< BBTag | Akihiko Sanada
System Data
- Cyclone Gauge
Normal Moves
Universal Mechanics
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. | ||||||||||
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Corkscrew A 236A | |||||||||||||||||
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Corkscrew B 236B | |||||||||||||||||
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Boomerang Hook A Cyclone > A | |||||||||||||||||
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Boomerang Hook B Cyclone > B | |||||||||||||||||
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Sonic Punch A Boomerang > A | |||||||||||||||||
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Sonic Punch B Boomerang > B | |||||||||||||||||
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Ducking 66 | |||||||||||||||||
Assault Dive A 214A | |||||||||||||||||
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Assault Dive B 214B | |||||||||||||||||
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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)
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.
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. | ||||||||||
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Cyclone Uppercut 236B+C | |||||||||||||||||
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Maziodyne 214B+C | |||||||||||||||||
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Maziodyne Distortion Skill Duo | |||||||||||||||||
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Astral Heat
Revolver Action Table
A | B | C | Cancel | |
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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 |
A | B | C | Cancel | |
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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
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.- Azrael [★]
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Click [★] for character's full frame data
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