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===Playstyle=== | ===Playstyle=== | ||
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. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Mixup game solo is rather weak. | * Mixup game solo is rather weak. | ||
* Persona reliant, making him more susceptible to racking up damage from Persona Break. | * 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. | * 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. | |||
|} | |} | ||
====Persona: Magatsu Izanagi==== | ====Persona: Magatsu Izanagi==== | ||
Magatsu Izanagi has many moves where the persona retains its location for a while, were you can do followup attacks from that location. Such attacks include: | |||
* All parts of his 5B autocombo | |||
* 2BB | |||
* A and B Maziodyne | |||
* Vorpal Blade | |||
===Heat Riser Buff=== | ===Heat Riser Buff=== | ||
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{{MoveData | {{MoveData | ||
|image=P4AU_Adachi_5A.png |caption= Good ol' pistol whip. | |image=P4AU_Adachi_5A.png |caption= Good ol' pistol whip. | ||
|image2=P4AU_Adachi_5AA.png |caption2= | |image2=P4AU_Adachi_5AA.png |caption2= How did a guy in jail get a gun anyway? | ||
|image3=P4AU_Adachi_5AAA.png |caption3= Watch your ankles! | |image3=P4AU_Adachi_5AAA.png |caption3= Watch your ankles! | ||
|image4=P4AU_Adachi_AreYouScared.png |caption4= Know your gun safety rules, kiddo. | |image4=P4AU_Adachi_AreYouScared.png |caption4= Know your gun safety rules, kiddo. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
4A - Adachi's fastest ground button. Can be used to continue combos after A Maziodyne juggles in the corner. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Tohru Adachi/Data|5AAA}} | {{#lsth:BBTag/Tohru Adachi/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Adachi's old Furious Action. A jumping gun slam followed by a kick that knocks the gun away. Gun will still appear in his hand for 5AAA somehow. 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. | {{Description|7|text= *Natural frame trap and amazing starter for high damage combos. | ||
Adachi's old Furious Action. A jumping gun slam followed by a kick that knocks the gun away. Gun will still appear in his hand for 5AAA somehow. 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. | |||
}} | }} | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
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{{#lsth:BBTag/Tohru Adachi/Data|5B}} | {{#lsth:BBTag/Tohru Adachi/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= *Not a hitgrab, all 3 hits are now separate moves | |||
Adachi's 5C returns as a 3-part 5B. Magatsu Izanagi stabs at the opponent with the same animation of Yu's 5BB(or P4AU 2C), before slamming them into the ground and stomping them. Useful for pressure as Personas cant be pushblocked.[http://www.dustloop.com/wiki/index.php?title=BBTag/Defense#Reject_Guard] | |||
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. | |||
}} | |||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{#lsth:BBTag/Tohru Adachi/Data|5BB}} | {{#lsth:BBTag/Tohru Adachi/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= 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. | |||
}} | |||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{#lsth:BBTag/Tohru Adachi/Data|5BBB}} | {{#lsth:BBTag/Tohru Adachi/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Magatsu Izanagi stomps the opponent to the ground. Cannot combo into ghastly wail on hit, so this is moreso recommended if going for other enders like heat riser. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Universal Overhead. Safe on block like most UNI and RWBY characters, | Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Adachi's fastest low, but a short one. This is your go-to when going for low mixups but it's short range means you have to go in deep to connect. Chains to and from 5A | |||
}} | }} | ||
}} | }} | ||
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Adachi's old 2C. Magatsu Izanagi lunges upward to grab an opponent before dive kicking them into the ground. 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. | Adachi's old 2C. Magatsu Izanagi lunges upward to grab an opponent before dive kicking them into the ground. 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, | 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. | 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. | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4U2_Adachi_Sweep.png |caption= | |image=P4U2_Adachi_Sweep.png |caption= "Start groveling!" | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Sweep. Adachi advances forward during start-up. | |||
}} | }} | ||
}} | }} | ||
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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. | 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Maziodyne</font> ====== | ====== <font style="visibility:hidden" size="0">Maziodyne</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Adachi_5D.png |caption= | |image=P4AU_Adachi_5D.png |caption= Who needs "Bonds" when you can fire laser beams for free? | ||
|input=236A/B (air OK) | |input=236A/B (air OK) | ||
|name=Maziodyne | |name=Maziodyne | ||
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{{#lsth:BBTag/Tohru Adachi/Data|236B}} | {{#lsth:BBTag/Tohru Adachi/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= A - Normal fullscreen projectile | {{Description|7|text= | ||
B - Slow, but very active and allows Adachi to move while it's active | * A - Normal fullscreen projectile. | ||
* B - Slow, but very active and allows Adachi to move while it's active. | |||
A Ziodyne is used mainly as a zoning tool. 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. Be mindful that a fully blocked B ziodyne gives around half a bar of super meter. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Magatsu Mandala</font> ====== | ====== <font style="visibility:hidden" size="0">Magatsu Mandala</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Adachi_214214A.png |caption= " | |image=P4AU_Adachi_214214A.png |caption= "WRYYYYYYY!!!" | ||
|input=214B | |input=214B | ||
|name=Magatsu Mandala | |name=Magatsu Mandala | ||
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While having a very long startup, it makes up for it by being extremely plus. | 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Ghastly Wail</font> ====== | ====== <font style="visibility:hidden" size="0">Ghastly Wail</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4AU_Adachi_214214C1.png |caption= | |image=P4AU_Adachi_214214C1.png |caption= It's punishment time! | ||
|image2=P4AU_Adachi_214214C.png |caption2= | |image2=P4AU_Adachi_214214C.png |caption2= Stab, ''stab,'' '''''stab!''''' | ||
|input=214C | |input=214C | ||
|name=Ghastly Wail | |name=Ghastly Wail | ||
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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. | 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.[http://www.dustloop.com/wiki/index.php?title=Safe_Jump] }} | 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.[http://www.dustloop.com/wiki/index.php?title=Safe_Jump] | ||
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 }} | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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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. | 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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Launches opponents on the 2nd hit. | |||
}} | }} | ||
}} | }} | ||
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|name=Atom Smasher | |name=Atom Smasher | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Tohru Adachi/Data|236BC}} | {{#lsth:BBTag/Tohru Adachi/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{AttackVersion|name=Air}} | ||
{{#lsth:BBTag/Tohru Adachi/Data|j.236BC}} | |||
{{!}}- | |||
{{Description|8|text= Magatsu Izanagi swings his sword, unleashing a multislash across the entire screen. Leaves Adachi wide open if the opponent blocks. | |||
This move hits everywhere similar to Akihiko's Maziodyne, allowing you to punish attacks from fullscreen on reaction. Can be used as a reversal when Adachi has 2 bars, but be careful of the moves recovery, as any punish will be a Counter Hit. | This move hits everywhere similar to Akihiko's Maziodyne, allowing you to punish attacks from fullscreen on reaction. Can be used as a reversal when Adachi has 2 bars, but be careful of the moves recovery, as any punish will be a Counter Hit. | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Adachi_CrossSlash2.png |caption= "Jiomonji... G I R I ." | |image=BBTag_Adachi_CrossSlash2.png |caption= "Jiomonji... '''G I R I''' ." | ||
|input=P during Main Character's Distortion Skill | |input=P during Main Character's Distortion Skill | ||
|name=Demonic Cross Slash | |name=Demonic Cross Slash | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Heat Riser does NOT apply bonus damage to this move. | |||
}} | }} | ||
}} | }} | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars. | * Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars. | ||
* Hitbox is small and on the ground | * Hitbox is small and on the ground. | ||
* Tracks horizontal position of the opponent. | |||
Adachi's Astral Heat can be hard to juggle into due to the small hitbox. It might be easier to confirm it off of moves like Ghastly Wail, the first hit of Heat Riser, or 5BBB. | Adachi's Astral Heat can be hard to juggle into due to the small hitbox. It might be easier to confirm it off of moves like Ghastly Wail, the first hit of Heat Riser, or 5BBB. | ||
}} | }} |
Revision as of 03:06, 5 February 2020
Tohru Adachi |
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Rushdown,Trickster
|
Overview
"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."
Backstory
A former cop who has deep ties to the murders that occurred in Inaba.
Playstyle
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.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Persona: Magatsu Izanagi
Magatsu Izanagi has many moves where the persona retains its location for a while, were you can do followup attacks from that location. Such attacks include:
- All parts of his 5B autocombo
- 2BB
- A and B Maziodyne
- Vorpal Blade
Heat Riser Buff
Successfully landing Adachi's 214A, Heat Riser, applies a 10% damage buff to all of Adachi's attacks. The buff is removed if Adachi is hit afterwards. While active, a icon of Adachi face with a red ↗ will appear next to the Skill Gauge. Numbers in [] are damage values while Heat Riser is active.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
Template:AttackDataHeader-BBTag
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Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Adachi's fastest low, but a short one. This is your go-to when going for low mixups but it's short range means you have to go in deep to connect. Chains to and from 5A |
2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C |
Template:AttackDataHeader-BBTag
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Sweep. Adachi advances forward during start-up. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
Template:AttackDataHeader-BBTag
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j.C
j.C |
Template:AttackDataHeader-BBTag
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Adachis old j.2C. Magatsu Izanagi dives upward to attack airborne opponents. If the first hit connects, he will automatically divekick them into the ground. j.C, while no longer air unblockable, retains its use as a valid combo tool. Can be followed up solo both midscreen and in corner. While it shares an animation with 2BB, j.C is not a grab. Because of this the 2nd hit will sometimes whiff on opponents hit by the first. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag
| ||||
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Adachi trips the opponent then laughs at them. Can be followed up after he stops laughing for a simple OTG, or can be special cancelled fairly early once his kick lands. Magatsu mandala makes for a very rewarding and damaging followup, otherwise it is possible to special cancel into B maziodyne, followed by a quick hit into the beam for good corner carry. |
Calm Down!
Calm Down! 5A+D |
Template:AttackDataHeader-BBTag |
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Skills
Maziodyne
Maziodyne 236A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Heat Riser
Heat Riser 214A |
Template:AttackDataHeader-BBTag | ||||
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Magatsu 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 |
Template:AttackDataHeader-BBTag | ||||
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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
Ghastly Wail 214C |
Template:AttackDataHeader-BBTag
| |||||
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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
Vorpal Blade
Vorpal Blade 236C (Air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P Get Lost! |
Template:AttackDataHeader-BBTag
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6P
6P Vorpal Blade |
Template:AttackDataHeader-BBTag
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4P
4P Heat Riser |
Template:AttackDataHeader-BBTag
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Distortion Skills
Atom Smasher
Atom Smasher 236B+C (Air OK) |
Template:AttackDataHeader-BBTag |
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Demonic Cross Slash
Demonic Cross Slash 214B+C |
Template:AttackDataHeader-BBTag
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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. You're able to get a combo on counterhit, but the opponent has to practically be right next to you. Hitbox is also not like Yu's, so it'll whiff easily against opponents even slightly in the air. |
Distortion Skill Duo
Demonic Cross Slash P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag
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Astral Heat
Yomi Drop 222B+C “You act all high and mighty, but lose, and you’re just a loser.” |
Template:AttackDataHeader-BBTag
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Adachi's Astral Heat can be hard to juggle into due to the small hitbox. It might be easier to confirm it off of moves like Ghastly Wail, the first hit of Heat Riser, or 5BBB. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •