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{{#lst:BBTag/Kanji Tatsumi/Data|4A}} | {{#lst:BBTag/Kanji Tatsumi/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | * Throw cancelable. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|4AA}} | {{#lst:BBTag/Kanji Tatsumi/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | * Throw cancelable. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|4AAA}} | {{#lst:BBTag/Kanji Tatsumi/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Follow-up attack only comes out on hit against the opponent's point character. | * Follow-up attack only comes out on hit against the opponent's point character. | ||
* Follow-up attack ground bounces. | * Follow-up attack ground bounces. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|4AAAA}} | {{#lst:BBTag/Kanji Tatsumi/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches opponents away on hit. | * Launches opponents away on hit. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5A}} | {{#lst:BBTag/Kanji Tatsumi/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Throw cancelable. | * Throw cancelable. | ||
* Deletes projectiles on impact. | * Deletes projectiles on impact. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5AA}} | {{#lst:BBTag/Kanji Tatsumi/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Throw cancelable. | * Throw cancelable. | ||
* Jump cancelable. | * Jump cancelable. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5AAA}} | {{#lst:BBTag/Kanji Tatsumi/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Knocks airborne opponents down on hit. | * Knocks airborne opponents down on hit. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5AAAA}} | {{#lst:BBTag/Kanji Tatsumi/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches opponents away on hit. | * Launches opponents away on hit. | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5B}} | {{#lst:BBTag/Kanji Tatsumi/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Values in [] are for just frame. | * Values in [] are for just frame. | ||
* Ground bounces airborne opponents on hit. | * Ground bounces airborne opponents on hit. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5BB}} | {{#lst:BBTag/Kanji Tatsumi/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Values in [] are for just frame. | * Values in [] are for just frame. | ||
* Vacuums the opponent on hit or block. | * Vacuums the opponent on hit or block. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5C}} | {{#lst:BBTag/Kanji Tatsumi/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Knockdown on airborne hit. | * Knockdown on airborne hit. | ||
* On standing hit, leads into a timed follow-up. | * On standing hit, leads into a timed follow-up. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|2A}} | {{#lst:BBTag/Kanji Tatsumi/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Throw cancelable. | * Throw cancelable. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|2B}} | {{#lst:BBTag/Kanji Tatsumi/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 8-20f head invulnerable. | * 8-20f head invulnerable. | ||
* Launches opponents on hit. | * Launches opponents on hit. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|2C}} | {{#lst:BBTag/Kanji Tatsumi/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Long-reaching sweep that forces the opponent to worry about lows | ||
*Unsafe on block | *Unsafe on block | ||
*Cannot be special-canceled on block | *Cannot be special-canceled on block | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.A}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=*Decent speedy air-to-air if within range | ||
Strictly for air-to-air purposes, as its vertical hitbox is virtually non-existant. While its speed and reach is solid, due to Kanji's horrible dash speed and resulting poor jump momentum, it can be hard for him to even get close enough to utilize it. | Strictly for air-to-air purposes, as its vertical hitbox is virtually non-existant. While its speed and reach is solid, due to Kanji's horrible dash speed and resulting poor jump momentum, it can be hard for him to even get close enough to utilize it. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.AA}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.B}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Decent horizontal and good vertical reach | ||
*Fairly fast, easiest aerial to confirm off of | *Fairly fast, easiest aerial to confirm off of | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.C}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Combo starter only off counterhit or assist | ||
*Unable to perform any aerial actions afterward | *Unable to perform any aerial actions afterward | ||
*Body invuln from button release to Active frames | *Body invuln from button release to Active frames | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|BC}} | {{#lst:BBTag/Kanji Tatsumi/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* 100% minimum damage (2000) | ||
Unfortunately, this grab is very unique in that irregardless of distance from the opponent, the time it takes to grab is fixed. This means when Kanji throws versus reject guard, the opponent can still up back or tech the throw sometimes, unlike other characters who grab based on proximity. | Unfortunately, this grab is very unique in that irregardless of distance from the opponent, the time it takes to grab is fixed. This means when Kanji throws versus reject guard, the opponent can still up back or tech the throw sometimes, unlike other characters who grab based on proximity. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|AD}} | {{#lst:BBTag/Kanji Tatsumi/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Lacking "horizontal" reach | ||
*Kanji's whole body becomes a hitbox with high active frames | *Kanji's whole body becomes a hitbox with high active frames | ||
* If GP catches an attack before the Reversal Action hits anything, generates invisible counter-attack after 19 frames that is active for 30 frames, and Kanji becomes invulnerable for duration. | * If GP catches an attack before the Reversal Action hits anything, generates invisible counter-attack after 19 frames that is active for 30 frames, and Kanji becomes invulnerable for duration. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|236A}} | {{#lst:BBTag/Kanji Tatsumi/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|236B}} | {{#lst:BBTag/Kanji Tatsumi/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Can cancel the startup into j.214B | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.236A}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.236B}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|Knockdown X}} | {{#lst:BBTag/Kanji Tatsumi/Data|Knockdown X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Cannot call assist after j214X, and 214X versions. | ||
}} | }} | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|214A}} | {{#lst:BBTag/Kanji Tatsumi/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Minimum damage 100% (3100) | ||
*Fast, short-range command grab | *Fast, short-range command grab | ||
With Kanji's below-average runspeed and airdash, it can be difficult to get in range to utilize this command grab. Despite this, at 7 frames 214A is a very fast command grab, so if able to set up situations where Kanji ends up close to the opponent it is a good option to consider for mixup. | With Kanji's below-average runspeed and airdash, it can be difficult to get in range to utilize this command grab. Despite this, at 7 frames 214A is a very fast command grab, so if able to set up situations where Kanji ends up close to the opponent it is a good option to consider for mixup. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|214[B]}} | {{#lst:BBTag/Kanji Tatsumi/Data|214[B]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=*Fast, good hitbox antiair | ||
*Highly committal | *Highly committal | ||
*Invul on Persona 14~24 H | *Invul on Persona 14~24 H | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.214A}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=*Aerial command grab that can land on standing or airborne opponents | ||
*Cannot hit crouching opponents | *Cannot hit crouching opponents | ||
*Can be canceled into Additional Cruel Attack on hit | *Can be canceled into Additional Cruel Attack on hit | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.214B}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=*Aerial command grab that can land on standing or airborne opponents | ||
**Cannot hit crouching opponents | **Cannot hit crouching opponents | ||
*Can be canceled into Additional Cruel Attack on hit | *Can be canceled into Additional Cruel Attack on hit | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|236C}} | {{#lst:BBTag/Kanji Tatsumi/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Knocks down on hit | ||
Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block. | Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.236C}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Knocks down on hit | ||
Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block. | Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|214C}} | {{#lst:BBTag/Kanji Tatsumi/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Minimum damage 100% (3500) | ||
* Slightly slower, mid-short range command grab | * Slightly slower, mid-short range command grab | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|j.214C}} | {{#lst:BBTag/Kanji Tatsumi/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Aerial command grab that can land on standing or airborne opponents | ||
*Cannot hit crouching opponents | *Cannot hit crouching opponents | ||
*Can be canceled into Additional Cruel Attack on hit | *Can be canceled into Additional Cruel Attack on hit | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|5P}} | {{#lst:BBTag/Kanji Tatsumi/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Fairly fast with decent horizontal reach | ||
*Provides a fast wall bounce on hit | *Provides a fast wall bounce on hit | ||
*Slightly unsafe | *Slightly unsafe | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|6P}} | {{#lst:BBTag/Kanji Tatsumi/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Slow startup | ||
*Somewhat inconsistent 2 hit projectile | *Somewhat inconsistent 2 hit projectile | ||
*Ample hitstun if both hits connect | *Ample hitstun if both hits connect | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|4P}} | {{#lst:BBTag/Kanji Tatsumi/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Slow startup | ||
*Low horizontal, good vertical reach | *Low horizontal, good vertical reach | ||
*Fairly good lockdown if it can connect | *Fairly good lockdown if it can connect | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|236BC}} | {{#lst:BBTag/Kanji Tatsumi/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Values in [] for Enhanced version | ||
*Fullscreen projectile | *Fullscreen projectile | ||
*Somewhat inconsistent 2 hit projectile | *Somewhat inconsistent 2 hit projectile | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|214BC}} | {{#lst:BBTag/Kanji Tatsumi/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Values in [] for Enhanced version | ||
*Minimum damage 100% (5900) [6800] | *Minimum damage 100% (5900) [6800] | ||
* '''Frame 0''' grab distortion, meaning that you cannot move after your opponent presses the buttons to do this super. | * '''Frame 0''' grab distortion, meaning that you cannot move after your opponent presses the buttons to do this super. | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo}} | {{#lst:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Values in [] for Enhanced version | ||
* Minimum damage 100% (2500) [3000] | * Minimum damage 100% (2500) [3000] | ||
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{{#lst:BBTag/Kanji Tatsumi/Data|222BC}} | {{#lst:BBTag/Kanji Tatsumi/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Must have 9 bars to use | ||
* 100% Minimum Damage (30350) | * 100% Minimum Damage (30350) | ||
Revision as of 05:59, 16 April 2020
Kanji Tatsumi |
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Overview
"I still don't really get what bein' "strong" means, but I'm gonna start by not lying to myself. No more being scared of everyone, hiding my hobbies, staying away from people... Anytime, anyplace, I'm gonna bust right through as my own self!"
Backstory
Kanji is the only child of the Tatsumi family, owners of the textile shop in Inaba's Central Shopping District.
Kanji was usually known around town as a punkish delinquent, due to his brash demeanor, his choice of clothing, and his tendency to beat up local biker gangs. However, in truth, Kanji dislikes violence, attacked biker gangs to prevent them from disturbing his elderly mother, and wears the clothes he does in order to embody a more masculine identity. He is also very amicable when spoken to, and usually tries not to do anything bothersome, even going so far as to not join any clubs in fear of scaring the other members. Kanji's other actions, which caused misconceptions about him, were because he was very insecure about his interests and hobbies in arts, crafts, and cooking, as well as his previously shy and polite personality, which he viewed as stereotypically "feminine." This can be traced back to his deceased father, whose last dying words to him were "If you are a man, you have to become strong." The bullying he received from girls during middle school only further boosted his doubts about himself, and gave him intense feelings of loneliness and resentment.
After accepting his shadow, and becoming a part of the Investigation Team, Kanji now understands the true meaning behind his father's last words, and vows to never again hide his genuine feelings and passions from others, and, most importantly, from himself.
Playstyle
Kanji is a grappler with amazing mixups and oki. He is able to lock players down once he gets a knockdown. Once the opponent is knocked down he is able to inflict a vortex situation. That is the main goal when playing Kanji Tatsumi.
Strengths/Weaknesses
Strengths | Weaknesses | |
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Persona: Take-Mikazuchi
Charged Attacks
Kanji's persona can perform charged attacks that change in power and usage depending on when the charge is released. If the button used to start the attack is not held at all or released before the end of the start-up, Take-Mikazuchi will attack as soon as the start-up frames end. If it is released part-way through, the attack will launch immediately. If it is released on the last possible frame, the attack will gain increased damage, improved scaling, more hitstun, and additional frames of hitstop on hit (this is indicated by the opponent flashing yellow with electricity). If the charge is held past the last frame, Take-Mikazuchi will disappear and Kanji is free to perform any action.
Charge Attacks:
- 5B
- 5BB
- j.C
Note: j.C doesn't have the "Just Frame" property that 5B and 5BB have and Take-Mikazuchi disappears once Kanji reaches the ground, regardless of how long the move has been charged.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C | Template:AttackDataHeader-BBTag |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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What A Pain!
What A Pain! 5A+D |
Template:AttackDataHeader-BBTag |
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Skills
Cruel Attack
Cruel Attack 236A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Added Cruel Attack
Added Cruel Attack A/B/C after certain moves |
Template:AttackDataHeader-BBTag |
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This'll Hurt!
This'll Hurt! 214A |
Template:AttackDataHeader-BBTag |
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Gotcha!
Gotcha! 214B (Chargeable) |
Template:AttackDataHeader-BBTag |
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Bet Ya Can't Take This!
Bet Ya Can't Take This! j.214A/B |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX Cruel Attack
EX Cruel Attack 236C (air OK) |
Template:AttackDataHeader-BBTag |
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EX This'll Hurt!
EX This'll Hurt! 214C |
Template:AttackDataHeader-BBTag |
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EX Bet Ya Can't Take This!
EX Bet Ya Can't Take This! j.214C |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P 2C |
Template:AttackDataHeader-BBTag |
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6P
6P Ass Whoopin', Tatsumi-Style |
Template:AttackDataHeader-BBTag |
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4P
4P P4A 2D |
Template:AttackDataHeader-BBTag |
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Distortion Skills
Ass Whoopin', Tatsumi-Style
Ass Whoopin', Tatsumi-Style 236B+C |
Template:AttackDataHeader-BBTag |
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Burn To A Crisp!
Burn To A Crisp! 214B+C |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
Ass Whoopin', Tatsumi-Style P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
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Astral Heat
The Man Series: Brofist 222B+C |
Template:AttackDataHeader-BBTag |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •