BBTag/Akatsuki/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (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
4A 1000 - 100 75 B All 6 2 12 0 2 13 14 14 18 26 10 +0 +1 - -
4AA 1000 - 100 75 B All 7 4 13 -3 2 13 14 14 18 26 10 +0 +1 - -
4AAA 1500 - 100 80 B All 7 4 12 +1 3 16 17 17 22 31 11 +0 +2 - -
5A 1500 - 100 80 B All 9 3 16 -2 3 16 17 17 22 31 11 +0 +2 - -
5AA 1500 - 100 80 B All 9 3 19 -5 3 16 17 17 22 31 11 +0 +2 - -
5AAA 1700 - 100 85 B All 10 4 21 -6 4 18 19 19 24 34 12 +0 +5 - -
5AAAA 2000 - 100 90 B All 5 6 28 -13 5 20 Launch 60 Launch 76 13 +0 +8 - -
2A 1000 - 100 70 F All 7 2 12 -2 1 11 12 12 16 23 9 +0 +0 - -
5B 1700 - 90 85 B All 10 5 24 -10 4 18 Launch 37 - - - 12 - 7-9 H -
5BB 1500 - 100 80 H All 11 2 14+10L -9 3 16 Launch 22 Launch 36 11 +0 +2 - -
5BBB 0*2, 3000 - 80 100*2, 85 H All 7 6 ??+0L - 4 18 - 100 + GBounce - - 0 +0 - - -
2B 1500 - 90 80 F Low 9 6 18 -7 3 16 17 17 22 31 11 +0 +2 - -
5C 1500 - 100 80 B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 - 90 85 F Low 12 5 19 -5 4 18 Launch 26 Launch 41 12 +0 +5 - -
j.A 1500 - 80 80 H High 10 3 18 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 1500 - 80 80 H High 8 2 19 - 3 16 17 17 22 31 11 +0 +2 - -
j.B 1700 - 80 85 H High 12 4 25 - 4 18 19 19 24 34 12 +0 +5 - -
j.C 1000, 1500 - 80 85 (Once) H High 20 Until L,2 21 -4 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5 - -

Universal Mechanics[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
Ground Throw 0, 200*4, 1200 - 100 50 (Once) T Throw 7~30 3 23 - 0, 4 - Launch 60 - - - 0, 0/+14*5, 5 - - -
  • 100% minimum damage: 0, 2000 (2000)
Reflector
Reversal Action
- - - - - - - - 45 - - - - - - - - - - 1-25 Guard All -
  • On successful parry of a strike and close to opponent, immediately cancels into Reflector Attack
  • On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
  • On successful parry of a projectile or opponent is far away, Akatsuki becomes invincible for the rest of the move and can cancel into all specials/supers
  • On successful parry of a projectile, hitstop for Akatsuki and opponent is unchanged.
Reflector Attack 2500 - 80 60 B Air Unblockable 6 4 20 -5 4 18 Launch 60 Launch 75 12 +0 +0 1-19 All -
Air Reflector
Air Reversal Action
- - - - - - - - 45 - - - - - - - - - - 1-25 Guard All -
  • On successful parry of a strike and close to opponent, immediately cancels into Air Reflector Attack
  • On successful parry of a strike, hitstop for Akatsuki is 14F. Opponent hitstop is 20F.
  • On successful parry of a projectile or opponent is far away, Akatsuki becomes invincible for the rest of the move and can cancel into all specials/supers
  • On successful parry of a projectile, hitstop for Akatsuki and opponent is unchanged.
  • Landing during this move does not cancel the attack. Instead it continues as if it were the ground version.
Air Reflector Attack 2500 - 80 60 - All 6 4 Until L - 4 18 Launch 60 Launch 75 12 +0 +0 1-19 All -

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 Blitz Shot
236A
1500 - 70 80 P1 All 10 Until Hit Total: 44 -13 3 16 Launch 60 Launch 74 0/+5 +5 +10 - -
B Blitz Shot
236B
1500 - 70 80 P1 All 10 Until Hit Total: 46 -15 3 16 Launch 60 Launch 74 0/+5 +5 +10 - -
Air A Blitz Shot
j.236A
1500 - 70 80 P1 All 10 Until Hit Total: Until L+7L - 3 16 Launch 60 Launch 74 0/+5 +5 +10 - -
Air B Blitz Shot
j.236B
1500 - 70 80 P1 All 10 Until Hit Total: Until L+7L - 3 16 Launch 60 Launch 74 0/+5 +5 +10 - -
A Armor Pierce Kick
214A
1850 - 80 80 H All 11 4 6+9L -2 3 16 20 25 25 39 11 +0 +2 - -
B Armor Pierce Kick
214B
1000*2, 1500 - 80 80 (Once) H All*2, High 11 4(6)5(6)4 4+22L -4 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 - -
Air A Armor Pierce Kick
j.214A
1850 - 80 80 H All 11 4 Until L + 7L - 3 16 20 25 25 39 11 +0 +2 - -
Air B Armor Pierce Kick
j.214B
1000*2, 1500 - 80 80 (Once) H All*2, High 11 4(8)3 Until L + 20L - 3*2, 5 16 20, Launch 45 25, Launch 59 11 +0 +2 - -

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)
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
EX Blitz Shot
236C
1000*4 - 80 80 P1 All 15 X{(5)X}*3 Total 54 -3 3 16 Launch 60 Launch 74 0/+5 +5 +10 - -
Air EX Blitz Shot
j.236C
1000*4 - 80 80 P1 All 15 X{(5)X}*3 Total Until L+7L - 3 16 Launch 60 Launch 74 0/+5 +5 +10 - -
EX Armor Pierce Kick
214C
700*6, 2000 - 80 70 (Once) H*7 All 7 1{(6)1}*5(10)3 11+10L -7 3 16 17*6, Launch 40*6, 40 + WBounce 22*6, Launch 54*6, 54 + WBounce 5*6, 12 +0 +2 - -
Air EX Armor Pierce Kick
j.214C
700*6, 2000 - 80 70 (Once) H All 7 1{(6)1}*5(10)3 Until L+10L - 3 16 17*6, Launch 40*6, 40 + WBounce 22*6, Launch 54*6, 54 + WBounce 5*6, 12 +0 +2 - -

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.
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
5P
B Armor Pierce Kick
500*3, 2000 - 70 80 (Once) B All (18)+13 1(6)1(6)1(10)3 11+15L -12 3 16 17*3, Launch 45*3, 60 + WBounce - - 5*3, 12 +0 - - -
6P
Blitz Shot
1000 - 70 80 P1 All (18)+10 Until Hit Total: (18)+46 -15 3 16 Launch 60 - - 0/+5 +5 - - -
4P
Human Cannon
1200, 800*2 - 70 85 (Once) B All (18)+14 4,3,11 13+21L -29 4 18 Launch 80 Launch 95 8 +0 +5 - -

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)
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
Kamikaze
236BC
1000, 262*23, 782, 1304, 4428
[1000, 262*25, 782, 1304, 6514]
- 80, 48*24 60 (Once) B All 1+(68 Flash)+7 7 38 -24 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 - 1-16 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 100, 20*23, 140, 260, 1151 (2111)
  • [Minimum Damage 100, 20*25, 78, 130, 1498 (2306)]
Thunderbolt
214B+C
3980 [4980] - 60 80 B All 6+(87 Flash)+10 4 32 -17 4 18 Launch 100 + GBounce Launch 115 + GBounce 5 +15 +15 1-15 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 796 [996]
Kamikaze
Distortion Skill Duo
500, 250*2, 1000 [500, 300*2, 1400] - 80 60 (Once) B All 1+(84 Flash)+1 7 38 -24 5 20 21, Launch*3 Stand, 90*2, 90 + WBounce - - 1 1, 22*2, 20 - 1-8 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[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
Ouka-Kai
222B+C
- - - - P2 All 1+(75 Flash)+11 Until Hit Total 77 -45 5 20 - - - - 0 - - 1-40 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAA 5A 5B, 2B 5C, 2C Jump, Special, Super
5A 5AA 5B, 2B 5C, 2C Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3] 2A[+], 5A 5B, 2B 5C, 2C Jump, Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - 5BBB[-] j.C Special
5BBB - - - Special, Super
2B 5A 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B - Jump, Special
j.AA - j.B - Jump, Special
j.B - - j.C Jump, Special[-]
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

Sources[edit]

Navigation[edit]


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