BBTag/Tohru Adachi/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:23F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1000 All 6 3 16 -5 B - 100 75 - 2 13 14 14 18 26 10 +0 +1 -
4AA 1500 All 10 3 23 -9 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
4AAA 1700 Low 40 3 20 -4 F - 90 85 - 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5 -
4AAAA 1700 Low 17 3 Total: 48 -13 P1 - 100 85 - 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5 -
5A 1500 All 7 3 18 -4 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 500*3 All 9 3(5)3(5)3 20 -6 B - 100 80 (Once) - 3 16 17 22 22 36 2*2, 11 +0 +2 -
5AAA 1500*2 All 43 3(11)3 24 -8 B - 100 85 (Once) - 4 18 Launch 19 + Down 23, 29 + Down 23 Launch 34 + Down 23, 44 + Down 23 12 +0 +5 -
5AAAA 0*2, 2500 All 7 2 39 -22 B - 100 85 (Once) - 0*2, 4 18 Launch 60 + GBounce Launch - 1 0 +0 -
2A 1000 Low 7 3 12 -1 F - 90 75 - 2 13 14 14 18 26 10 +0 +1 -
5B 1700 All 13 2 24 -7 B - 90 85 - 4 18 19 24 24 39 12 +0 +5 -
5BB 1700 All 18 3 26 -10 B - 90 85 - 4 18 Launch 40 + GBounce Launch 55 + GBounce 10 +0 +5 -
5BBB 1700 All 22 3 26 -10 B - 90 85 - 4 18 Launch 40 + Down 23 Launch 55 + Down 12 +0 +5 -
2B 1500 All 13 5 17+16L -21 B 7~17 H 90 70 - 3 16 Launch 17 Launch 31 11 +0 +2 -
2BB 1000, 0, 2000 All 16 9 Until L+24L - H - 100 85, 100*2 - 4*2, 5 18 - 25*2, 21 + Down 24 - - 12 12, 0, 6 +0 -
5C 800 High 26 3 18 -4 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 14 3 22 -4 F - 90 85 - 4 20 Launch 30 Launch 45 12 +0 +5 -
j.A 1500 High 8 6 12 - H - 80 80 - 3 16 17 17 22 31 11 +0 +2 -
j.AA 1500 High 8 3 9 - H - 80 80 - 3 16 17 17 22 31 11 +0 +2 -
j.B 1700 All 13 3 39 - H - 80 85 - 4 18 19 29 24 44 12 +0 +5 -
j.C 1000, 1700 All 16 9 26 - H - 80, 60 75, 100 - 4 18 - 40 - 55 12 12, 6 +5 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 2 - Launch 50 + Down 73 - - - 0, 3 +0 -
  • 100% minimum damage: 0, 2000 (2000)
Calm Down!
Reversal Action
2300 Air Unblockable 49 9 39 -21 B 1~25 Guard All 80 60 - 4 18 Launch 60 Launch 75 12 +0 +5 -
  • On Guard Point, hitstop for Adachi is 0F. Opponent hitstop is 16F
Calm Down! Attack 2300 Air Unblockable 14 9 29 -21 B 1~25 All 80 60 - 4 18 Launch 60 Launch 75 12 +0 +5 -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Maziodyne
236A
600*6 All 23 3*6 Total: 69 -15 P1 - 80 80 (Once) - 3 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2 -
B Maziodyne
236B
200*24 All 61 3*24 Total: 69 +79 P1 - 80 75 (Once) - 4 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2 -
Air A Maziodyne
j.236A
600*6 All 18 2*6 Total: 65 - P1 - 80 80 (Once) - 3 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2 -
Air B Maziodyne
j.236B
200*24 All 56 2*24 Total: 69 - P1 - 80 75 (Once) - 4 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2 -
Heat Riser
214A
1200, 1800 All 16 3(15)3 41 -10 B, P1 - 80 80 (Once) - 4, 5 18, 20 Launch 30 + Down 23, 55 Launch 45 + Down 23, 71 10, 0/+13 +0, +13 +5, +21 -
Magatsu Mandala
214B
350*7 [350*12] All 43 3*7 [3*12] 27 [96] +4 B - 80 80 (Once) - 5 20 Launch 1000 + Down 23 Launch 1016 + Down 23 0/+13 +13 +21 -
  • Values in [] are on hit
Ghastly Wail
214C
0*2, 500*2, 1000, 3000 Throw 29 3 36 - T - 100 100*5, 50 (Once) - 0*2, 4*3, 5 - Launch 50 + Down 73*5, 60 - - - 1*2, 6*2, 12, 17 +0 -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Vorpal Blade
236C
3000 All 24 8 25 -2 H Persona: 1-23 80 85 - 4 18 Launch 60 + GBounce Launch 75 + GBounce 0/+12 +12 +17 -
Air Vorpal Blade
j.236C
3000 All 24 8 29 - H Persona: 1-23 80 85 - 4 18 Launch 60 + GBounce Launch 75 + GBounce 0/+12 +12 +17 -

Partner Skills[edit]

  • 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.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
Get Lost!
1500*2 All (18)+15 6(11)6 34 -21 B - 70 85 (Once) - 4 18 Launch 19 + Down 23, 45 + Down 23 - - 6, 12 +0 - -
6P
Vorpal Blade
2300 All (18)+41 8 31 -8 H - 70 85 - 4 18 Launch 30 + Down 23 - - 0/+12 +12 - -
4P
Heat Riser
1800 All (18)+16 3 39 -11 B - 70 85 - 4 18 Launch 60 - - 12 +0 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Atom Smasher
236BC
930*10 [500*25] All 8+(53 Flash)+12 5,4*9
[4,3*10,2*13,4]
Total: 122
[Total: 149]
-41 P0 1~20 All 80 60 (Once) - 3 16 Launch 60 Launch 74 0/+12 +12*9 [*24], +25 +12*9 [*24], +25 -
  • Values in [] are for Enhanced version
  • Only does first hit on whiff
  • Minimum Damage 111*10 (1110) [50*25 (1250)]
Air Atom Smasher
j.236BC
930*10 [500*25] All 8+(53 Flash)+12 5,4*9
[4,3*10,2*13,4]
Until L+4L - P0 1~20 All 80 60 (Once) - 3 16 Launch 60 Launch 74 0/+12 +12*9 [*24], +25 +12*9 [*24], +25 -
  • Values in [] are for Enhanced version
  • Only does first hit on whiff
  • Minimum Damage 111*10 (1110) [50*25 (1250)]
Cross Slash
214B+C
2500, 4800 [2500, 230*6, 4700] All 11+(70 Flash)+6 4 53 -36 B 1~28 All 100, 80 100, 60 - 5 20 130, Crumple 43 + Down 10 [130, Launch*7] Stand [Stand, 180 + GBounce + Down 23*7] 146, Crumple 53 + Down 10 [146, Launch*7] - 13 +0 +8 -
  • Values in [] are for Enhanced version
  • Minimum Damage 625, 1440 (2065) [625, 57*6, 1175 (2142)]
Cross Slash
Distortion Skill Duo
1000, 1500 [1000, 100*7, 1300] All 1+(111 Flash)+1 4 53 -36 B 1~13 All 100 100 - 5 20 130, Crumple 43 + Down 10 [130, Launch*7] Stand [Stand, 180 + GBounce + Down 23*7] 146, Crumple 53 + Down 10 [146, Launch*7] - 13 +0 +8 -
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Yomi Drop
222B+C
- All 4+(60 Flash)+5 10 57 -36 T 1~22 All - - - 4 18 - - - - 0/+12 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA 4AAAA - 5C, 2C Special, Super
4AAAA - - - -
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B 5A 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - 2B 5C, 2C Special, Super
2B - 2BB[-] - Jump, Special, Super
2BB - - - Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - - Special, Super
j.C - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • Cancels for 5AA are on the final hit
  • Cancels for 2BB are during landing recovery

Sources[edit]

Navigation[edit]

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