BBTag/Akihiko Sanada/Frame Data

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 Akihiko Sanada

Glossary

How do I read frame data?

System Data Glossary  
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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
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.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Akihiko Sanada 18,000 4F 23F (1~7F Inv All) Ducking
Cyclone Gauge

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 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
4AAA 700×4 All 10 2(10)2(10)2(10)2 20 -5 B 100 80 3 16 17 17 22 31 5 +0 +2
4AAAA 500, 0, 300×7, 1500 All 18 4 20 -7 B 90 80 3, 5×8 16 Launch 60 + GBounce 11 11, 20, 0×8 +2, +0×9
5A 950×2 All 7 3(3)3 20 -6 B 100 85 3 16 17 17 22 31 5, 13 +0 +2
5AA 950×2 All 8 5(3)2 19 -4 B 100 80 3 16 17 17 22 31 11, 9 +0 +2
5AAA 700×4 All 10 2(10)2(10)2(10)2 20 -5 B 100 80 3 16 17 17 22 31 5 +0 +2
5AAAA 500, 0, 300×7, 1500 All 18 4 20 -7 B 90 80 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 4 18 23 27 28 42 1×4, 7 +0 +5
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
j.A 1500 High 7 2 11 H 100 80 3 16 17 24 22 38 8 +0 +2
j.B 900×2 High 9 3(3)3 15 H 100 90 3 16 17 24 22 38 9 +0 +2
j.C 2000 High 21 4 35+4L -8 on TK, -2 at best H 80 90 5 20 Launch 50 + Down 23 Launch 66 + Down 23 13 +0 +8

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, 500×4 Throw 20 [3] 3 23 T 4~13 P [None] 100 50 0, 3×4 Launch 30, 35×3, 35 + GBounce 0, 11, 4/+5, 8×2 +0
AD Double Uppercut (1500-2500)×2 Air Unblockable 10 3(4)3 43 -27 B 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 Corkscrew (2000-3000) All 9 8 31 -13 B 80 90 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 -4 +5
236B B Corkscrew (2000-3000) All 16~48 8 31 -13 B 5~(11~43) BP 80 90 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 +0 +8
Cyclone A A Boomerang Hook (1350-2100) All 13 4 18 -6 B 100 80-90 3 15 17 19 24 33 11 +0 +2
Cyclone2 B B Boomerang Hook (1550-2300) All 21 3 18 -5 B 4~20 Guard B 90 80-90 3 15 19 19 24 33 11 +0 +2
Cyclone2 A A Sonic Punch (1300-2300) All 13 4 18 -6 B 90 80-90 3 15 19 19-24 24 33-38 11 +0 +2
Cyclone B B Sonic Punch (1500-2500) All 21 4 18 -6 B 4~20 B 90 80-90 3 15 21 21 26 35 11 +0 +2
66 Ducking 25 5~17 P
214A A Assault Dive (900-1900)×2 High, All 26 Until L(4)2 22 -5 H, B 80 80×2 4 18 19 40 + Down 23, 40 24 55 + Down 23, 55 12 +0 +5
214B B Assault Dive (900-1900)×2 High, All 40 Until L(4)2 22 -5 H, B 80 95×2 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
j.214A Air A Assault Dive 1100×2 High, All 10 Until L(4)2 22 -5 H, B 80 90×2 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
j.214B Air B Assault Dive 1300×2 High, All 25 Until L(4)2 22 -5 H, B 80 90×2 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0

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 Corkscrew (2200-3200) All 16 8 31 -18 B 4~11 P 80 90 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 -4 +5
214C EX Assault Dive (900-1900)×2 High, All 24 Until L(4)2 22 -5 H, B 80 80×2 4×2 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
j.214C Air EX Assault Dive 1300×2 High, All 10 Until L(4)2 22 -5 H, B 80 80×2 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

  • 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 5B 500×5 All (18)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B 80 85 4 18 19×4, Launch 50×5 1×4, 7 +0 +5
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

  • 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 Lv 0 Cyclone Uppercut 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
236BC Lv 1 Cyclone Uppercut 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
[90×6]
5 20 Launch 80 Launch 96 25, 3, 2×4 [20, 10×2, 8×3] +0 +8
236BC Lv 2 Cyclone Uppercut 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]
5 20 Launch 80 Launch 96 25, 3, 2×4 [20, 10×2, 8×3] +0 +8
236BC Lv 3 Cyclone Uppercut 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
236BC Lv 4 Cyclone Uppercut 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
236BC Lv 5 Cyclone Uppercut 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
214BC Maziodyne (480-720)×16
[(410-615)×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 97×16 [98×24] 3 16 Launch 100 Launch 114 0 +0 +2
Distortion Skill Duo Maziodyne 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

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 Earth Breaker All 1+(92 Flash)+11 Total: 140 -95 1~44 All 5 20 0/+13

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Akihiko 4A.pngGuardAllStartup5Recovery11Advantage+1 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Akihiko 4AA.pngGuardAllStartup9Recovery19Advantage-4 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBTag Akihiko 5A-1.pngGuardAllStartup7Recovery20Advantage-6 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Akihiko 5AA.pngGuardAllStartup8Recovery19Advantage-4 5AAA (2nd hit), 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Akihiko 4AAA.pngGuardAllStartup10Recovery20Advantage-5
and 4AAA
5AAAA/4AAAA - - Special, Super
5AAAABBTag Akihiko 4AAAA.pngGuardAllStartup18Recovery20Advantage-7
and 4AAAA
- - - -
2ABBTag Akihiko 2A.pngGuardAllStartup6Recovery11Advantage-1[3*] 4A, 5A, 2A[+] 5B, 2B 5C, 2C Throw, Jump, Special, Super
5BBBTag Akihiko 5B.pngGuardAllStartup9~21Recovery23 [26]Advantage-9 - - - Cyclone, Special, Super
2BBBTag Akihiko 2B.pngGuardAllStartup7Recovery25Advantage-13 5A 5B 5C, 2C Jump, Special, Super
5CBBTag Akihiko 5C.pngGuardHighStartup22Recovery22Advantage-10 - - - -
2CBBTag Akihiko 2C.pngGuardLowStartup13 [9]Recovery20 [29]Advantage-6 [-15] - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A and j.BBBBTag Akihiko jA.pngGuardHighStartup7Recovery11Advantage- j.AA j.B j.C Jump, Special, Super
j.B and j.AABBTag Akihiko jB-1.pngGuardHighStartup9Recovery15Advantage- - j.BB j.C Jump, Special, Super
j.CBBTag Akihiko jC.pngGuardHighStartup21Recovery35+4LAdvantage-8 on TK, -2 at best - - - Special[-], Super[-]
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
  • 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

[Tari's Frame Data Spreadsheet]

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