BBTag/Akatsuki/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1000 - 100 75 B All 6 2 12 0 2 13 14 14 10 - -
4AA 1000 - 100 75 B All 7 4 13 -3 2 13 14 14 10 - -
4AAA 1500 - 100 80 B All 7 4 12 +1 3 16 17 17 11 - -
5A 1500 - 100 80 B All 9 3 16 -2 3 16 17 17 11 - -
5AA 1500 - 100 80 B All 9 3 19 -5 3 16 17 17 11 - -
5AAA 1700 - 100 85 B All 10 4 21 -6 4 18 19 19 12 - -
5AAAA 2000 - 100 90 B All 5 6 28 -13 5 20 Launch 60 13 - -
2A 1000 - 100 70 F All 7 2 12 -2 1 11 12 12 9 - -
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 11 - -
5BBB 0*2, 3000 - 80 100*2, 85 H All 7 6 ??+0L - 4 - Launch 19 0 - -
2B 1500 - 90 80 F Low 9 6 18 -7 3 16 17 17 11 - -
5C 1500 - 100 80 B High 22 3 24 -10 3 16 - - 11 - -
2C 1700 - 90 85 F Low 12 5 19 -5 4 18 Launch 26 12 - -
j.A 1500 - 80 80 H High 10 3 18 - 3 16 17 17 11 - -
j.AA 1500 - 80 80 H High 8 2 19 - 3 16 17 17 11 - -
j.B 1700 - 80 85 H High 12 4 25 - 4 18 Launch 19 12 - -
j.C 1000, 1500 - 80 85 (Once) H High 20 Until L,2 21 -4 4 18 Launch 19 + Down 24 12 - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 200*4, 1200 - 100 50 (once) T Throw 7~30 3 23 - 0, 4 - Launch 60 + WBounce 0 - -
  • 100% minimum damage: 0, 2000 (2000)
Reflector
Reversal Action
- - - - - - - - 45 - - - - - Strike: 15/+7. Proj: 0/X 1-25 Guard All -
  • On successful parry of a strike and close to opponent, immediately cancels into Reflector Attack
  • 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
Reflector Attack 2500 - 80 60 B Air Unblockable 6 4 20 -5 4 18 Launch 60 12 1-19 All -
Air Reflector
Air Reversal Action
- - - - - - - - 45 - - - - - Strike: 15/+7. Proj: 0/X 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 projectile or opponent is far away, Akatsuki becomes invincible for the rest of the move and can cancel into all specials/supers
  • 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 12 1-19 All -
Cross Burst Attack

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Blitz Shot
236A
1500 - 70 80 P1 All 10 Until Hit Total: 44 -13 3 16 Launch 60 0/+5 - -
B Blitz Shot
236B
1500 - 70 80 P1 All 10 Until Hit Total: 46 -15 3 16 Launch 60 0/+5 - -
Air A Blitz Shot
j.236A
1500 - 70 80 P1 All 10 Until Hit Total: Until L+7L - 3 16 Launch 60 0/+5 - -
Air B Blitz Shot
j.236B
1500 - 70 80 P1 All 10 Until Hit Total: Until L+7L - 3 16 Launch 60 0/+5 - -
A Armor Pierce Kick
214A
1850 - 80 80 H All 11 4 6+9L -2 3 16 20 25 11 - -
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 11*2, 13 - -
Air A Armor Pierce Kick
j.214A
1850 - 80 80 H All 11 4 Until L + 7L - 3 16 20 25 11 - -
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*2, 25 20, Launch*2 45*2, 80 + GBounce 11*2, 13 - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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 0/+5 - -
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 0/+5 - -
EX Armor Pierce Kick
214C
700*6, 2000 - 80 70 (Once) H*7 All 7 1(6)1(6)1(6)1(6)1(6)1(10)3 11+10L -7 3 16 17*6, Launch 40*6, 40 + WBounce 5*6, 12 - -
Air EX Armor Pierce Kick
j.214C
700*6, 2000 - 80 70 (Once) H All 7 1(6)1(6)1(6)1(6)1(6)1(10)3 Until L+10L - 3 16 17*6, Launch 40 5*6, 12 - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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 - -
6P
Blitz Shot
1000 - 70 80 P1 All (18)+10 Until Hit Total: (18)+46 -15 3 16 Launch 60 0/+5 - -
4P
Human Cannon
1200, 800*2 - 70 85 (Once) B All (18)+14 4,3,11 13+21L -29 4 18 Launch 80 8 - -

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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Kamikaze
236BC
1000, 262*23, 782, 1304, 4428
[1000, 262*25, 782, 1304, 6514]
- 100, 48*24 60 (Once) B All 1+7 7 38 -24 5 20 Launch 21 1 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+10 4 32 -17 4 18 Launch 100 + GBounce 5/+0/+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+1 7 38 -24 5 20 Launch 21 1 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ouka-Kai
222B+C
- - - - P1 All 1+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]


Ambox notice.png To edit frame data, edit values in BBTag/Akatsuki/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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