BBTag/Akihiko Sanada/Frame Data

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System Data[edit]

Health:18,000
Prejump:4F
Backdash:23F (1~7F Inv All)
Unique Movements:Ducking
Cyclone Gauge


Normal Moves[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
4A 1000 All 5 2 11 +1 B - 100 75 - 2 13 14 14 18 26 8 +0 +1 -
4AA 1500 All 9 2 19 -4 B - 100 80 - 3 16 17 17 22 31 9 +0 +2 -
5A 950*2 All 7 3(3)3 20 -6 B - 100 85 (Once) - 3 16 17 17 22 31 5, 13 +0 +2 -
5AA 950*2 All 8 5(3)2 19 -4 B - 100 80 (Once) - 3 16 17 17 22 31 11, 9 +0 +2 -
5AAA
4AAA
700*4 All 10 2(10)2(10)2(10)2 20 -5 B - 100 80 (Once) - 3 16 17 17 22 31 5 +0 +2 -
  • Values in [] are on hit
5AAAA
4AAAA
500, 0, 300*7, 1500 All 18 4 20 -7 B - 90 80 (Once) - 3, 5*8 16 Launch 60 + GBounce - - 11 11, 20, 0*8 +2, +0*9 -
2A 1000 All 6 2 11 -1 F - 100 70 - 1 11 12 12 16 23 7 +0 +0 -
5B 500*5 All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B - 80 85 (once) - 4 18 23 27 28 42 1*4, 7 +0 +5 -
  • Values in [] are on whiff
2B 1500 All 7 5 25 -13 B 5~11 H 90 80 - 3 16 17 21 22 35 15 +0 +2 -
5C 800+ High 22 5 22 -10 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700+150*(C-1) Low 13 [9] 5 20 [29] -6 [-15] F - 90 85 - 4 18 Launch [+ Down 23] 40 Launch [+ Down 23] 55 12 +0 +5 -
  • Damage increases with Cyclone Level
  • Values in [] are when Cyclone Level 1 or higher
j.A
and j.BB
1500 High 7 2 11 - H - 100 80 - 3 16 17 24 22 38 8 +0 +2 -
j.B
and j.AA
900*2 High 9 3(3)3 15 - H - 100 90 (Once) - 3 16 17 24 22 38 9 +0 +2 -
j.C 2000 High 21 4 35+4L - H - 80 90 - 5 20 21 50 + Down 23 66 + Down 23 - 13 +0 +8 -

Universal Mechanics[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Ground Throw 0, 500*4 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 3*4 - Launch 30, 35*3, 35 + GBounce - - - 0, 11, 4/+5, 8*2 +0 -
  • Minimum Damage 100%
Ground Throw
During Cyclone
0, 500*4 Throw 20 [3] 3 23 - T 4~13 P [None] 100 50 (Once) - 0, 3*4 - Launch 30, 35*3, 35 + GBounce - - - 0, 11, 4/+5, 8*2 +0 -
  • Minimum Damage 100%
  • Values in [] are when performed during Ducking
Double Uppercut
Reversal Action
(1500+200*C)*2 Air Unblockable 10 3(4)3 43 -27 B 1~19 All 80 60 (Once) - 4 18 Launch 60 Launch 75 12 +0 +0 -
  • Damage increases with Cyclone level

Skills[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Corkscrew A
236A
2000+200xC All 9 8 31 -13 B - 80 90 - 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 -4 +5 -
  • Damage increases with Cyclone level
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
Corkscrew B
236B
2000+200xC All 16~48 8 31 -13 B 5~(11~43) BP 80 90 - 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 +0 +8 -
  • Damage increases with Cyclone level
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
  • Hold button to not attack at all. Total duration for this is 50F, Inv: 4~44 BP
  • If button is held and invincibility is triggered during 15~44F, Akihiko enters thumbs up stance (24F, inv 1~End All) and gains Skill depending on Cyclone Level. Lv0: 0.5 Gauge, Lv1-2: 1 Gauge, 3-4: Lv1.5 Gauge, Lv5: 2 Gauge
Boomerang Hook A
Cyclone > A
1350+(150*C) All 13 4 18 -6 B - 100 80/80/85/85/90 - 3 15 17 19 24 33 11 +0 +2 -
  • Damage increases with Cyclone level
Boomerang Hook B
Cyclone > B
1550+(150*C) All 21 3 18 -5 B 4~20 Guard B 90 80/80/85/85/90 - 3 15 19 19 24 33 11 +0 +2 -
  • Damage increases with Cyclone level
  • On Guard Point, hitstop for Akihiko is reduced by 1F. Opponent hitstop is unchanged
Sonic Punch A
Boomerang > A
1300+(200*C) All 13 4 18 -6 B - 90 80/80/85/85/90 - 3 15 19 19/19/19/19/24 24 33/33/33/33/38 11 +0 +2 -
  • Damage increases with Cyclone level
Sonic Punch B
Boomerang > B
1500+(200*C) All 21 4 18 -6 B 4~20 B 90 80/80/85/85/90 - 3 15 21 21 26 35 11 +0 +2 -
  • Damage increases with Cyclone level
Ducking
66
- - - - 25 - - 5~17 P - - - - - - - - - - - - -
Assault Dive A
214A
(900+200*C)*2 High, All 26 Until L(4)2 22 -5 H, B - 80 80 - 4 18 19 40 + Down 23, 40 24 55 + Down 23, 55 12 +0 +5 -
  • Damage increases with Cyclone level
Assault Dive B
214B
(900+200*C)*2 High, All 40 Until L(4)2 22 -5 H, B - 80 95 - 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0 -
  • Damage increases with Cyclone level
Air Assault Dive A
j.214A
1100*2 High, All 10 Until L(4)2 22 -5 H, B - 80 90 - 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0 -
Air Assault Dive B
j.214B
1300*2 High, All 25 Until L(4)2 22 -5 H, B - 80 90 - 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0 -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Corkscrew EX
236C
2200+200*C All 16 8 31 -18 B 4~11 P 80 90 - 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 -4 +5 -
  • Damage increases with Cyclone level
Assault Dive EX
214C
(900+200*C)*2 High, All 24 Until L(4)2 22 -5 H, B - 80 80 - 4*2 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0 -
  • Damage increases with Cyclone level
Air Assault Dive EX
j.214C
1300*2 High, All 10 Until L(4)2 22 -5 H, B - 80 80 - 4*2 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0 -

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.
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
5P
5B
500*5 All (18)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B - 80 85 (once) - 4 18 19*4, Launch 50*5 - - 1*4, 7 +0 +5 -
  • Values in [] are on whiff
6P
Corkscrew
2000 All (18)+24 8 41 -28 B - 70 90 - 5 20 Launch 50 + WBounce 50 Launch 66 + WBounce 50 9 +0 +8 -
4P
Sonic Punch
1500 All (18)+10 4 28 -15 B - 70 80 - 3 16 Launch 60 Launch 74 11 +0 +2 -

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)
Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Cyclone Uppercut
236B+C
3500, 1500*3
[2800*2, 3500]
All 6+(33 Flash)+6
[3+(33 Flash)+4]
3(6)4,2,6
[3(6)2(??+15)2]
Until L+24 -47 [-36] B 1~22 All
[1-15 All]
80 80, 95*3 [90*2, 75] - 5 20 Launch 80 Launch 96 25, 4*3 [20, 10*2] +0 +8 -
3500, 1050*5
[2800*2, 1500*3]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2*3,3*2
[3(6)2(??+15)6,4,8]
Until L+24L -50 [-43] B 1~17 All
[1-15 All]
80 80, 95*5
[90]
- 5 20 Launch 80 Launch 96 25, 3, 2*4 [20, 10*2, 8*3] +0 +8 -
3500, 1200*5
[2800*2, 1700*3]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2*3,3*2
[3(6)2(??+10)6,4,8]
Until L+24L -50 [-43] B 1~17 All
[1-15 All]
80 80, 95*5
[90]
- 5 20 Launch 80 Launch 96 25, 3, 2*4 [20, 10*2, 8*3] +0 +8 -
3500, 1000*7
[2500*2, 600*10]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2*3,1*3,3
[3(6)2(??+10)6,1*7,3]
Until L+24L -57 [-48] B 1~17 All
[1-15 All]
80 80, 95*7
[90*2, 97*10]
- 5 20 Launch 80 Launch 96 25, 2*7
[20, 10*3, 2*8]
+0 +8 -
3500, 1150*7
[2500*2, 670*10]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2*3,1*3,3
[3(6)2(??+10)6,1*7,3]
Until L+24L -57 [-48] B 1~17 All
[1-15 All]
80 80, 95*7
[90*2, 97*10]
- 5 - Launch 80 Launch 96 25, 2*7
[20, 10*3, 2*8]
+0 +8 -
3500, 600*15
[2500*2, 500*6, 2200*2]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2*7,1*8
[3(6)2(??+10)6,2*3,3*2(??+24)9,12]
Until L+24L -99 [-105] B 1~17 All
[1-15 All]
80 80, 98*15
[90*2, 97*6, 95*2]
- - 20 Launch 80*15, 100 + Down 48
[80*8, 200, 200 + Down 48]
Launch 96*15, 116 + Down 48
[96*8, 216, 216 + Down 48]
25, 12, 6, 3*3, 1*10
[20, 10*2, 2*5, 25*2]
+0 +8 -
  • Damage and P2 increases with Cyclone Level
  • Values in [] are for Enhanced version
  • Lv 0 Minimum Damage: 1120, 300*3 (2020)
  • Lv 1 Minimum Damage: 1120, 199*5 (2115)
  • Lv 2 Minimum Damage: 1120, 216*5 (2200)
  • Lv 3 Minimum Damage: 1120, 170*7 (2310)
  • Lv 4 Minimum Damage: 1120, 184*7 (2408)
  • Lv 5 Minimum Damage: 1120, 90*15 (2470)
  • [Lv 0 Minimum Damage: 840*2, 630 (2310)]
  • [Lv 1 Minimum Damage: 840*2, 255*3 (2445)]
  • [Lv 2 Minimum Damage: 840*2, 289*3 (2547)]
  • [Lv 3 Minimum Damage: 840*2, 120*10 (2880)]
  • [Lv 4 Minimum Damage: 840*2, 134*10 (3020)]
  • [Lv 5 Minimum Damage: 840*2, 100*6, 506*2 (3198)]
Maziodyne
214B+C
(480+48*C)*16
[(410+41*C)*24]
All 4+(45 Flash)+12 {1(1)}*15,1
[{1(1)}*23,1]
Total: 98 [Total: 113] -36 [-35] P2 1~22 All 80 97 [98] - 3 16 Launch 100 Launch 114 0 +0 +2 -
  • Values in [] are for Enhanced version
  • Lv 0 Minimum Damage: 72*16 (1152) [57*24 (1368)]
  • Lv 1 Minimum Damage: 79*16 (1264) [63*24 (1512)]
  • Lv 2 Minimum Damage: 86*16 (1376) [68*24 (1632)]
  • Lv 3 Minimum Damage: 93*16 (1488) [74*24 (1776)]
  • Lv 4 Minimum Damage: 100*16 (1600) [80*24 (1920)]
  • Lv 5 Minimum Damage: 108*16 (1728) [86*24 (2064)]
Maziodyne
Distortion Skill Duo
125*16 [100*23, 200] All 1+(85 Flash)+1 {1(1)}*15,1
[{1(1)}*23,1]
Total: 83 [Total: 97] -35 [-33] P2 1~6 All 100 100 - 3 16 Launch 100 Launch 114 0 +0 +2 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Name Damage 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. 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
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.
HitboxHitbox link for this move
Earth Breaker
222B+C
- All 1+(92 Flash)+11 - Total: 140 -95 - 1~44 All - - - 5 20 - - - - 0/+13 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - Special, Super
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA (2nd hit), 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - - Special, Super
5AAAA - - - -
2A[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B - - - Cyclone, Special, Super
2B 5A 5B 5C, 2C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BB j.AA j.B j.C Jump, Special, Super
j.B and j.AA - j.BB j.C Jump, Special, Super
j.C - - - Special[-], Super[-]
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 are on the final hit
  • Can only cancel into 2A from other moves once per string, can cancel 2A into itself 3 times max

Sources[edit]

[Tari's Frame Data Spreadsheet]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Akihiko Sanada/Data.