BBTag/Kanji Tatsumi/Frame Data

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System Data[edit]

Health: 18,000
Prejump: 4F
Backdash Time 24F / 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 CSTJP 100 75 B All 6 3 17 -6 2 13 14 14 10 - -
4AA 1500 CSTJP 100 80 B All 10 3 17 -3 3 16 17 19 14 - -
4AAA 1500*2 SP 100 85 B All 15 3 25 -9 4 18 19, GBounce 19, GBounce 30 12, 20 - -
  • only performs first hit on block or whiff
  • Cannot use Partner actions during followup attack
4AAAA 2400 P 100 90 B All 16 12 25 -6 5 20 Launch 35 13 - -
5A 1500 CSTP 100 80 P All 11 5 13 -1 3 16 17 17 5 - -
5AA 1500 CSTJP 100 80 B All 10 5 12 0 3 16 17 17 11 - -
5AAA 2000 CSP 100 90 B All 17 6 26 -11 5 20 19 Down 21 13 - -
5AAAA 2400 P 100 90 B All 16 12 25 -6 5 20 Launch 35 13 - -
2A 1500 CSTP 90 80 F Low 8 3 12 0 3 14 17 17 11 - -
5B 2000 [3000] CSP 80 [90] 90 B All 20~52 3 30 -12 5 20 21 [38] 25 [44] 13* - -
  • Can be held for 45f
  • Persona attacks 15 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 37 frame hold
  • If held for 38 frames, attack feints and is 45T
  • On just frame hit, opponent experiences 8 additional hitstop
5BB 2000 [3000] CSP 80 [90] 90 B All 20~41 2 20 -1 5 20 21 [27] 21 [37] 13* - -
  • Can be held
  • Persona attacks 6 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 35 frame hold
  • If held for 36 frames, attack feints and is 46T
  • On just frame hit, opponent experiences 8 additional hitstop
2B 1700 CSP 90 85 B All 18 3 31 -15 4 18 Launch 26 12 9~20 H -
5C 800+ - 100 100 B High 22 3 24 -10 3 16 - Down 12 - -
2C 1700 (S)*P 90 85 F Low 13 10 - - 4 18 Launch 30 + Down 19 12 - -
  • Can only be canceled into Additional Cruel Attack on hit
j.A 1500 SJP 80 80 H High 10 3 11 - 3 16 17 17 11 - -
j.AA 1700 SJP 80 85 H High 13 4 9 - 4 18 19 22 12 - -
j.B 1700 SJP 80 85 H High 16 3 19 - 4 18 19 22 12 - -
j.C 2000 P 80 90 H All 22+ 5 Until landing+9L - 5 20 Stagger 35 41 13 Release~Active B -
  • Can be held until landing
  • Attacks 6 frames after release
  • Earliest possible invul starts on 18F
  • Does not induce landing recovery if attack never becomes active

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 2000 S 100 50 T Throw 7~30 3 23 - 5 - Launch 25 + WBounce 120 0 - -
  • Minimum Damage 100%
What a Pain!
Reversal Action
2200 - 80 60 B Air Unblockable 13 19 34 -34 4 18 Launch 44 12 1~31 GP All -
  • If GP catches an attack before the Reversal Action hits anything, generates invisible counter-attack after 19 frames that is active for 30 frames, and Kanji becomes invulnerable for duration.
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 Cruel Attack
236A
1300*2 P 80 85 (once) H, B All 17 until landing, 6 19 -1 4 23 24 19 7 - -
  • 18f startup on crouching point blank
B Cruel Attack
236B
1500*2 P 80 85 (once) H, B All 30 until landing, 6 7 +6 4 18 19, Down 19, 25 9 - -
  • 32f startup on crouching point blank
A Air Cruel Attack
j.236A
1300*2 P 80 85 (once) H, B All 17 until landing, 6 17 +1 - 24 19, Down 19 7 - -
B Air Cruel Attack
j.236B
1500*2 P 80 85 (once) H, B All 24 until landing, 6 13 +6 - 24 19, Down 19, 25 7 - -
This'll Hurt!
214A
500, 2000, 100*6 (S)* 100 50 (once) T Throw 7 4 31 - 5, 4, 3*6 - Down Down 60 0, 12, 3*6 1-10 T -
  • 100% minimum damage (3100)
  • Can cancel into Additional Cruel Attack on hit
Gotcha!
214B
0*2, 550*9 (S)* 80 100*2, 60 (once) T Air Unblockable 22 11 54T - 4*8, 5 - - Down 21 0*8, 13 Persona Active-Active End H -
  • Burst disabled from 14f
  • Can cancel into Additional Cruel Attack on hit
  • Can only hit airborne opponents
Gotcha!
214[B]
0*2, 550*9 (S)* 80 100*2, 60 (once) T Air Unblockable 41~141 11 40T - 4*8, 5 - - Down 21 0*8, 13 Persona 14~24 H -
A Bet Ya Can't Take This!
j.214A
0, 600*2, 1600 (S)* 100 100*3, 50 T Throw* 18 Until landing 20 - 4*3, 5 - Down Down 80 0*3, 13 - -
  • Can cancel into Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
B Bet Ya Can't Take This!
j.214B
0, 600*4, 1600 (S)* 100 100*5, 50 T Throw* 27 Until landing 20 - 4*5, 5 - Down Down 80 0*5, 13 - -
  • Can cancel into Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
Additional Cruel Attack
Knockdown > A/B/C
1200 (P)* 80 80 B - until landing 6 13 - 3 16 10 32 7 - -
  • Can use Partner actions only if done after 2C

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 Cruel Attack
236C
1700*2 P 80 85 (once) H, B All 28 until landing, 6 7 +6 4 18 19, Down 19, 25 9 - -
  • 32f startup on crouching point blank
EX Air Cruel Attack
j.236C
1700*2 P 80 85 (once) H, B All 19 until landing, 6 13 +6 4 24 19, Down 19, 25 7 - -
EX This'll Hurt!
214C
500, 2400, 100*6 (S)* 100 50 (once) T Throw 12 4 31 - 5, 4, 3*6 - Down Down 60 0, 12, 3*6 1-15 T -
  • Minimum damage 100% (3500)
  • Can perform Additional Cruel Attack on hit
EX Bet Ya Can't Take This!
j.214C
0, 4500 (S)* 100 50 T Throw 19 Until landing 20 - 5 - Down Down 80 0, 13 - -
  • Can perform Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents

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
2C
2200 - 70 90 B All (17)+13 8 47 -34 5 20 Launch 15 + WBounce 50 13 - -
6P
Ass Whoopin', Tatsumi-Style
1300, 1500 - 70, 100 80 (Once) P All (17)+33 Until Hit(18)Until Hit Total: 89 -5 3 16 Launch 32, 50 + Down 0/+11, 0/+6 - -
4P
P4A 2D
900*4 - 70 95 P All (17)+11 {5(5)}*3,5 Total: 84 -16 3 16*2 Launch 40 0/+11 - -

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
Ass Whoopin', Tatsumi-Style
236BC
1500, 2600, 3600, 100
[1500, 2600, 3600, 1000*2, 100]
- 80 100 B All 4(+59)+6 3 48 -30 5 20 Down Down 25 1~12 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 1950 [2450]
  • Throws a chair projectile on block/whiff. Chair has damage 1500*2, P1=80, P2=60, minimum damage 300*2 (600)
Burn To A Crisp!
214BC
0, 100, 1000*2, 3700
[0, 100, 1000*2, 4700]
- 80 60 (once) T Throw 6(+100)[+0](+2) 5 49 - 1, 5*3 - Wallstick 200, 80*2, Wallstick 80 0 1~9 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 5900 [6800]
Ass Whoopin', Tatsumi-Style
Distortion Skill Duo
500, 800, 1000, 200
[500, 800, 1000, 250, 250, 200]
- 100 100 B All 1(+93)+1 3 48 -30 5 20 Down Down 25 1~4 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

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
The Man Series: Brofist 0, 30350 - 100 100 T Throw 10(+50)+10 3 45 - 5 - Launch 10000 0 1~27 All -
  • Can be combo'd into
  • Minimum Damage 100%: 30350

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 5B, 2B 5C, 2C Jump, Special, Super
4AAA 4AAAA - - Special, Super
4AAAA - - - -
5A 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A 4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 5A 5BB, 2B 5C, 2C Special, Super
5BB 5A 2B 5C, 2C 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 j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
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
  • Cancels for 4AAA on hit are only on last hit. On block, cancels are on first hit.
  • 2C can only be canceled into Additional Cruel Attack, and only on hit.

Sources[edit]

Navigation[edit]


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