
Glossary
System Data Glossary | |
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Health | The amount of damage that characters can take before losing a round. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
Frame Data Glossary | |||||||||||||
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Guard | How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated. | ||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
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Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||
P1 | Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2. | ||||||||||||
P2 | Proration value that is applied to the combo proration value when this attack is used. | ||||||||||||
Starter | Combo time modifier when this attack is used as the starting hit of a combo. | ||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. | ||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||
GroundCH | When Counter Hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||
AirCH | When Counter Hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||
Blockstop | When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop. | ||||||||||||
Hitstop | When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. | ||||||||||||
CHstop | When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences. |
Attack Level Values | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Akatsuki | 17,000 | 4F | 22F (1~7F Inv All) |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
4A | 1000 | All | 6 | 2 | 12 | 0 | B | 100 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
4AA | 1000 | All | 7 | 4 | 13 | -3 | B | 100 | 75 | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | |||
4AAA | 1500 | All | 7 | 4 | 12 | +1 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
5A | 1500 | All | 9 | 3 | 16 | -2 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
5AA | 1500 | All | 9 | 3 | 19 | -5 | B | 100 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
5AAA | 1700 | All | 10 | 4 | 21 | -6 | B | 100 | 85 | 4 | 18 | 19 | 19 | 24 | 34 | 12 | +0 | +5 | |||
5AAAA | 2000 | All | 5 | 6 | 28 | -13 | B | 100 | 90 | 5 | 20 | Launch | 60 | Launch | 76 | 13 | +0 | +8 | |||
2A | 1000 | All | 7 | 2 | 12 | -2 | F | 100 | 70 | 1 | 11 | 12 | 12 | 16 | 23 | 9 | +0 | +0 | |||
5B | 1700 | All | 10 | 5 | 24 | -10 | B | 7~9 H | 90 | 85 | 4 | 18 | Launch | 37 | Launch | 51 | 12 | +0 | +5 | ||
5BB | 1500 | All | 11 | 2 | 14+10L | -9 | H | 100 | 80 | 3 | 16 | Launch | 22 | Launch | 36 | 11 | +0 | +2 | |||
5BBB | 0×2, 3000 | All | 7 | 6 | ??+0L | H | 80 | 100×2, 85 | 4 | 18 | 100 + GBounce | 0 | +0 | ||||||||
2B | 1500 | Low | 9 | 6 | 18 | -7 | F | 90 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
5C | 800 | High | 22 | 3 | 24 | -10 | B | 100 | 80 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1700 | Low | 12 | 5 | 19 | -5 | F | 90 | 85 | 4 | 18 | Launch | 26 | Launch | 41 | 12 | +0 | +5 | |||
j.A | 1500 | High | 10 | 3 | 18 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||||
j.AA | 1500 | High | 8 | 2 | 19 | H | 80 | 80 | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||||
j.B | 1700 | High | 12 | 4 | 25 | H | 80 | 85 | 4 | 18 | 19 | 19 | 24 | 34 | 12 | +0 | +5 | ||||
j.C | 1000, 1500 | High | 20 | Until L,2 | 21 | -4 | H | 80 | 85 | 4 | 18 | Launch | 19 + Down 23 | Launch | 34 + Down 23 | 12 | +0 | +5 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
BC | Ground Throw | 0, 200×4, 1200 | Throw | 7~30 | 3 | 23 | T | 100 | 50 | 0, 4 | Launch 60 | 0, 0/+14×5, 5 | ||||||||||
AD | Reflector (Catch) | 45 | 1~25 Guard All | |||||||||||||||||||
AD Attack | Reflector (Attack) | 2500 | Air Unblockable | 6 | 4 | 20 | -5 | B | 1~19 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +0 | ||
j.AD | Air Reflector (Catch) | 45 | 1~25 Guard All | |||||||||||||||||||
j.AD Attack | Air Reflector (Attack) | 2500 | All | 6 | 4 | Until L | H | 1~19 All | 80 | 60 | 4 | 18 | Launch | 60 | Launch | 75 | 12 | +0 | +0 |
Skills
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236A | A Blitz Shot | 1500 | All | 10 | Until Hit | Total: 44 | -13 | P1 | 70 | 80 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+5 | +5 | +10 | |||
236B | B Blitz Shot | 1500 | All | 10 | Until Hit | Total: 46 | -15 | P1 | 70 | 80 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+5 | +5 | +10 | |||
j.236A | Air A Blitz Shot | 1500 | All | 10 | Until Hit | Total: Until L+7L | P1 | 70 | 80 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+5 | +5 | +10 | ||||
j.236B | Air B Blitz Shot | 1500 | All | 10 | Until Hit | Total: Until L+7L | P1 | 70 | 80 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+5 | +5 | +10 | ||||
214A | A Armor Pierce Kick | 1850 | All | 11 | 4 | 6+9L | -2~+1 | H | 80 | 80 | 3 | 16 | 20 | 25 | 25 | 39 | 11 | +0 | +2 | |||
214B | B Armor Piercing Kick | 1000×2, 1500 | All×2, High | 11 | 4(6)5(6)4 | 4+22L | -4 | H | 80 | 80 | 3×2, 5 | 16×2, 25 | 20, Launch×2 | 45×2, 80 + GBounce | 25, Launch×2 | 59×2, 96 + GBounce | 11×2, 13 | +0 | +2×2, +8 | |||
j.214A | Air A Armor Piercing Kick | 1850 | All | 11 | 4 | Until L + 7L | H | 80 | 80 | 3 | 16 | 20 | 25 | 25 | 39 | 11 | +0 | +2 | ||||
j.214B | Air B Armor Piercing Kick | 1000×2, 1500 | All×2, High | 11 | 4(8)3 | Until L + 20L | H | 80 | 80 | 3×2, 5 | 16 | 20, Launch | 45 | 25, Launch | 59 | 11 | +0 | +2 |
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)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236C | EX Blitz Shot | 1000×4 | All | 15 | P{(5)P}×3 | Total 54 | -3 | P1 | 80 | 80×4 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+5 | +5 | +10 | |||
j.236C | Air EX Blitz Shot | 1000×4 | All | 15 | P{(5)P}×3 | Total Until L+7L | P1 | 80 | 80×4 | 3 | 16 | Launch | 60 | Launch | 74 | 0/+5 | +5 | +10 | ||||
214C | EX Armor Piercing Kick | 700×6, 2000 | All | 7 | 1{(6)1}×5(10)3 | 11+10L | -7 | H×7 | 80 | 70 | 3 | 16 | 17×6, Launch | 40×6, 40 + WBounce | 22×6, Launch | 54×6, 54 + WBounce | 5×6, 12 | +0 | +2 | |||
j.214C | Air EX Armor Piercing Kick | 700×6, 2000 | All | 7 | 1{(6)1}×5(10)3 | Until L+10L | H | 80 | 70 | 3 | 16 | 17×6, Launch | 40×6, 40 + WBounce | 22×6, Launch | 54×6, 54 + WBounce | 5×6, 12 | +0 | +2 |
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.
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5P | B Armor Piercing Kick | 500×3, 2000 | All | (18)+13 | 1(6)1(6)1(10)3 | 11+15L | -12 | B | 70 | 80 | 3 | 16 | 17×3, Launch | 45×3, 60 + WBounce | 5×3, 12 | +0 | ||||||
6P | Blitz Shot | 1000 | All | (18)+10 | Until Hit | Total: (18)+46 | -15 | P1 | 70 | 80 | 3 | 16 | Launch | 60 | 0/+5 | +5 | ||||||
4P | Human Cannon | 1200, 800×2 | All | (18)+14 | 4,3,11 | 13+21L | -29 | B | 70 | 85 | 4 | 18 | Launch | 80 | Launch | 95 | 8 | +0 | +5 |
Distortion Skills
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge the frame before superflash
- Skill Gauge Cooldown 180F (starts frame after superflash starts)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236BC | Kamikaze | 1000, 262×23, 782, 1304, 4428 [1000, 262×25, 782, 1304, 6514] | All | 1+(68 Flash)+7 | 7 | 38 | -24 | B | 1~16 All | 80, 48×24 | 60 | 5 | 20 | 75×24, Launch×3 [75×8, Launch×21] | Stand×24, 120×2, 120 + WBounce [Stand×8, 120×20, 120 + WBounce] | 1 | 1, 1×23, 22×2, 20 | |||||
214BC | Thunderbolt | 3980 [4980] | All | 6+(87 Flash)+10 | 4 | 32 | -17 | B | 1~15 All | 60 | 80 | 4 | 18 | Launch | 100 + GBounce | Launch | 115 + GBounce | 5 | +15 | +15 | ||
Distortion Skill Duo | Kamikaze | 500, 250×2, 1000 [500, 300×2, 1400] | All | 1+(84 Flash)+1 | 7 | 38 | -24 | B | 1~8 All | 80 | 60 | 5 | 20 | 21, Launch×3 | Stand, 90×2, 90 + WBounce | 1 | 1, 22×2, 20 |
Astral Heat
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
222BC | Ouka-Kai | All | 1+(75 Flash)+11 | Until Hit | Total 77 | -45 | P2 | 1~40 All | 5 | 20 | 0 |
Revolver Action Table
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used only # times per string
Sources

To edit frame data, edit values in BBTag/Akatsuki/Data.
Systems Pages