BBTag/Tohru Adachi: Difference between revisions

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Revision as of 03:54, 17 April 2021

Overview

Template:CharaOverview

Normal Moves

4A

5A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA

  • 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

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB
5BBB

  • 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

2A

2B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B
2BB

  • 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

j.A

j.B

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • No longer a grab, air blockable and burstable on hit
  • Has a deadzone at point-blank range

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

5B+C

Calm Down!

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Stance
Attack

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

Maziodyne

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

  • 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

214A

Magatsu Mandala

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 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

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 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

Vorpal Blade

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air

  • 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

5P

Get Lost!

6P

Vorpal Blade

4P

Heat Riser


Distortion Skills

Atom Smasher

236B+C (Air OK)

Demonic Cross Slash

214B+C


Distortion Skill Duo

Demonic Cross Slash

P during Partner's Distortion Skill


Astral Heat

Yomi Drop

222B+C


External References

Navigation

To edit frame data, edit values in BBTag/Tohru Adachi/Data.