BBTag/Kanji Tatsumi/Frame Data

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 Kanji Tatsumi

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
Kanji Tatsumi 18,000 4F 24F (1~7F Inv All)

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 6 3 17 -6 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
4AA 1500 All 10 3 17 -3 B 100 80 CSTJP 3 16 17 19 22 33 14 +0 +2
4AAA 1500, 0, 1500 All 15 3 25 -9 B 100 85 SP 4 18 19, Launch*2 19, 30, 30 + GBounce 12 12, 20 +5
4AAAA 2400 All 16 12 25 -6 B 100 90 P 5 20 Launch 35 Launch 51 13 +0 +8
5A 1500 All 11 5 13 -1 P1 100 80 CSTP 3 16 17 17 22 31 5 +0 +2
5AA 1500 All 10 5 12 0 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AAA 2000 All 17 6 26 -11 B 100 90 CSP 5 20 19 21 + Down 23 25 37 + Down 23 13 +0 +8
5AAAA 2400 All 16 12 25 -6 B 100 90 P 5 20 Launch 35 Launch 51 13 +0 +8
2A 1500 Low 8 3 12 0 F 90 80 CSTP 3 14 17 17 22 31 11 +0 +2
5B 2000 [3000] All 20~52 3 30 -12 B 80 [90] 90 CSP 5 20 21 [38] 25 + GBounce [44 + GBounce] 27 [44] 41 + GBounce [60 + GBounce] 13 +0 [+8] +8
5BB 2000 [3000] All 20~41 2 20 -1 B 80 [90] 90 CSP 5 20 21 [27] 21 [37] 27 [33] 37 [53] 13 +0 [+8] +8
2B 1700 All 18 3 31 -15 B 9~20 H 90 85 CSP 4 18 Launch 26 Launch 41 12 +0 +5
5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 3* Until Landing + 36 -20 F 90 85 (S)×P 4 18 Launch 30 + Down 25 Launch 45 + Down 25 12 +0 +5
j.A 1500 High 10 3 11 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1700 High 13 4 9 H 80 85 SJP 4 18 19 22 24 37 12 +0 +5
j.B 1700 High 16 3 19 H 80 85 SJP 4 18 19 22 24 37 12 +0 +5
j.C 2000 All 22+ 5 Until landing+9L -7 at best H Release~Active B 80 90 P 5 20 Crumple 41 + Down 23 Crumple 57 + Down 23 13 +0 +12

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, 2000 Throw 7~30 3 23 T 100 50 S 0, 5 Launch 120 + WBounce + Down 25 0 +0
AD What a Pain! 2200 Air Unblockable 13 19 34 -34 B 1~31 Guard All 80 60 4 18 Launch 44 Launch 59 12 +0 +5

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 Cruel Attack 1300×2 All 17 until landing, 6 19 -1 H, B 80 85 P 4 23 24 19 + Slide + Down 10 29 34 + Slide + Down 10 7 +0 +5
236B B Cruel Attack 1500×2 All 30 Until L,6 7 +6 H, B 80 85 4 18 19, Launch 19 + Slide + Down 10, 25 + GBounce + Slide + Down 10 24, Launch 34 + Slide + Down 10, 40 + GBounce + Slide + Down 10 9 +0 +5
j.236A A Air Cruel Attack 1300×2 All 17 Until L,6 17 +2 H, B 80 85 4 24 19, Launch 19 + Slide + Down 10 24, Launch 34 + Slide + Down 10 7 +0 +5
j.236B B Air Cruel Attack 1500×2 All 24 Until L,6 13 +6 H, B 80 85 4 24 19, Launch 19 + Slide + Down 16, 25 + GBounce + Slide + Down 16 24, Launch 34 + Slide + Down 16, 40 + GBounce + Slide + Down 16 7 +0 +5
214A This'll Hurt! 0, 500, 2000, 100×6 Throw 7 4 31 T 1~10 T 100 50 (S)× 0, 5, 4, 3×6 Launch 120 + WBounce + Down 133, 60 + Down 28×6 0×2, 12, 0/+3×6 +0×3, +3×6
214B Gotcha! 0×2, 550×9 Air Unblockable 22 11 Total 54 H Persona Active~Active End H 80 100×2, 60 (S)× 0×2, 4×8, 5 60 + Down 33 0×10, 0/+13
214[B] Gotcha! 0, 550×9 Air Unblockable 41~141 11 Total 40 H Persona 14~24 H 80 100, 60 (S)× 4×8, 5 5×7, 60 + Down 23, 60 + Down 33 0, 0/+15×7, 0/+20, 0/+13
j.214A A Bet Ya Can't Take This! 0, 600×2, 1600 Throw* 18 Until L 20 T 100 100×3, 50 (S)× 4×3, 5 Launch 80 + Down 23 0×3, 13
j.214B B Bet Ya Can't Take This! 0, 600×4, 1600 Throw* 27 Until landing 20 T 100 100×5, 50 (S)× 4×5, 5 Launch 80 + Down 23 0×4, 13
Knockdown > X Additional Cruel Attack 1200 Until L 6 13 B 80 80 (P)× 3 16 10 32 + GBounce 15 46 + GBounce 7 +0 +2

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 Cruel Attack 1700×2 All 28 6, 6 7 +6 H, B 80 85 P 4 18 19, Launch 19 + Slide + Down 10, 25 + GBounce + Slide + Down 10 24, Launch 34 + Slide + Down 10, 40 + GBounce + Slide + Down 10 9 +0 +5
j.236C EX Air Cruel Attack 1700×2 All 19 until landing, 6 13 +6 H, B 80 85 P 4 24 19, Launch 19 + Slide + Down 16, 25 + GBounce + Slide + Down 16 24, Launch 34 + Slide + Down 16, 40 + GBounce + Slide + Down 16 7 +0 +5
214C EX This'll Hurt! 0, 500, 2400, 100×6 Throw 12 4 31 T 1~15 T 100 50 (S)× 0, 5, 4, 3×6 Launch 120 + WBounce + Down 133, 60 + Down 28×6 0×2, 12, 0/+3×6 +0
j.214C EX Bet Ya Can't Take This! 0, 4500 Throw 19 Until L 20 T 100 100, 50 (S)* 5 Launch 80 + Down 33 0, 13

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 2C 2200 All (18)+13 8 47 -34 B 70 90 5 20 Launch 50 + WBounce 50 13 +0 +0
6P Ass Whoopin', Tatsumi-Style 1300, 1500 All (18)+33 Until Hit(18)Until Hit Total: 89 -5 P 70, 100 80 3 16 Launch 32 + Down 23, 50 + Down 23 0/+11, 0/+6 +11, +6 +13, +8
4P P4A 2D 900×4 All (18)+11 {5(5)}×3,5 Total: 84 -16 P 70 95×4 3 16 Launch 40 0/+11 +11 +13

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 Ass Whoopin', Tatsumi-Style 1500, 2600, 3600, 100
[1500, 2600, 3600, 1000×2, 100]
All 4+(59 Flash)+6 3 48 -30 B 1~12 All 80 100 5 20, 16 Crumple, Launch×3 Stand, 81, 81 + Down 23, 30 + Down 23
[Stand, 81, 81 + Down 113, 21 + Down 43, 60 + Down 123×2, 30]
Crumple, Launch×3
[Crumple, Launch×5]
97, 91, 91 + Down 33, 30
[97, 91, 91 + Down 113, 37 + Down 43, 76 + Down 123×2, 46]
25, 0/+11 25, 30×2, 0/+11
[25, 30, 20, 0/+13, 0/+3×2, 0/+11]
214BC Burn To A Crisp! 0, 100, 1000×2, 3700
[0, 100, 1000×2, 4700]
Throw 6+(100 Flash)+0 5 49 T 1~9 All 80 60 1, 5×3 Launch 200, 80×2, 80 + WStick 40 + WBounce 100 0 +0
Distortion Skill Duo Ass Whoopin', Tatsumi-Style 500, 800, 1000, 200
[500, 800, 1000, 250×2, 200]
All 1+(93 Flash)+1 3 48 -30 B 1~4 All 100 100 5 20 Crumple, Launch×3 Stand, 81, 81 + Down 23, 30 + Down 23
[Stand, 81, 81 + Down 113, 21 + Down 43, 60 + Down 123×2, 30]
Crumple, Launch×3
[Crumple, Launch×5]
97, 91, 91 + Down 33, 30
[97, 91, 91 + Down 113, 37 + Down 43, 76 + Down 123×2, 46]
25 25, 30×2, 0/+11
[25, 30, 20, 0/+13, 0/+3×2, 0/+11]

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 The Man Series: Brofist 0, 30350 Throw 10+(50 Flash)+10 3 45 T 1~27 All 100 100 5 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Kanji 4A.pngGuardAllStartup6Recovery17Advantage-6 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBTag Kanji 4AA.pngGuardAllStartup10Recovery17Advantage-3 4AAA, 5A 5B, 2B 5C, 2C Jump, Special, Super
4AAAP4AU Kanji 5AAA.pngGuardAllStartup15Recovery25Advantage-9 4AAAA - - Special, Super
4AAAABBTag Kanji 4AAAA.pngGuardAllStartup16Recovery25Advantage-6 - - - -
5ABBTag Kanji 5A.pngGuardAllStartup11Recovery13Advantage-1 5AA 5B, 2B 5C, 2C Throw, Special, Super
5AABBTag Kanji 5AA.pngGuardAllStartup10Recovery12Advantage0 5AAA 5B, 2B 5C, 2C Jump, Special, Super
5AAABBTag Kanji 5AAA.pngGuardAllStartup17Recovery26Advantage-11 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBTag Kanji 5AAAA.pngGuardAllStartup16Recovery25Advantage-6 - - - -
2ABBTag Kanji 2A.pngGuardLowStartup8Recovery12Advantage0 4A, 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Kanji 5B.pngGuardAllStartup20~52Recovery30Advantage-12[1] 5A 5BB, 2B 5C, 2C Special, Super
5BBBBTag Kanji 5BB.pngGuardAllStartup20~41Recovery20Advantage-1 5A 2B 5C, 2C Special, Super
2BBBTag Kanji 2B.pngGuardAllStartup18Recovery31Advantage-15 5A 5B 5C, 2C Special, Super
5CBBTag Kanji 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Kanji 2C.pngGuardLowStartup13RecoveryUntil Landing + 36Advantage-20 - - - Additional Cruel Attack[-] , Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Kanji jA.pngGuardHighStartup10Recovery11Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Kanji jAA.pngGuardHighStartup13Recovery9Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Kanji jB.pngGuardHighStartup16Recovery19Advantage- - - j.C Jump, Special, Super
j.CBBTag Kanji jC.pngGuardAllStartup22+RecoveryUntil landing+9LAdvantage-7 at best - - - -
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 on hit are only on last hit. On block, cancels are on first hit.

Sources

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To edit frame data, edit values in BBTag/Kanji Tatsumi/Data.
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