{{#lst:BBTag/Akihiko Sanada/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=and j.AA}}
{{AttackVersion|name=j.B|subtitle=and j.AA}}
{{#lst:BBTag/Akihiko Sanada/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBTag/Akihiko Sanada/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|}
|}


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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|BC Cyclone Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Cyclone Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|AD Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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|-
{{AttackVersion|name=Corkscrew A|subtitle=236A|rowspan=2}}
{{AttackVersion|name=Corkscrew A|subtitle=236A|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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{{AttackVersion|name=Corkscrew B|subtitle=236B|rowspan=2}}
{{AttackVersion|name=Corkscrew B|subtitle=236B|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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|-
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A|rowspan=2}}
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Cyclone A Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Cyclone B Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Boomerang A Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Boomerang B Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Ducking|subtitle=66}}
{{AttackVersion|name=Ducking|subtitle=66}}
{{#lst:BBTag/Akihiko Sanada/Data|66 Full}}
{{#lst:{{BASEPAGENAME}}/Data|66 Full}}
|-
|-
{{AttackVersion|name=Assault Dive A|subtitle=214A|rowspan=2}}
{{AttackVersion|name=Assault Dive A|subtitle=214A|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|j.214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Full}}
|-
|-
{{AttackVersion|name=Air Assault Dive B|subtitle=j.214B}}
{{AttackVersion|name=Air Assault Dive B|subtitle=j.214B}}
{{#lst:BBTag/Akihiko Sanada/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
|-
|-
|}
|}
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|-
{{AttackVersion|name=Corkscrew EX|subtitle=236C|rowspan=2}}
{{AttackVersion|name=Corkscrew EX|subtitle=236C|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:BBTag/Akihiko Sanada/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5P|subtitle=5B|rowspan=2}}
{{AttackVersion|name=5P|subtitle=5B|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
{{AttackVersion|name=6P|subtitle=Corkscrew}}
{{AttackVersion|name=6P|subtitle=Corkscrew}}
{{#lst:BBTag/Akihiko Sanada/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
|-
|-
{{AttackVersion|name=4P|subtitle=Sonic Punch}}
{{AttackVersion|name=4P|subtitle=Sonic Punch}}
{{#lst:BBTag/Akihiko Sanada/Data|4P Full}}
{{#lst:{{BASEPAGENAME}}/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}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 0 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Level 0 Full}}
|-
|-
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 1 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Level 1 Full}}
|-
|-
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 2 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Level 2 Full}}
|-
|-
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Level 3 Full}}
|-
|-
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 4 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Level 4 Full}}
|-
|-
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5 Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Level 5 Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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|-
{{AttackVersion|name=Maziodyne|subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Maziodyne|subtitle=214B+C|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|214BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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|-
{{AttackVersion|name=Maziodyne|subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Maziodyne|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo Full}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|21|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
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|-
{{AttackVersion|name=Earth Breaker|subtitle=222B+C}}
{{AttackVersion|name=Earth Breaker|subtitle=222B+C}}
{{#lst:BBTag/Akihiko Sanada/Data|222BC Full}}
{{#lst:{{BASEPAGENAME}}/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==
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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 [[{{PAGENAME}}/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}}

Revision as of 08:15, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data

Health
Prejump
Backdash
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

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
  • 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
  • Damage increases with Cyclone level
Boomerang Hook B
Cyclone > B
  • Damage increases with Cyclone level
  • On Guard Point, hitstop for Akihiko is reduced by 1F. Opponent hitstop is unchanged
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: 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
  • 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
  • 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.
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/Frame Data/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.