BBTag/Kanji Tatsumi/Frame Data: Difference between revisions

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{{#lsth:BBTag/Kanji Tatsumi/Data|Nav}}
{{#lst:BBTag/Kanji Tatsumi/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Kanji Tatsumi/Data|SystemData}}
{{#lst:BBTag/Kanji Tatsumi/Data|System Data}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|4A Full}}
|-
|-
{{AttackVersion|name=4AA|subtitle=}}
{{AttackVersion|name=4AA|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4AA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|4AA Full}}
|-
|-
{{AttackVersion|name=4AAA|subtitle=|rowspan=2}}
{{AttackVersion|name=4AAA|subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4AAA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|4AAA Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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}}
}}
{{AttackVersion|name=4AAAA|subtitle=}}
{{AttackVersion|name=4AAAA|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4AAAA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|4AAAA Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5AA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5AAA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5AAAA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5AAAA Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|2A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5B Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Can be held for 45f
*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
}}
}}
  }}
  }}
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{AttackVersion|name=5BB|subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5BB Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5BB Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Can be held
*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
}}
}}
  }}
  }}
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|2B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|2B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|2C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|2C Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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  }}
  }}
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.AA Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.C Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Can be held until landing
*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
}}
}}
  }}
  }}
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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|BC Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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  }}
  }}
|-
|-
{{AttackVersion|name=What a Pain!|subtitle=Reversal Action}}
{{AttackVersion|name=What a Pain!|subtitle=Reversal Action|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|AD Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|AD Full}}
|-
{{Description|17|text={{ColumnList |text=
*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.
}}
}}
|-
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Kanji Tatsumi/Data|DP Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|DP Full}}
|}
|}


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|-
|-
{{AttackVersion|name=A Cruel Attack |subtitle=236A|rowspan=2}}
{{AttackVersion|name=A Cruel Attack |subtitle=236A|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|236A Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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  }}
  }}
{{AttackVersion|name=B Cruel Attack |subtitle=236B|rowspan=2}}
{{AttackVersion|name=B Cruel Attack |subtitle=236B|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|236B Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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}}
}}
{{AttackVersion|name=A Air Cruel Attack |subtitle=j.236A}}
{{AttackVersion|name=A Air Cruel Attack |subtitle=j.236A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.236A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.236A Full}}
|-
|-
{{AttackVersion|name=B Air Cruel Attack |subtitle=j.236B}}
{{AttackVersion|name=B Air Cruel Attack |subtitle=j.236B}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.236B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.236B Full}}
|-
|-
{{AttackVersion|name=This'll Hurt! |subtitle=214A|rowspan=2}}
{{AttackVersion|name=This'll Hurt! |subtitle=214A|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|214A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|214A Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*100% minimum damage
*100% minimum damage (3100)
*Can cancel into Additional Cruel Attack on hit
*Can cancel into Additional Cruel Attack on hit
}}
}}
  }}
  }}
{{AttackVersion|name=Gotcha! |subtitle=214B|rowspan=2}}
{{AttackVersion|name=Gotcha! |subtitle=214B|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|214B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|214B Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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}}
}}
  }}
  }}
|-
{{AttackVersion|name=Gotcha! |subtitle=214[B]}}
{{#lst:BBTag/Kanji Tatsumi/Data|214[B] Full}}
|-
{{AttackVersion|name=A Bet Ya Can't Take This!|subtitle=j.214A|rowspan=2}}
{{AttackVersion|name=A Bet Ya Can't Take This!|subtitle=j.214A|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.214A Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.214A Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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  }}
  }}
{{AttackVersion|name=B Bet Ya Can't Take This!|subtitle=j.214B|rowspan=2}}
{{AttackVersion|name=B Bet Ya Can't Take This!|subtitle=j.214B|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.214B Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.214B Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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  }}
  }}
{{AttackVersion|name=Additional Cruel Attack |subtitle=Knockdown > A/B/C|rowspan=2}}
{{AttackVersion|name=Additional Cruel Attack |subtitle=Knockdown > A/B/C|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|Knockdown > A/B/C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|Knockdown X Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=EX Cruel Attack |subtitle=236C|rowspan=2}}
{{AttackVersion|name=EX Cruel Attack |subtitle=236C|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|236C Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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}}
}}
{{AttackVersion|name=EX Air Cruel Attack |subtitle=j.236C}}
{{AttackVersion|name=EX Air Cruel Attack |subtitle=j.236C}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.236C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.236C Full}}
|-
|-
{{AttackVersion|name=EX This'll Hurt! |subtitle=214C|rowspan=2}}
{{AttackVersion|name=EX This'll Hurt! |subtitle=214C|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|214C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|214C Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Minimum Damage 100%
*Minimum damage 100% (3500)
*Can perform Additional Cruel Attack on hit
*Can perform Additional Cruel Attack on hit
}}
}}
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|-
|-
{{AttackVersion|name=EX Bet Ya Can't Take This! |subtitle=j.214C|rowspan=2}}
{{AttackVersion|name=EX Bet Ya Can't Take This! |subtitle=j.214C|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.214C Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.214C Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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==Partner Skills==
==Partner Skills==
*Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*During Cross Combo, startup is reduced by 17F and this invincibility is removed.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
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|-
|-
{{AttackVersion|name=5P |subtitle=2C}}
{{AttackVersion|name=5P |subtitle=2C}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5P Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P |subtitle=Ass Whoopin', Tatsumi-Style}}
{{AttackVersion|name=6P |subtitle=Ass Whoopin', Tatsumi-Style}}
{{#lsth:BBTag/Kanji Tatsumi/Data|6P Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|6P Full}}
|-
|-
{{AttackVersion|name=4P |subtitle=P4A 2D}}
{{AttackVersion|name=4P |subtitle=P4A 2D}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4P Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|4P Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=236BC|rowspan=2}}
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=236BC|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236BC Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 25% (1950 [2450])
*Minimum Damage: 1950 [2450]
*Throws a chair projectile on block/whiff. Chair has damage 1500*2, P1=80, P2=60, minimum damage 20% (600)
*Throws a chair projectile on block/whiff. Chair has damage 1500*2, P1=80, P2=60, minimum damage 300*2 (600)
}}
}}
  }}
  }}
{{AttackVersion|name=Burn To A Crisp! |subtitle=214BC|rowspan=2}}
{{AttackVersion|name=Burn To A Crisp! |subtitle=214BC|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|214BC Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (5300 [6300])
*Minimum damage: 5900 [6800]
}}
}}
  }}
  }}
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 100% (2500 [3000])
*Minimum Damage: 2500 [3000]
}}
}}
  }}
  }}
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|-
|-
{{AttackVersion|name=The Man Series: Brofist |subtitle=|rowspan=2}}
{{AttackVersion|name=The Man Series: Brofist |subtitle=|rowspan=2}}
{{#lsth:BBTag/Kanji Tatsumi/Data|222BC Full}}
{{#lst:BBTag/Kanji Tatsumi/Data|222BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
*Can be combo'd into
*Can be combo'd into
*Minimum Damage 100%: 30350
}}
}}
  }}
  }}
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|-
|-
! 5AAA  
! 5AAA  
| 5AAAA || - || 5C, 2C || Special, Super
| 5AAAA || 5B, 2B || 5C, 2C || Special, Super
|-
|-
! 5AAAA  
! 5AAAA  
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|-
|-
! <span style="color:blue">5B<sup>[1]</sup></span>  
! <span style="color:blue">5B<sup>[1]</sup></span>  
| - || 5BB, 2B || 5C, 2C || Special, Super
| 5A || 5BB, 2B || 5C, 2C || Special, Super
|-
|-
! 5BB  
! 5BB  
| - || 2B || 5C, 2C || Special, Super
| 5A || 2B || 5C, 2C || Special, Super
|-
|-
! 2B  
! 2B  
| - || 5B || 5C, 2C || Special, Super
| 5A || 5B || 5C, 2C || Special, Super
|-
|-
! 5C  
! 5C  
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|-
|-
! 2C  
! 2C  
| - || - || - || Special, Super
| - || - || - || (Special)*, Super
|}
|}


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:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
*Cancels for '''4AAA''' on hit are only on last hit. On block, cancels are on first hit.
*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==
==Sources==
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==Navigation==
==Navigation==
{{#lsth:BBTag/Kanji Tatsumi/Data|Links}}
{{#lst:BBTag/Kanji Tatsumi/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Kanji Tatsumi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Kanji Tatsumi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Kanji Tatsumi]]
[[Category:Kanji Tatsumi]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 06:01, 24 May 2020

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA
  • only performs first hit on block or whiff
  • Cannot use Partner actions during followup attack
4AAAA
5A
5AA
5AAA
5AAAA
2A
5B
  • 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
  • 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
5C
2C
  • Can only be canceled into Additional Cruel Attack on hit
j.A
j.AA
j.B
j.C
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Minimum Damage 100%
What a Pain!
Reversal Action
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Cruel Attack
236A
  • 18f startup on crouching point blank
B Cruel Attack
236B
  • 32f startup on crouching point blank
A Air Cruel Attack
j.236A
B Air Cruel Attack
j.236B
This'll Hurt!
214A
  • 100% minimum damage (3100)
  • Can cancel into Additional Cruel Attack on hit
Gotcha!
214B
  • Burst disabled from 14f
  • Can cancel into Additional Cruel Attack on hit
  • Can only hit airborne opponents
Gotcha!
214[B]
A Bet Ya Can't Take This!
j.214A
  • Can cancel into Additional Cruel Attack on hit
  • Can not hit crouching opponents
B Bet Ya Can't Take This!
j.214B
  • Can cancel into Additional Cruel Attack on hit
  • Can not hit crouching opponents
Additional Cruel Attack
Knockdown > A/B/C
  • Can use Partner actions only if done after 2C

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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
EX Cruel Attack
236C
  • 32f startup on crouching point blank
EX Air Cruel Attack
j.236C
EX This'll Hurt!
214C
  • Minimum damage 100% (3500)
  • Can perform Additional Cruel Attack on hit
EX Bet Ya Can't Take This!
j.214C
  • Can perform Additional Cruel Attack on hit
  • Can not hit crouching opponents

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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
2C
6P
Ass Whoopin', Tatsumi-Style
4P
P4A 2D

Distortion Skills

  • 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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ass Whoopin', Tatsumi-Style
236BC
  • 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
  • Values in [] are for Enhanced version
  • Minimum damage: 5900 [6800]
Ass Whoopin', Tatsumi-Style
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
The Man Series: Brofist
  • Can be combo'd into
  • Minimum Damage 100%: 30350

Revolver Action Table

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

Navigation

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