Difference between revisions of "BBTag/Tohru Adachi"

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(Strengths/Weaknesses)
(5B)
(2 intermediate revisions by the same user not shown)
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==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <font style="visibility:hidden" size="0">4A</font> ======
 
{{MoveData
 
{{MoveData
|image=P4U2_Adachi_5B.png |caption=
+
|image=P4AU_Adachi_5A.png |caption=
|image2=P4AU_Adachi_BD.png |caption2=
+
|image2=P4AU_Adachi_5AA.png |caption2=
|image3=P4AU_Adachi_Megidola1.png |caption3=
+
|image3=P4AU_Adachi_5AAA.png |caption3=
 
|image4=P4AU_Adachi_Megidola.png |caption4=
 
|image4=P4AU_Adachi_Megidola.png |caption4=
|name=5B
+
|name=4A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=5A}}
+
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Tohru Adachi/Data|5A}}
+
{{#lsth:BBTag/Tohru Adachi/Data|4A}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=5AA}}
+
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Tohru Adachi/Data|5AA}}
+
{{#lsth:BBTag/Tohru Adachi/Data|4AA}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=5AAA}}
+
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Tohru Adachi/Data|5AAA}}
+
{{#lsth:BBTag/Tohru Adachi/Data|4AAA}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=5AAAA}}
+
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Tohru Adachi/Data|5AAAA}}
+
{{#lsth:BBTag/Tohru Adachi/Data|4AAAA}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Line 71: Line 71:
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <font style="visibility:hidden" size="0">5A</font> ======
 
{{MoveData
 
{{MoveData
|image=P4AU_Adachi_5A.png |caption=
+
|image=BBTag_Adachi_5A.png |caption=
|image2=P4AU_Adachi_5AA.png |caption2=
+
|image2=BBTag_Adachi_5AA.png |caption2=
|image3=P4AU_Adachi_5AAA.png |caption3=
+
|image3=P4AU_Adachi_BD.png |caption3=
|image4=P4AU_Adachi_Megidola1.png |caption4=
+
|image4=P4AU_Adachi_Megidola.png |caption4=
|image5=P4AU_Adachi_Megidola.png |caption5=
 
 
|name=5A
 
|name=5A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=4A}}
+
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Tohru Adachi/Data|4A}}
+
{{#lsth:BBTag/Tohru Adachi/Data|5A}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=4AA}}
+
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Tohru Adachi/Data|4AA}}
+
{{#lsth:BBTag/Tohru Adachi/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=4AAA}}
+
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Tohru Adachi/Data|4AAA}}
+
{{#lsth:BBTag/Tohru Adachi/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=4AAAA}}
+
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Tohru Adachi/Data|4AAAA}}
+
{{#lsth:BBTag/Tohru Adachi/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Line 102: Line 101:
 
|image=P4AU_Adachi_5C.png |caption=
 
|image=P4AU_Adachi_5C.png |caption=
 
|image2=P4AU_Adachi_5C_Swing.png |caption2=
 
|image2=P4AU_Adachi_5C_Swing.png |caption2=
|image3=P4AU_Adachi_5C_Slam.png |caption3=
 
 
|name=5B
 
|name=5B
 
|data=
 
|data=
Line 112: Line 110:
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
 
{{#lsth:BBTag/Tohru Adachi/Data|5BB}}
 
{{#lsth:BBTag/Tohru Adachi/Data|5BB}}
{{!}}-
 
{{AttackVersion|name=5BBB}}
 
{{#lsth:BBTag/Tohru Adachi/Data|5BBB}}
 
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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|image=P4U2_Adachi_2B.png |caption=
 
|image=P4U2_Adachi_2B.png |caption=
 
|image2=P4AU_Adachi_j2C.png |caption2=
 
|image2=P4AU_Adachi_j2C.png |caption2=
|image3=P4AU_Adachi_j2c2.png |caption3=
 
 
|name=2B
 
|name=2B
 
|data=
 
|data=
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
Line 212: Line 206:
 
{{MoveData
 
{{MoveData
 
|image=P4AU_Adachi_j2C.png |caption=
 
|image=P4AU_Adachi_j2C.png |caption=
|image2=P4AU_Adachi_j2c2.png |caption2=
 
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
Line 243: Line 236:
 
{{MoveData
 
{{MoveData
 
|image=P4AU_Adachi_StopRightThere.png |caption=
 
|image=P4AU_Adachi_StopRightThere.png |caption=
|image2=P4AU_Adachi_YourAnnoyingA.png |caption2=
+
|image2=P4AU_Adachi_YoureAnnoyingA.png |caption2=
|name=???
+
|name=Calm Down!
 
|input=5A+D
 
|input=5A+D
 
|data=
 
|data=
Line 253: Line 246:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
{{#lsth:BBTag/Tohru Adachi/Data|AD Attack/Counter}}
+
{{#lsth:BBTag/Tohru Adachi/Data|AD Attack}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=Counter parry can only be occurred at frame 1 when Calm Down! is activated
 
{{Description|7|text=Counter parry can only be occurred at frame 1 when Calm Down! is activated
Line 264: Line 257:
 
====== <font style="visibility:hidden" size="0">Ziodyne</font> ======
 
====== <font style="visibility:hidden" size="0">Ziodyne</font> ======
 
{{MoveData
 
{{MoveData
|image=P4AU_Adachi_5D.png |caption= Ground
+
|image=P4AU_Adachi_5D.png |caption=
|image2=P4AU_Adachi_jD.png |caption2= Air
 
 
|input=236A/B (air OK)
 
|input=236A/B (air OK)
 
|name=Ziodyne
 
|name=Ziodyne
Line 271: Line 263:
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Ground A}}
+
{{AttackVersion|name=236A}}
 
{{#lsth:BBTag/Tohru Adachi/Data|236A}}
 
{{#lsth:BBTag/Tohru Adachi/Data|236A}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Ground B}}
+
{{AttackVersion|name=236B}}
 
{{#lsth:BBTag/Tohru Adachi/Data|236B}}
 
{{#lsth:BBTag/Tohru Adachi/Data|236B}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Air A}}
+
{{AttackVersion|name=j.236A}}
 
{{#lsth:BBTag/Tohru Adachi/Data|j.236A}}
 
{{#lsth:BBTag/Tohru Adachi/Data|j.236A}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Air B}}
+
{{AttackVersion|name=j.236B}}
 
{{#lsth:BBTag/Tohru Adachi/Data|j.236B}}
 
{{#lsth:BBTag/Tohru Adachi/Data|j.236B}}
 
{{!}}-
 
{{!}}-
Line 432: Line 424:
 
|image=BBTag_Adachi_CrossSlash.png |caption=
 
|image=BBTag_Adachi_CrossSlash.png |caption=
 
|input=P during Main Character's Distortion Skill  
 
|input=P during Main Character's Distortion Skill  
|name=???
+
|name=Cross Slash
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}

Revision as of 01:09, 10 October 2019

Tohru Adachi
BBTag Adachi Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Team role

Overview

Backstory

Playstyle

Strengths/Weaknesses

Strengths Weaknesses
  • He likes talking about murders.
  • He speaks Cabbage.
  • Has access to his Heat Riser move and its buff, which no longer requires meter.
  • Two versions of meterless Ziodyne that allows setups and long range harassment.
  • Has decent air normals; retains his oppressive j.C that controls space.
  • May require setups with Heat Riser to gain decent damage.
  • Persona reliant.



Normal Moves

4A
4A
P4AU Adachi 5A.png
P4AU Adachi 5AA.png
P4AU Adachi 5AAA.png
P4AU Adachi Megidola.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4A
4AA
4AAA
4AAAA


5A
5A
BBTag Adachi 5A.png
BBTag Adachi 5AA.png
P4AU Adachi BD.png
P4AU Adachi Megidola.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5A
5AA
5AAA
5AAAA


5B
5B
P4AU Adachi 5C.png
P4AU Adachi 5C Swing.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5B
5BB


5C
5C
P4U2 Adachi AoA.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


2A
2A
P4U2 Adachi 2A.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


2B
2B
P4U2 Adachi 2B.png
P4AU Adachi j2C.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5B
5BB


2C
2C
P4U2 Adachi Sweep.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


j.A
j.A
P4U2 Adachi jA.png
P4U2 Adachi jB.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
j.A
j.AA


j.B
j.B
P4AU Adachi jC.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


j.C
j.C
P4AU Adachi j2C.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


Universal Moves

Ground Throw
Ground Throw
5B+C
P4AU Adachi Throw.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


Calm Down!
Calm Down!
5A+D
P4AU Adachi StopRightThere.png
P4AU Adachi YoureAnnoyingA.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Stance
Attack

Counter parry can only be occurred at frame 1 when Calm Down! is activated



Skills

Ziodyne
Ziodyne
236A/B (air OK)
P4AU Adachi 5D.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236A
236B
j.236A
j.236B


Heat Riser
Heat Riser
214A
P4AU Adachi 236236A.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.

Magastu Izanagi creates a pillar of flame, if this move connects Adachi gets a damage buff that lasts until he gets hit.


Magatsu Mandala
Magatsu Mandala
214B
P4AU Adachi 214214A.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ghastly Wail
Ghastly Wail
214C
P4AU Adachi 214214C1.png
P4AU Adachi 214214C.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.

Adachi's old command grab super, unlike most C moves it does not cost meter. It's not terribly fast and it's range is shorter than it appears to be.


Extra Skills

Deathbound
Deathbound
236C
(Air OK)
P4AU Adachi 2D.png
P4AU Adachi 2D-2.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground
Air


Partner Skills

5P
5P
Get Lost!
P4AU Adachi BD.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


6P
6P
Deathbound
P4AU Adachi 2D.png
P4AU Adachi 2D-2.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


4P
4P
Heat Riser
P4AU Adachi 236236A.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.



Distortion Skills

Atom Smasher
Atom Smasher
236B+C
(Air OK)
P4AU Adachi 236236C.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


Cross Slash
Cross Slash
214B+C
BBTag Adachi CrossSlash.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.

Magastu Izanagi does the same animation as Atom Smasher, but after the first hit connects he slams down on the opponent just like Yu's version of cross slash.


Distortion Skill Duo

Cross Slash
P during Main Character's Distortion Skill
BBTag Adachi CrossSlash.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


Astral Heat

Yomi Drop
222B+C
P4AU Adachi 222CD.png
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.


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