BBTag/Tohru Adachi/Frame Data

From Dustloop Wiki
 Tohru Adachi

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Tohru Adachi 17,000 4F 23F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
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 3 16 17 22 22 36 2×2, 11 +0 +2
5AAA 1500×2 All 43 3(11)3 24 -8 B 100 85 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 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

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 2 Launch 50 + Down 73 0, 3 +0
AD Calm Down! 2300 Air Unblockable 49 9 39 -21 B 1~25 Guard All 80 60 4 18 Launch 60 Launch 75 12 +0 +5
AD Attack 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

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Maziodyne 600×6 All 23 3×6 Total: 69 -15 P1 80 80 3 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2
236B B Maziodyne 200×24 All 61 3×24 Total: 69 +79 P1 80 75 4 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2
j.236A Air A Maziodyne 600×6 All 18 2×6 Total: 65 P1 80 80 3 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2
j.236B Air B Maziodyne 200×24 All 56 2×24 Total: 69 P1 80 75 4 16 Launch 47 + WBounce Launch 61 + WBounce 0 +0 +2
214A Heat Riser 1200, 1800 All 16 3(15)3 41 -10 B, P1 80 80 4, 5 18, 20 Launch 30 + Down 23, 55 Launch 45 + Down 23, 71 10, 0/+13 +0, +13 +5, +21
214B Magatsu Mandala 350×7 [350×12] All 43 3×7 [3×12] 27 [96] +4 B 80 80 5 20 Launch 1000 + Down 23 Launch 1016 + Down 23 0/+13 +13 +21
214C Ghastly Wail 0×2, 500, 1000, 2000, 3000 Throw 29 3 36 T 100 100×2, 50 0×2, 4×3, 5 Launch 50 + Down 73×5, 60 1×2, 6×2, 12, 17 +0

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Vorpal Blade 3000 All 24 8 25 -2 H Persona: 1-23 80 85 4 18 Launch 60 + GBounce Launch 75 + GBounce 0/+12 +12 +17
j.236C Air Vorpal Blade 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

  • 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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
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

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Atom Smasher 930×10 [500×25] All 8+(53 Flash)+12 5,4×9
[4,3×10,2×13,4]
Total: 122
[Total: 149]
-41 P, B×N 1~20 All 80 60 (Once) 3 16 Launch 60 Launch 74 0/+12 +12×9 [×24], +25 +12×9 [×24], +25
j.236BC Air Atom Smasher 930×10 [500×25] All 8+(53 Flash)+12 5,4×9
[4,3×10,2×13,4]
Until L+4L P, B×9 [×24] 1~20 All 80 60 (Once) 3 16 Launch 60 Launch 74 0/+12 +12×9 [×24], +25 +12×9 [×24], +25
214BC Demonic Cross Slash 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 + Down 10 [130, Launch×7] Stand [Stand, 180 + GBounce + Down 23×7] 146, Crumple + Down 10 [146, Launch×7] Stand [Stand, 196 + GBounce + Down 23×7] 13 +0 +8
Distortion Skill Duo Demonic Cross Slash 1000, 1500 [1000, 100×7, 1300] All 1+(111 Flash)+1 4 53 -36 B 1~13 All 100 100 5 20 130, Crumple + Down 10 [130, Launch×7] Stand [Stand, 180 + GBounce + Down 23×7] 146, Crumple + Down 10 [146, Launch×7] Stand [Stand, 196 + GBounce + Down 23×7] 13 +0 +8

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Yomi Drop All 4+(60 Flash)+5 10 57 -36 T 1~22 All 4 18 0/+12

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4AP4AU Adachi 5A.pngGuardAllStartup6Recovery16Advantage-5 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAP4AU Adachi 5AA.pngGuardAllStartup10Recovery23Advantage-9 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAAP4AU Adachi 5AAA.pngGuardLowStartup40Recovery20Advantage-4 4AAAA - 5C, 2C Special, Super
4AAAAP4AU Adachi AreYouScared.pngGuardLowStartup17RecoveryTotal: 48Advantage-13 - - - -
5ABBTag Adachi 5A.pngGuardAllStartup7Recovery18Advantage-4 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Adachi 5AA.pngGuardAllStartup9Recovery20Advantage-6 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAAP4AU Adachi BD.pngGuardAllStartup43Recovery24Advantage-8 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAAP4AU Adachi Megidola.pngGuardAllStartup7Recovery39Advantage-22 - - - -
2AP4U2 Adachi 2A.pngGuardLowStartup7Recovery12Advantage-1[3*] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BP4AU Adachi 5C.pngGuardAllStartup13Recovery24Advantage-7 5A 5BB, 2B 5C, 2C Jump, Special, Super
5BBP4AU Adachi 5C Slam.pngGuardAllStartup18Recovery26Advantage-10 - 5BBB, 2B 5C, 2C Special, Super
5BBBBBTAG Adachi 5BBB.pngGuardAllStartup22Recovery26Advantage-10 - 2B 5C, 2C Special, Super
2BP4U2 Adachi 2B.pngGuardAllStartup13Recovery17+16LAdvantage-21 - 2BB[-] - Jump, Special, Super
2BBP4AU Adachi 2C2.pngGuardAllStartup16RecoveryUntil L+24LAdvantage- - - - Special, Super
5CP4U2R Adachi AoA-1.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CP4U2 Adachi Sweep.pngGuardLowStartup14Recovery22Advantage-4 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.AP4U2 Adachi jB.pngGuardHighStartup8Recovery12Advantage- j.AA j.B j.C Jump, Special, Super
j.AAP4U2 Adachi jA.pngGuardHighStartup8Recovery9Advantage- - j.B j.C Jump, Special, Super
j.BP4AU Adachi jC.pngGuardAllStartup13Recovery39Advantage- - - - Special, Super
j.CP4AU Adachi j2C.pngGuardAllStartup16Recovery26Advantage- - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or 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

Navigation

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

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information