BBTag/Tohru Adachi

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Overview[edit]
Overview

Adachi can play either zoner or rushdown. Good Adachi players should be able to recognize when they should transition from one to another. While doing so, Adachi has plenty of room to make a variety of creative plays and setups. To be specific, he brings very solid lockdown moves for his partner in the form of B ziodyne, Magatsu Mandala, and many more if creative enough. However, being in the midrange is one of Adachi's main weaknesses. Having a persona means that trades will not go in his favor when using 5B. As a whole, Adachi possesses great utility and synergy while offering fantastic uses of Cross Tag Battles system mechanics.


"Don't... think we're the same, you little brat. You think the whole world hates you because someone didn't treat you right... You're nothing but a little kid throwing a tantrum."
Lore:A former cop who has deep ties to the murders that occurred in Inaba.
Playstyle
Pros Cons
  • Above average damage, especially with heat riser buff.
  • Two versions of Maziodyne that allows setups and long range harassment.
  • Said Maziodyne's B version has excellent lockdown ability, especially when combined with Active Switch.
  • Has the benefits of having persona attacks, which prevents effective enemy push block.
  • Has decent air normals.
  • Solid assist kit.
  • Mixup game solo is rather weak.
  • Persona reliant, making him more susceptible to racking up damage from Persona Break.
  • Midrange game isn’t very good, as a lot of his grounded buttons don’t sport a lot of range.
  • Hitconfirms can feel very awkward at times.
  • Lacks Anti-air options in a pinch.
Heat Riser Buff

Successfully landing Adachi's Heat Riser, applies a 10% damage buff to all of Adachi's attacks. The buff is removed if Adachi gets hit. While active, a icon of Adachi face with a red ↗ will appear next to the Skill Gauge.

Heat Riser Buff icon

Normal Moves[edit]

4A[edit]

5A[edit]

Version 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 7 3 18 -4 -
5AA 500*3 All 9 3(5)3(5)3 20 -6 -
5AAA 1500*2 All 43 3(11)3 24 -8 -
5AAAA 0*2, 2500 All 7 2 39 -22 -

[edit]

  • Jump cancelable on both hit and block.
  • Only hits once.

This button can be easily be out-poked due to it's lack of range, but is still important as the buttons following this are useful for Adachi's staple combos. Jump cancellable on hit and block. Throw cancellable.


  • Jump cancellable on hit and block.

5AA is unsafe when pushblocked due to its sheer number of hits, but this can be compensated by opting for persona attacks in place of 5AA. Moves Adachi forward quite a bit as well, which makes hits into launcher combos consistent.


  • Natural frame trap and amazing starter for high damage combos.

Since this is a followup to 5AA, landing this on hit is fairly simple. Slams and then launches on hit but isn't jump cancellable, therefore this must be dialed into something else. In situations where opponents are hit while airborne, the slam and launch from this move make hitconfirming easy into 5B/2B.


5AAAA can't be followed up with anything besides Cross Raid.

5B[edit]

Version 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 13 2 24 -7 -
5BB 1700 All 18 3 26 -10 -
5BBB 1700 All 22 3 26 -10 -

[edit]

  • Not a hitgrab, all 3 hits are now separate moves

Useful for pressure as Personas cant be pushblocked.[1]

5B cannot be used as a pressure tool from afar such as situations like using full screen vorpal blade. Up close however, you can jump cancel 5B even on block and it can even re-dial into 5A.


5BB Has less range than 5B but vaccuums on contact. On hit, 5BB bounces to the ground which can be combo'd into ghastly wail for a safejump or vorpal blade for highly damaging confirms.


5BBB cannot combo into ghastly wail on hit, so this is moreso recommended if going for other enders like heat riser. Note that 5BB into 5BBB has a gap so your opponent can reversal through it, but it can also be taken advantage of as a potent active switch tool.

5C[edit]

2A[edit]

2B[edit]

Version 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1500 All 13 5 17+16L -21 7-17 H
2BB

need testing

1000, 0, 2000 All 16 9 Until L+24L - -

[edit]

  • Jump cancelable on both hit and block.

Horribly negative on block/whiff, but can be jump-cancelled on hit and block. This will use your 2nd jump however, so be wary when throwing it out.


  • Grab followup only comes out on hit

Unburstable attack, but followups after it are quite limited. With good timing, it's possible to follow up with Heat Riser anywhere, regardless of combo timer decay. If hitstun hasn't detoriated too much, assists can be used during or after Heat Riser in the corner to follow-up (or midscreen with a wide hitting assist such as Elizabeth's 6P) but otherwise this move sees little late-combo usage.

If you're close to the corner, you can link this into Demonic Cross Slash. Atom Smasher is doable as well, but it's harder, though it can be done anywhere on the screen to compensate (after the first hit and with not too high hitstun decay). It's also special-cancellable into Maziodyne (air version), but that doesn't lead to much damage and allows the opponent to airtech.

Becomes much more threatening (espicially against air approaches) when used in Resonance, however, as it will allow confirming Heat Riser into Atom Smasher or even IK in LVL4 Blaze.

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

Calm Down![edit]

5A+D

Version 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Stance 2300 Air Unblockable 49 9 39 -21 1-25 Guard All
Attack 2300 Air Unblockable 14 9 29 -21 1-3 after end of Active All

[edit]

Adachi slowly walks forward. Any attack that hits him during the first few frames will trigger his Pain In The Ass! followup. If uninterrupted, the followup will still come out after a short time. The followup portion is Air Unblockable, but very unsafe on block.

One of the worst reversal actions in the game. A unique part of this counter reversal is that the follow up happens even if the counter isn't triggered, which means that if this move misses, the opponent has all the time in the world to prepare a hard punish, and unlike other counter reversals, the followup isn't invincible if it properly countered a move.


Skills[edit]

Maziodyne[edit]

236A/B (air OK)

Version 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Version 600*6 All 23 3*6 Total: 69 -15 -
B Version 200*24 All 61 3*24 Total: 69 +79 -

[edit]

  • A - Normal fullscreen beam projectile.
  • B - Slow, but very active and allows Adachi to move while it's active.

A Ziodyne is used mainly as a zoning tool. It knocks opponents relatively far as compared to most projectiles (or other beams for that matter) which leads to more fullscreen harassment. Since 236A is beam, it carries lots of priority over many other projectiles, and not to mention it is still pretty wide overall for it's speed. In resonance, it deals a fair amount of chip damage and confirms easily into Atom Smasher. Can be used for juggle opportunities in the corner if opponents were airborne.

B Ziodyne is one of Adachi's best tools. Can set up plenty of mixups with and without a partner. This projectile is really active and obscures a bit of the screen, making any mixup from this a tad more ambiguous. Be mindful that a fully blocked B ziodyne gives around half a bar of super meter. 236B is slow to activate as well, and can of course be persona broken which stops the attack from coming but leaves Adachi in the animation for a short time.

Heat Riser[edit]

214A

Magatsu Mandala[edit]

214B

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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
350*7 [350*12] All 43 3*7 [3*12] 27 [96] +4 -

[edit]

  • Slow startup, but if it connects it will launch the opponent high into the air, making for easy follow-ups.
  • Will combo after throw.

Magatsu Mandala returns as Adachis 214B. Adachi strikes a pose as a red vortex surges around him and Magatsu Izanagi. No longer has its amazing reversal traits or its status inducing buffs, but retains its combo-extending ability. It also sees some use in corner oki it situations where B Ziodyne could be evaded. If Magatsu Izanagi is displaced from Adachi, the vortex will appear at the Persona's location.

While having a very long startup, it makes up for it by being extremely plus.

Has longer recovery frames on a successful hit on a point or assist character.

Ghastly Wail[edit]

214C

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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*2, 500*2, 1000, 3000 Throw 29 3 36 - -

[edit]

  • Is both a command grab and a hitgrab, meaning it cannot be blocked and it can grab an opponent in hitstun.

Adachi's old command grab super returns as his 214C. Slow, but unlike most C specials it does not cost meter, making it slightly harder to react to as there's no blue flash. Grab range is smaller than the animation lets on.

Ghastly Wail is a decent mixup tool that becomes powerful when combined with Active Switch or Resonance Blaze. Adds unburstable damage onto your combo while your partner can setup a big punish. Also sees use as an ender as it does a good chunk of damage while Heat Riser is active, and grants a safejump.[2] However, in long combos there is no way to link solo into it, so it's better to go for knockdown into maziodyne.b setups if midscreen or magatsu->active switch if in the corner


Extra Skills[edit]

Vorpal Blade[edit]

236C (air OK)

Version 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 3000 All 24 8 25 -2 -
Air 3000 All 24 8 29 - -

[edit]

  • Magatsu Izanagi will appear wherever the opponent was upon the moves activation.

Adachi's old 2D/j.2D returns in all of its glory. Adachi shoots the Persona card above him as Magatsu Izanagi plunges down onto the opponent. Similar to the 2nd hit of his and Narukami's Cross Slash super. Big damage, and has a groundsplash hitbox making it harder to avoid than it looks.

This move is great for extending combos from anywhere on screen, as it combos into 5B on hit. It can also be used as raw callout to projectiles or moves with lengthy startup, forcing the opponent to respect Adachi as long as he has meter. Has some startup, but a failed attempt at breaking the Persona can be deadly.

In addition, the air version can recover almost instantly upon landing, making for some tricky frametraps that would be very unsafe if done with the ground version of the move, or even link it into moves the ground version could not, such as A Zio and Atom Smasher.

Note that the attack is Head Attribute meaning anti-air normals can beat it out for an easy Persona Break, so do be careful about using this recklessly.


Partner Skills[edit]

5P[edit]

Get Lost!

6P[edit]

Vorpal Blade

4P[edit]

Heat Riser


Distortion Skills[edit]

Atom Smasher[edit]

236B+C (air OK)

Demonic Cross Slash[edit]

214B+C


Distortion Skill Duo[edit]

Demonic Cross Slash[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Yomi Drop[edit]

222B+C


External References[edit]

Navigation[edit]


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