BBTag/Tohru Adachi/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All


Normal Moves[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1000 - 100 75 B All 6 3 16 -5 2 13 14 14 10 - -
4AA 1500 - 100 80 B All 10 3 23 -9 3 16 17 17 11 - -
4AAA 1700 - 90 85 F Low 40 3 20 -4 4 18 Launch 19 + Down 24 12 - -
4AAAA 1700 - 100 85 P1 Low 17 3 Total: 48 -1 4 18 19 19 + Down 24 0/+12 - -
5A 1500 - 100 80 B All 7 3 18 -4 3 16 17 17 11 - -
5AA 500*3 - 100 80 (Once) B All 9 3(5)3(5)3 20 -6 3 16 17 22 2*2, 11 - -
5AAA 1500*2 - 100 85 (Once) B All 43 3(11)3 24 -8 4 18 Launch 19 + Down 24, 29 + Down 24 12 - -
5AAAA 0*2, 2500 - 100 85 (Once) B All 7 2 41 24 4 18 Launch 60 + GBounce 0, 1, 0 - -
2A 1000 - 90 75 F Low 7 3 12 -1 2 13 14 14 10 - -
5B 1700 - 90 85 B All 13 2 24 -7 4 18 19 24 12 - -
5BB 1700 - 90 85 B All 18 3 26 -10 4 18 Launch 40 + GBounce 10 - -
5BBB 1700 - 90 85 B All 22 3 26 -10 4 18 Launch 40 + Down 24 12 - -
2B 1500 - 90 70 B All 13 5 17+16L -21 3 16 Launch 17 11 7-17 H -
2BB 1000, 0, 2000 - 100 85, 100*2 H All 16 9 Until L+24L - 4*2, 5 18 Launch 29*2, 19 + Down 24 12, 0, 6 - -
5C 800 - 100 100 B High 26 3 18 -4 3 16 - - 11 - -
2C 1700 - 90 85 F Low 14 3 22 -4 4 20 Launch 30 12 - -
j.A 1500 - 80 80 H High 8 6 12 - 3 16 17 17 11 - -
j.AA 1500 - 80 80 H High 8 3 9 - 3 16 17 17 11 - -
j.B 1700 - 80 85 H All 13 3 39 - 4 18 19 29 12 - -
j.C 1000, 1700 - 80, 60 75, 100 H All 16 9 26 - 4 18 Launch 40 12, 6 - -

Universal Mechanics[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 (once) T Throw 7~30 3 23 - 0, 2 - Launch 50 + Down 74 0, 3 - -
  • 100% minimum damage: 0, 2000 (2000)
Calm Down!
Reversal Action
2300 - 80 60 B Air Unblockable 49 9 39 -21 4 18 Launch 60 12 1-25 Guard All -
Calm Down! Attack 2300 - 80 60 B Air Unblockable 4 9 29 -21 4 18 Launch 60 12 1-15 All -
Cross Burst Attack

Skills[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Maziodyne
236A
600*6 - 80 80 (Once) P1 All 23 3*6 Total: 69 -15 3 16 Launch 47 + WStick 0 - -
B Maziodyne
236B
200*24 - 80 75 (Once) P1 All 61 3*24 Total: 69 +79 4 18 Launch 47 + WStick 0 - -
Air A Maziodyne
j.236A
600*6 - 80 80 (Once) P1 All 18 2*6 Total: 65 - 3 16 Launch 47 + WStick 0 - -
Air B Maziodyne
j.236B
200*24 - 80 75 (Once) P1 All 56 2*24 Total: 69 - 4 18 Launch 47 + WStick 0 - -
Heat Riser
214A
1200, 1800 - 80 80 B, P1 All 16 3(15)3 41 -10 4, 5 18, 20 Launch 30 + Down 24, 55 10, 0/+13 - -
Magatsu Mandala
214B
350*7 [350*12] - 80 80 (Once) B All 43 3*7 [3*12] 27 [96] +4 5 20 Launch 1000 + Down 24 0/+13 - -
  • Values in [] are on hit
Ghastly Wail
214C
0*2, 500*2, 1000, 3000 - 100 100*5, 50 (Once) T Throw 29 3 36 - 0*2, 4*3, 5 - Launch 50 + Down 74*5, 60 1*2, 6*2, 12, 17 - -

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Vorpal Blade
236C
3000 - 80 85 H All 24 8 25 -2 4 18 Launch 60 + GBounce 0/+12 - -
Air Vorpal Blade
j.236C
3000 - 80 85 H All 24 8 29 - 4 18 Launch 60 + GBounce 0/+12 - -

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.
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Get Lost!
1500*2 - 70 85 (Once) B All (18)+15 6(11)6 34 -21 4 18 19, Launch 19 + Down 24, 45 + Down 24 6, 12 - -
6P
Vorpal Blade
2300 - 70 85 H All (18)+41 8 31 -8 4 18 Launch 30 + Down 24 0/+12 - -
4P
Heat Riser
1800 - 70 85 B All (18)+16 3 39 -11 4 18 19 60 0/+12 - -

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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Atom Smasher
236BC
930*10 [500*25] - 80 60 (Once) P0 All 8+12 5,4*9
[4,3*10,2*13,4]
Total: 122
[Total: 149]
-41 3 16 Launch 60 0/+12*9, 0/+12/+25
[0/+12*24, 0/+12/+25]
1-20 All -
  • 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] - 80 60 (Once) P0 All 8+12 5,4*9
[4,3*10,2*13,4]
Until L+4L - 3 16 Launch 60 0/+12*9, 0/+12/+25
[0/+12*24, 0/+12/+25]
1-20 All -
  • 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] - 100, 80 100, 60 B All 11+6 4 53 -36 5 20 130, Crumple 21 [130, Launch*7] Stand [Stand, 180 + GBounce + Down 24*7] 13 1-28 All -
  • 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] - 100 100 B All 1+1 4 53 -36 5 20 130, Crumple 21 [130, Launch*7] Stand [Stand, 180 + GBounce + Down 24*7] 13 1-13 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]

Astral Heat[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Yomi Drop
222B+C
- - - - T All 4+5 10 57 -36 4 18 - - 0/+12 1-22 All -

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. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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