BBTag/Kanji Tatsumi/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
System Data[edit]
Health |
18,000 |
---|---|
Prejump |
4F |
Backdash |
24F (1-7F Inv All) |
Normal Moves[edit]
Version | Damage | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - self cancellable S - special/distortion cancellable J - jump cancellable P - partner cancellable DD - distortion cancellable only (X) - X cancellable on hit only |
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. | P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. | AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. | GuardHow this attack can be guarded | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | 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. | LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. | BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. | HitstunWhen hitting a grounded opponent, how much hitstun they experience. | UntechWhen hitting an airborne opponent, how long they can't air tech. | Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience | Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. | BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop. |
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. |
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences. |
Inv.Attribute and Hitbox Invincibility information. | HitboxHitbox link for this move |
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4A | 1000 | CSTJP | 100 | 75 | B | All | 6 | 3 | 17 | -6 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | - | - |
4AA | 1500 | CSTJP | 100 | 80 | B | All | 10 | 3 | 17 | -3 | 3 | 16 | 17 | 19 | 22 | 33 | 14 | +0 | +2 | - | - |
4AAA | 1500, 0, 1500 | SP | 100 | 85 | B | All | 15 | 3 | 25 | -9 | 4 | 18 | 19, Launch*2 | 19, 30, 30 + GBounce | - | - | 12 | 12, 20 | +5 | - | - |
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4AAAA | 2400 | P | 100 | 90 | B | All | 16 | 12 | 25 | -6 | 5 | 20 | Launch | 35 | Launch | 51 | - | +0 | +8 | - | - |
5A | 1500 | CSTP | 100 | 80 | P1 | All | 11 | 5 | 13 | -1 | 3 | 16 | 17 | 17 | 22 | 31 | 5 | +0 | +2 | - | - |
5AA | 1500 | CSTJP | 100 | 80 | B | All | 10 | 5 | 12 | 0 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | - | - |
5AAA | 2000 | CSP | 100 | 90 | B | All | 17 | 6 | 26 | -11 | 5 | 20 | 19 | 21 + Down 23 | 25 | 37 + Down 23 | 13 | +0 | +8 | - | - |
5AAAA | 2400 | P | 100 | 90 | B | All | 16 | 12 | 25 | -6 | 5 | 20 | Launch | 35 | Launch | 51 | - | +0 | +8 | - | - |
2A | 1500 | CSTP | 90 | 80 | F | Low | 8 | 3 | 12 | 0 | 3 | 14 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | - | - |
5B | 2000 [3000] | CSP | 80 [90] | 90 | B | All | 20~52 | 3 | 30 | -12 | 5 | 20 | 21 [38] | 25 + GBounce [44 + GBounce] | 27 [44] | 41 + GBounce [60 + GBounce] | 13 | +0 [+8] | +8 | - | - |
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5BB | 2000 [3000] | CSP | 80 [90] | 90 | B | All | 20~41 | 2 | 20 | -1 | 5 | 20 | 21 [27] | 21 [37] | 27 [33] | 37 [53] | 13 | +0 [+8] | +8 | - | - |
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2B | 1700 | CSP | 90 | 85 | B | All | 18 | 3 | 31 | -15 | 4 | 18 | Launch | 26 | Launch | 41 | 12 | +0 | +5 | 9~20 H | - |
5C | 800+ | - | 100 | 100 | B | High | 22 | 3 | 24 | -10 | 3 | 16 | - | 17 + Down 23 | - | 31 + Down 23 | 11 | +0 | +2 | - | - |
2C | 1700 | (S)*P | 90 | 85 | F | Low | 13 | 10 | - | - | 4 | 18 | Launch | 30 + Down 25 | Launch | 45 + Down 25 | 12 | +0 | +5 | - | - |
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j.A | 1500 | SJP | 80 | 80 | H | High | 10 | 3 | 11 | - | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | - | - |
j.AA | 1700 | SJP | 80 | 85 | H | High | 13 | 4 | 9 | - | 4 | 18 | 19 | 22 | 24 | 37 | 12 | +0 | +5 | - | - |
j.B | 1700 | SJP | 80 | 85 | H | High | 16 | 3 | 19 | - | 4 | 18 | 19 | 22 | 24 | 37 | 12 | +0 | +5 | - | - |
j.C | 2000 | P | 80 | 90 | H | All | 22+ | 5 | Until landing+9L | - | 5 | 20 | Stagger 30 | 41 + Down 23 | Crumple 60 | 57 + Down 23 | 13 | +0 | +12 | Release~Active B | - |
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Universal Mechanics[edit]
Skills[edit]
Version | Damage | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - self cancellable S - special/distortion cancellable J - jump cancellable P - partner cancellable DD - distortion cancellable only (X) - X cancellable on hit only |
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. | P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. | AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. | GuardHow this attack can be guarded | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | 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. | LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. | BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. | HitstunWhen hitting a grounded opponent, how much hitstun they experience. | UntechWhen hitting an airborne opponent, how long they can't air tech. | Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience | Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. | BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop. |
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. |
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences. |
Inv.Attribute and Hitbox Invincibility information. | HitboxHitbox link for this move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A Cruel Attack 236A |
1300*2 | P | 80 | 85 (Once) | H, B | All | 17 | until landing, 6 | 19 | -1 | 4 | 23 | 24 | 19 + Slide 1 + Down 23 | 29 | 34 + Slide 1 + Down 23 | 7 | +0 | +5 | - | - |
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B Cruel Attack 236B |
1500*2 | - | 80 | 85 (Once) | H, B | All | 30 | Until L,6 | 7 | +6 | 4 | 18 | 19, Launch | 19 + Slide 1 + Down 23, 25 + GBounce + Slide 1 + Down 23 | 24, Launch | 34 + Slide 1 + Down 23, 40 + GBounce + Slide 1 + Down 23 | 9 | +0 | +5 | - | - |
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A Air Cruel Attack j.236A |
1300*2 | - | 80 | 85 (Once) | H, B | All | 17 | Until L,6 | 17 | +2 | 4 | 24 | 19, Launch | 19 + Slide 1 + Down 23 | 24, Launch | 34 + Slide 1 + Down 23 | 7 | +0 | +5 | - | - |
B Air Cruel Attack j.236B |
1500*2 | - | 80 | 85 (Once) | H, B | All | 24 | Until L,6 | 13 | +6 | 4 | 24 | 19, Launch | 19 + Slide 1 + Down 29, 25 + GBounce + Slide 1 + Down 29 | 24, Launch | 34 + Slide 1 + Down 29, 40 + GBounce + Slide 1 + Down 29 | 7 | +0 | +5 | - | - |
This'll Hurt! 214A |
0, 500, 2000, 100*6 | (S)* | 100 | 50 (Once) | T | Throw | 7 | 4 | 31 | - | 0, 5, 4, 3*6 | - | Launch | 120 + WBounce + Down 133, 60 + Down 28*6 | - | - | - | 0*2, 12, 0/+3*6 | +0*3, +3*6 | 1-10 T | - |
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Gotcha! 214B |
0*2, 550*9 | (S)* | 80 | 100*2, 60 (Once)*9 | H | Air Unblockable | 22 | 11 | Total 54 | - | 0*2, 4*8, 5 | - | - | 60 + Down 33 | - | - | - | 0*10, 0/+13 | - | Persona Active-Active End H | - |
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Gotcha! 214[B] |
0, 550*9 | (S)* | 80 | 100, 60 (Once)*9 | H | Air Unblockable | 41~141 | 11 | Total 40 | - | 4*8, 5 | - | - | 5*7, 60 + Down 23, 60 + Down 33 | - | - | - | 0, 0/+15*7, 0/+20, 0/+13 | - | Persona 14~24 H | - |
A Bet Ya Can't Take This! j.214A |
0, 600*2, 1600 | (S)* | 100 | 100*3, 50 | T | Throw* | 18 | Until L | 20 | - | 4*3, 5 | - | Launch | 80 + Down 23 | - | - | - | 0*3, 13 | - | - | - |
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B Bet Ya Can't Take This! j.214B |
0, 600*4, 1600 | (S)* | 100 | 100*5, 50 | T | Throw* | 27 | Until landing | 20 | - | 4*5, 5 | - | Launch | 80 + Down 23 | - | - | - | 0*4, 13 | - | - | - |
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Additional Cruel Attack Knockdown > A/B/C |
1200 | (P)* | 80 | 80 | B | - | Until L | 6 | 13 | - | 3 | 16 | 10 | 32 + GBounce | 15 | 46 + GBounce | 7 | +0 | +2 | - | - |
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Extra Skills[edit]
- 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[edit]
- 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[edit]
- 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)
Astral Heat[edit]
Revolver Action Table[edit]
A | B | C | Cancel | |
---|---|---|---|---|
4A | 4AA, 5A, 2A | 5B, 2B | 5C, 2C | Throw, Jump, Special, Super |
4AA | 4AAA, 5A | 5B, 2B | 5C, 2C | Jump, Special, Super |
4AAA | 4AAAA | - | - | Special, Super |
4AAAA | - | - | - | - |
5A | 5AA | 5B, 2B | 5C, 2C | Throw, Special, Super |
5AA | 5AAA | 5B, 2B | 5C, 2C | Jump, Special, Super |
5AAA | 5AAAA | 5B, 2B | 5C, 2C | Special, Super |
5AAAA | - | - | - | - |
2A | 4A, 5A | 5B, 2B | 5C, 2C | Throw, Special, Super |
5B[1] | 5A | 5BB, 2B | 5C, 2C | Special, Super |
5BB | 5A | 2B | 5C, 2C | Special, Super |
2B | 5A | 5B | 5C, 2C | Special, Super |
5C | - | - | - | - |
2C | - | - | - | (Special)*, Super |
A | B | C | Cancel | |
---|---|---|---|---|
j.A | j.AA | j.B | j.C | Jump, Special, Super |
j.AA | - | j.B | j.C | Jump, Special, Super |
j.B | - | - | j.C | Jump, Special, Super |
j.C | - | - | - | - |
- 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 on hit are only on last hit. On block, cancels are on first hit.
- 2C can only be canceled into Additional Cruel Attack, and only on hit.
Sources[edit]
[edit]
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To edit frame data, edit values in BBTag/Kanji Tatsumi/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.
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Click [★] for character's full frame data
System Explanations
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
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