BBTag/Kanji Tatsumi/Frame Data: Difference between revisions

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{{NavTabs|game=BBTag|chara=Kanji Tatsumi|active=frame_data}}
<center>{{Character Label|BBTag|Kanji Tatsumi|36px|BBTag_Kanji_Icon.png}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{FrameDataGlossary-BBTag}}
<br style="clear:both;"/>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lst:BBTag/Kanji Tatsumi/Data|System Data}}
{{#cargo_query:tables=bbtagCharacters
<br style="clear:both;"/>
|fields=name,health,prejump,backdash,forwarddash,umo=Unique Movement Options
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}


==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=4A|subtitle=}}
|details fields=notes,images,hitboxes
{{#lst:BBTag/Kanji Tatsumi/Data|4A Full}}
|-
{{AttackVersion|name=4AA|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|4AA Full}}
|-
{{AttackVersion|name=4AAA|subtitle=|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|4AAA Full}}
|-
{{Description|18|text={{ColumnList |text=
*only performs first hit on block or whiff
*Cannot use Partner actions during followup attack
}}
}}
{{AttackVersion|name=4AAAA|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|4AAAA Full}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|5A Full}}
|-
{{AttackVersion|name=5AA|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|5AA Full}}
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|5AAA Full}}
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|5AAAA Full}}
|-
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|2A Full}}
|-
{{AttackVersion|name=5B|subtitle=|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|5B Full}}
|-
{{Description|18|text={{ColumnList |text=
*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}}
{{#lst:BBTag/Kanji Tatsumi/Data|5BB Full}}
|-
{{Description|18|text={{ColumnList |text=
*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=}}
{{#lst:BBTag/Kanji Tatsumi/Data|2B Full}}
|-
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|5C Full}}
|-
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|2C Full}}
|-
{{Description|18|text={{ColumnList |text=
*Can only be canceled into Additional Cruel Attack on hit
}}
}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.A Full}}
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.AA Full}}
|-
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.B Full}}
|-
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.C Full}}
|-
{{Description|18|text={{ColumnList |text=
*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==
==Universal Mechanics==
 
{{#cargo_query:tables=MoveData_BBTag
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
|-
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
{{FrameDataHeader-BBTag}}
|format=dynamic table|order by=_rowID|rows per page=50
|-
|details fields=notes,images,hitboxes
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Minimum Damage 100%
}}
}}
}}
|-
{{AttackVersion|name=What a Pain!|subtitle=Reversal Action|rowspan=2}}
{{#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=}}
{{#lst:BBTag/Kanji Tatsumi/Data|DP Full}}
|}


==Skills==
==Skills==
 
{{#cargo_query:tables=MoveData_BBTag
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
|-
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
{{FrameDataHeader-BBTag}}
|format=dynamic table|order by=_rowID|rows per page=50
|-
|details fields=notes,images,hitboxes
{{AttackVersion|name=A Cruel Attack |subtitle=236A|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|236A Full}}
|-
{{Description|18|text={{ColumnList |text=
*18f startup on crouching point blank
}}
}}
}}
{{AttackVersion|name=B Cruel Attack |subtitle=236B|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|236B Full}}
|-
{{Description|18|text={{ColumnList |text=
*32f startup on crouching point blank
}}
}}
{{AttackVersion|name=A Air Cruel Attack |subtitle=j.236A}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.236A Full}}
|-
{{AttackVersion|name=B Air Cruel Attack |subtitle=j.236B}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.236B Full}}
|-
{{AttackVersion|name=This'll Hurt! |subtitle=214A|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|214A Full}}
|-
{{Description|18|text={{ColumnList |text=
*100% minimum damage (3100)
*Can cancel into Additional Cruel Attack on hit
}}
}}
{{AttackVersion|name=Gotcha! |subtitle=214B|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|214B Full}}
|-
{{Description|18|text={{ColumnList |text=
*Burst disabled from 14f
*Can cancel into Additional Cruel Attack on hit
*Can only hit airborne opponents
}}
}}
|-
{{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}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.214A Full}}
|-
{{Description|18|text={{ColumnList |text=
*Can cancel into Additional Cruel Attack on hit
*Catches standing and jumping opponents, but whiffs on crouching opponents
}}
}}
{{AttackVersion|name=B Bet Ya Can't Take This!|subtitle=j.214B|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.214B Full}}
|-
{{Description|18|text={{ColumnList |text=
*Can cancel into Additional Cruel Attack on hit
*Catches standing and jumping opponents, but whiffs on crouching opponents
}}
}}
{{AttackVersion|name=Additional Cruel Attack |subtitle=Knockdown > A/B/C|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|Knockdown X Full}}
|-
{{Description|18|text={{ColumnList |text=
*Can use Partner actions only if done after 2C
}}
}}
|}


==Extra Skills==
==Extra Skills==
Line 206: Line 45:
**Cost 1 Skill Gauge on 4F
**Cost 1 Skill Gauge on 4F
**Skill Gauge Cooldown 180F (starting on 5F)
**Skill Gauge Cooldown 180F (starting on 5F)
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="ex"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=EX Cruel Attack |subtitle=236C|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:BBTag/Kanji Tatsumi/Data|236C Full}}
|-
{{Description|18|text={{ColumnList |text=
*32f startup on crouching point blank
}}
}}
}}
{{AttackVersion|name=EX Air Cruel Attack |subtitle=j.236C}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.236C Full}}
|-
{{AttackVersion|name=EX This'll Hurt! |subtitle=214C|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|214C Full}}
|-
{{Description|18|text={{ColumnList |text=
*Minimum damage 100% (3500)
*Can perform Additional Cruel Attack on hit
}}
}}
|-
{{AttackVersion|name=EX Bet Ya Can't Take This! |subtitle=j.214C|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|j.214C Full}}
|-
{{Description|18|text={{ColumnList |text=
*Can perform Additional Cruel Attack on hit
*Catches standing and jumping opponents, but whiffs on crouching opponents
}}
}}
|}


==Partner Skills==
==Partner Skills==
*Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
*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.
*During Cross Combo, startup is reduced by 18F and this invincibility is removed.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="assist"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=5P |subtitle=2C}}
|details fields=notes,images,hitboxes
{{#lst:BBTag/Kanji Tatsumi/Data|5P Full}}
}}
|-
{{AttackVersion|name=6P |subtitle=Ass Whoopin', Tatsumi-Style}}
{{#lst:BBTag/Kanji Tatsumi/Data|6P Full}}
|-
{{AttackVersion|name=4P |subtitle=P4A 2D}}
{{#lst:BBTag/Kanji Tatsumi/Data|4P Full}}
|}


==Distortion Skills==
==Distortion Skills==
*All Distortion Skills have the following properties unless otherwise stated:
*All Distortion Skills have the following properties unless otherwise stated:
**Cost 2 Skill Gauge at the beginning of superflash
**Cost 2 Skill Gauge the frame before superflash
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
**Skill Gauge Cooldown 180F (starts frame after superflash starts)
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=MoveData_BBTag
|-
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
{{FrameDataHeader-BBTag}}
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|-
|format=dynamic table|order by=_rowID|rows per page=50
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=236BC|rowspan=2}}
|details fields=notes,images,hitboxes
{{#lst:BBTag/Kanji Tatsumi/Data|236BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*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)
}}
}}
{{AttackVersion|name=Burn To A Crisp! |subtitle=214BC|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|214BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Minimum damage: 5900 [6800]
}}
}}
{{AttackVersion|name=Ass Whoopin', Tatsumi-Style |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo Full}}
|-
{{Description|18|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Minimum Damage: 2500 [3000]
}}
}}
}}
|-
|}


==Astral Heat==
==Astral Heat==
 
{{#cargo_query:tables=MoveData_BBTag
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,attribute,invuln,p1,p2,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes
|-
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="astral"
{{FrameDataHeader-BBTag}}
|format=dynamic table|order by=_rowID|rows per page=50
|-
|details fields=notes,images,hitboxes
{{AttackVersion|name=The Man Series: Brofist |subtitle=|rowspan=2}}
{{#lst:BBTag/Kanji Tatsumi/Data|222BC Full}}
|-
{{Description|18|text={{ColumnList |text=
*Can be combo'd into
*Minimum Damage 100%: 30350
}}
}}
}}
|}


==Revolver Action Table==
==Revolver Action Table==
Line 314: Line 87:
! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! 4A  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=4A}}
| 4AA, 5A, 2A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
| 4AA, 5A, 2A || 5B, 2B || 5C, 2C || Throw, Jump, Special, Super
|-
|-
! 4AA
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=4AA}}
| 4AAA, 5A || 5B, 2B || 5C, 2C || Jump, Special, Super
| 4AAA, 5A || 5B, 2B || 5C, 2C || Jump, Special, Super
|-
|-
! 4AAA  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=4AAA}}
| 4AAAA || - || - || Special, Super
| 4AAAA || - || - || Special, Super
|-
|-
! 4AAAA  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=4AAAA}}
| - || - || - || -
| - || - || - || -
|-
|-
! 5A  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5A}}
| 5AA || 5B, 2B || 5C, 2C || Throw, Special, Super
| 5AA || 5B, 2B || 5C, 2C || Throw, Special, Super
|-
|-
! 5AA  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5AA}}
| 5AAA || 5B, 2B || 5C, 2C || Jump, Special, Super
| 5AAA || 5B, 2B || 5C, 2C || Jump, Special, Super
|-
|-
! 5AAA  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5AAA}}
| 5AAAA || 5B, 2B || 5C, 2C || Special, Super
| 5AAAA || 5B, 2B || 5C, 2C || Special, Super
|-
|-
! 5AAAA  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5AAAA}}
| - || - || - || -
| - || - || - || -
|-
|-
! 2A  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=2A}}
| 4A, 5A || 5B, 2B || 5C, 2C || Throw, Special, Super
| 4A, 5A || 5B, 2B || 5C, 2C || Throw, Special, Super
|-
|-
! <span style="color:blue">5B<sup>[1]</sup></span>
! {{Clr|cornflowerblue|{{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5B}}<sup>[1]</sup>}}
| 5A || 5BB, 2B || 5C, 2C || Special, Super
| 5A || 5BB, 2B || 5C, 2C || Special, Super
|-
|-
! 5BB  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5BB}}
| 5A || 2B || 5C, 2C || Special, Super
| 5A || 2B || 5C, 2C || Special, Super
|-
|-
! 2B  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=2B}}
| 5A || 5B || 5C, 2C || Special, Super
| 5A || 5B || 5C, 2C || Special, Super
|-
|-
! 5C  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=5C}}
| - || - || - || -
| - || - || - || -
|-
|-
! 2C  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=2C}}
| - || - || - || (Special)*, Super
| - || - || - || {{Clr|red|Additional Cruel Attack<sup>[-]</sup>}} , Super
|}
|}


Line 362: Line 135:
! !! A !! B !! C !! Cancel
! !! A !! B !! C !! Cancel
|-
|-
! j.A  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=j.A}}
| j.AA || j.B || j.C || Jump, Special, Super
| j.AA || j.B || j.C || Jump, Special, Super
|-
|-
! j.AA  
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=j.AA}}
| - || j.B || j.C || Jump, Special, Super
| - || j.B || j.C || Jump, Special, Super
|-
|-
! j.B
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=j.B}}
| - || - || j.C || Jump, Special, Super
| - || - || j.C || Jump, Special, Super
|-
|-
! j.C
! {{MiniMoveCard|game=BBTag|chara=Kanji Tatsumi|input=j.C}}
| - || - || - || -
| - || - || - || -
|}
|}


:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:{{Clr|red|'''X<sup>[-]</sup>''' <nowiki>=</nowiki> X is available only on hit}}
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:{{Clr|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
:{{Clr|cornflowerblue|'''X<sup>[#]</sup>''' <nowiki>=</nowiki> 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.
*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==
Line 386: Line 158:


==Navigation==
==Navigation==
{{#lst:BBTag/Kanji Tatsumi/Data|Links}}
<center>{{Character Label|BBTag|Kanji Tatsumi|36px|BBTag_Kanji_Icon.png}}</center>
{{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.}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
[[Category:Kanji Tatsumi]]
{{BBTag/Navigation}}
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 08:11, 13 January 2023

 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

Navigation

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