BBTag/Akihiko Sanada/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
System Data[edit]
Health |
18,000 |
---|---|
Prejump |
4F |
Backdash |
23F (1-7F Inv All) |
- Cyclone Gauge
Normal Moves[edit]
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Corkscrew A 236A |
2000+200xC | - | 80 | 90 | B | All | 9 | 8 | 31 | -13 | 5 | 20 | Launch | 70 + WBounce | Launch | 86 + WBounce | 9 | -4 | +5 | - | - |
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Corkscrew B 236B |
2000+200xC | - | 80 | 90 | B | All | 16~48 | 8 | 31 | -13 | 5 | 20 | Launch | 70 + WBounce | Launch | 86 + WBounce | 9 | +0 | +8 | 5-11~43 BP | - |
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Boomerang Hook A Cyclone > A |
1350+(150*C) | - | 100 | 80/80/85/85/90 | B | All | 13 | 4 | 18 | -6 | 3 | 15 | 17 | 19 | 24 | 33 | 11 | +0 | +2 | - | - |
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Boomerang Hook B Cyclone > B |
1550+(150*C) | - | 90 | 80/80/85/85/90 | B | All | 21 | 3 | 18 | -5 | 3 | 15 | 19 | 19 | 24 | 33 | 11 | +0 | +2 | 4-20 Guard B | - |
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Sonic Punch A Boomerang > A |
1300+(200*C) | - | 90 | 80/80/85/85/90 | B | All | 13 | 4 | 18 | -6 | 3 | 15 | 19 | 19/19/19/19/24 | 24 | 33/33/33/33/38 | 11 | +0 | +2 | - | - |
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Sonic Punch B Boomerang > B |
1500+(200*C) | - | 90 | 80/80/85/85/90 | B | All | 21 | 4 | 18 | -6 | 3 | 15 | 21 | 21 | 26 | 35 | 11 | +0 | +2 | 4-20 B | - |
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Ducking 66 |
- | - | - | - | - | - | - | - | 25 | - | - | - | - | - | - | - | - | - | - | 5-17 P | - |
Assault Dive A 214A |
(900+200*C)*2 | - | 80 | 80 | H, B | High, All | 26 | Until L(4)2 | 22 | -5 | 4 | 18 | 19 | 40 + Down 23, 40 | 24 | 55 + Down 23, 55 | 12 | +0 | +5 | - | - |
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Assault Dive B 214B |
(900+200*C)*2 | - | 80 | 95 | H, B | High, All | 40 | Until L(4)2 | 22 | -5 | 4 | 18 | 19 | 40 + Down 23, 40 + GBounce + Down 23 | 24 | 55 + Down 23, 55 + GBounce + Down 23 | 12 | +0 | +5, +0 | - | - |
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Air Assault Dive A j.214A |
1100*2 | - | 80 | 90 | H, B | High, All | 10 | Until L(4)2 | 22 | -5 | 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 | - | 80 | 90 | H, B | High, All | 25 | Until L(4)2 | 22 | -5 | 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)
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)
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cyclone Uppercut 236B+C |
3500, 1500*3 [2800*2, 3500] |
- | 80 | 80, 95*3 [90*2, 75] | B | All | - | 3(6)4,2,6 [3(6)2(??+15)2] |
Until L+24 | -47 [-36] | 5 | 20 | Launch | 80 | Launch | 96 | 25, 4*3 [20, 10*2] | +0 | +8 | 1-22 All [1-15 All] |
- |
3500, 1050*5 [2800*2, 1500*3] |
- | 80 | 80, 95*5 [90] |
B | 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] | 5 | 20 | Launch | 80 | Launch | 96 | 25, 3, 2*4 [20, 10*2, 8*3] | +0 | +8 | 1-17 All [1-15 All] |
- | |
3500, 1200*5 [2800*2, 1700*3] |
- | 80 | 80, 95*5 [90] |
B | 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] | 5 | 20 | Launch | 80 | Launch | 96 | 25, 3, 2*4 [20, 10*2, 8*3] | +0 | +8 | 1-17 All [1-15 All] |
- | |
3500, 1000*7 [2500*2, 600*10] |
- | 80 | 80, 95*7 [90*2, 97*10] |
B | 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] | 5 | 20 | Launch | 80 | Launch | 96 | 25, 2*7 [20, 10*3, 2*8] |
+0 | +8 | 1-17 All [1-15 All] |
- | |
3500, 1150*7 [2500*2, 670*10] |
- | 80 | 80, 95*7 [90*2, 97*10] |
B | 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] | 5 | - | Launch | 80 | Launch | 96 | 25, 2*7 [20, 10*3, 2*8] |
+0 | +8 | 1-17 All [1-15 All] |
- | |
3500, 600*15 [2500*2, 500*6, 2200*2] |
- | 80 | 80, 98*15 [90*2, 97*6, 95*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] | - | 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 | 1-17 All [1-15 All] |
- | |
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Maziodyne 214B+C |
(480+48*C)*16 [(410+41*C)*24] |
- | 80 | 97 [98] | P2 | All | 4+(45 Flash)+12 | {1(1)}*15,1 [{1(1)}*23,1] |
Total: 98 [Total: 113] | -36 [-35] | 3 | 16 | Launch | 100 | - | - | 0 | - | - | 1-22 All | - |
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Maziodyne Distortion Skill Duo |
125*16 [100*23, 200] | - | 100 | 100 | P2 | All | 1+(85 Flash)+1 | {1(1)}*15,1 [{1(1)}*23,1] |
Total: 83 [Total: 97] | -35 [-33] | 3 | 16 | Launch | 100 | Launch | 114 | 0 | +0 | +2 | 1-6 All | - |
|
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, 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 |
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]
[edit]
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To edit frame data, edit values in BBTag/Akihiko Sanada/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 •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Skill/Cross/Resonance Gauge •
Misc •