P4U2R/Tohru Adachi/Frame Data

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 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. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health.
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.
ComboRate Affects how much damage scaling in a combo - the larger the percentage, the more damage.
Persona Cards Number of Persona Cards this character has.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air 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.
Invuln Attribute and Hitbox invincibility for this attack
P1 Damage proration that is applied only when this attack is used as a combo starter.
P2 Damage proration that is applied whenever this attack is used.
SMP Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
J jump cancellable
Sp special cancellable
S super cancellable
O One More! cancellable
(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.


Attack Level Values
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
Hitstun
(Standing)
11F 13F 15F 17F 19F
Air Hitstun
(aka Untechable Time)
13F 15F 17F 19F 21F
Hitstop/Blockstop 9F 10F 11F 12F 13F
Counter Hit Hitstun +12F +12F +12F +12F +12F
Counter Hit Air Hitstun
(aka CH Untechable Time)
+12F +12F +20F +20F +20F
  • Hitting a crouching opponent adds 2F of hitstun
  • Instant Block Blockstun (Ground) = Blockstun - 2
  • Instant Block Blockstun (Air) = Air Blockstun - 4
For more values, see P4U2R/Frame Data


System Data

name health prejump backdash comborate personacards Unique Movement Options
Tohru Adachi 9,500 3F 20F (1~6F Inv All) 60% 4

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 200 All 6 3 16 -6 Body 300 200 50 2 12 10 13 15 25 27
5AA 500 All 10 3 18 -6 Body 0 100 50 3 14 11 15 17 27 37
5AAA 900 Low 15 3 18 -4 Foot 4~17 Foot 100 300 50 4 16 12 Launch 19 Launch 39
2A 160 All 6 3 10 -2 Foot 500 100 50 1 10 9 11 13 23 25
5B 500, 150×2 All 7 3(10)3(5)3 20 -8 Body, Chest×2 300 100 50 4, 3×2 16, 14×2 12, 9×2 17, 15×2 19, 17×2 29, 27×2 39, 37×2
2B 500 Air Unblockable 13 5 17+16L -23 7~17 Head 200 100 500 3 14 11 15 19 27 39
j.A 200 High 7 3 9 Head 200 100 50 1 10 9 11 13 23 25
j.B 500 High 8 6 12 Head 200 100 50 3 14 11 15 17 27 37
5AB 300 High 32 3 30 -14 10~32 Guard Strike 0 1000 5 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 800 Low 19 3 17 -3 Foot 4~21 Chest 200 100 4 16 12 Launch 24 Launch 44

Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 900, 0, 301, 788 All 16 2 24 -9 Body Persona 1~Until Active All 200 100, 1400 50 4, 0, 5×2 16 12, 0, 8, 12 Launch 19, 21 + Down 30, 29
2C 800, 0, 1042 Air Unblockable 19 9 24 Persona 1~Until Active All 400 100, ?, 1100* 1000 5, 0, 5 13, 0, 0/+12 21 + Down 15 41 + Down 15
j.2C 800, 0, 1042 Air Unblockable 7 9 35 Head Persona 1~Until Active All 400 100,1100 1000 5, 0, 13, 0, 0/+12 21 + Down 15 41 + Down 15
j.C 800 All 13 3 39 Head Persona 1~Active All 200 100 50 5 16 13 17 19 29 39
5D 104, 52×23 All 60 3×24 Total 57 Projectile 500 600 50 4 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
j.D 104, 52×23 All 55 3×24 Total 61 500 600 4 16 0 Launch 68 + WStick 40 Launch 88 + WStick 40
2D 1980 All 41 8 Total 49 +20 Head 1000 1000 50 4 16 0/+12 Launch 30 + Down 15 Launch 50 + Down 15
j.2D 1980 All 41 8 Total 57 +12 Head 1000 1000 50 4 16 0/+12 Launch 40 + Down 15 Launch 60 + Down 15

Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 500 Throw 5 3 21 Throw 0 1000, 100 50 0 0, 3 Launch 50 + Down 45
Air Throw j.CD 0, 300, 1000 Throw 4 3 18 Throw 0 1200, 100 0, 2, 0×2, 3 65 + Down 30
Get Lost! BD 700, 350 High, Low 23 3(18)3 36 -22 Body, Foot 1~25 All 1000 100 50 4 16 12 Launch 19 + Down 30, 39 + WBounce Launch 39 + Down 30, 41 + WBounce
Guard Cancel Attack 6AB 0 All 16 3 30 -16 Body 1~21 Guard All 4 16 12 Launch 19 Launch 29
Dash Cancel 66

Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Calm Down! 236A 89 9~38 P
B Calm Down! 236B 63
SB Calm Down! 236AB 51 9~32 Strike
A Pain in the Ass! 236A~A 900 All 4 9 26 -10 Body 300 100 50 4 16 12 Launch 29 Launch 49
B Pain in the Ass! 236B~A 1000, 0, 0 All 8 9 26 -10 Body 300 100, 0 500, 1000 4, 0, 2 16 12, 0×2 Launch 37 Ground Launch 57 Ground
SB Pain in the Ass! 236AB~A 1000, 0, 0 All 4 9 26 -10 Body 4~12 P 500 100, 0 500, 1000 4, 0, 2 16 12, 0×2 Spin 46 Ground Spin 46 Ground
AScared? 214A 300 Low 12 3 Total 35 -3 Foot+Projectile 300 300 50 3 12 0/+8 17 17 29 37
B Scared? 214B 300 Low 12 3 Total 35 -3 Foot+Projectile 300 300 50 3 12 0/+8 17 17 29 37
SB Scared? 214AB 300 Low 10 3 Total 29 +13 Foot+Projectile 300 300 50 3 24 0/+8 25 27 + GBounce 37 47 + GBounce
Evil Smile 236C/D 23 5 Total 33 Persona 1~Until Active All
SB Evil Smile 236CD 23 5 Total 22 Persona 1~Until Active All
C Megidola 214C 0×2, 2293 Throw (200) 9 2 39 Throw 500, 0, 0 0, 0, 500 0×2, 5 0 Launch 61 Launch 61
D Megidola 214D 0, 0, 2918 Throw (230) 16 2 39 Throw 5~17 Throw 500, 0, 0 0, 0, 500 0 Launch 61 Launch 61
SB Megidola 214CD 0, 0, 3750 Throw (230) 9 2 29 Throw 1~10 Throw 500, 0, 0 0, 0, 500 0 Launch 61 Launch 61

SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Heat Riser 236236A 1400 All 4+(65 Flash)+3 3 Total 57 -20 Body 4~4 All 800 300 1000 5 18 0/+13 Launch 61 Launch 81
B Heat Riser 236236B 1600 All 4+(65 Flash)+12 3 Total 54 -7 Body 4~4 All 800 300 1000 5 18 0/+13 Launch 71 Launch 91
SB Heat Riser 236236AB 2000 All 4+(65 Flash)+2 3 Total 40 -3 Body 4~7 All 800 300 1000 5 18 0/+13 Launch 121 Launch 141
C Atom Smasher 236236C 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total 103 -25 1~25 All 600 500 50 3 14 0/+12 Launch 27 Launch 47
Air C Atom Smasher j.236236C 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total Until L 1~17 All 600 500 50 3 14 0/+12 Launch 27 Launch 47
D Atom Smasher 236236D 400, 200×9 All 4+(60 Flash)+30 3 <4×9> Total 91 +2 1~37 All 100 1000 3 14 0/+12 Launch 27 Launch 47
Air D Atom Smasher j.236236D 400, 200×9 All 4+(60 Flash)+30 3 <4×9> Total Until L+4 1~37 All 100 1000 3 14 0/+12 Launch 27 Launch 47
SB Atom Smasher 236236CD 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total 76 +2 1~22 All 100 1000 3 14 0/+12 Launch 27 Launch 47
Air SB Atom Smasher j.236236CD 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total Until L+4 1~21 All 100 1000 3 14 0/+12 Launch 27 Launch 47
A Magatsu Mandala 214214A 1000, 100×11 All 4+(45 Flash)+3 3×7 Total 65 -11 4~7 All 1000 100 50 5 18 0/+13 Launch 1021 Launch 1041
B Magatsu Mandala 214214B 1000, 100×14 All 4+(45 Flash)+19 3×16 Total 119 -20 4~27 All 1000 100 50 5 18 0/+13 Launch 1021 Launch 1041
SB Magatsu Mandala 214214AB 1000, 100×14 All 4+(45 Flash)+1 3×15 Total 79 -1 4~6 All 900 100 50 5 18 0/+13 Launch 1021 Launch 1041
C Ghastly Wail 214214C 1000, 300, 500×2 [×4], 1200 Throw (300?) 4+(50 Flash)+0 2 56 1~6 All 0 1000 50 4, 5×4 0, 0/+6, 0/+12×3 [×5] Launch 69
D Ghastly Wail 214214D 1000, 300, 500×2 [×4], 2000 Throw (300?) 4+(50 Flash)+8 3 50 1~14 All 0 1000 50 4, 5×4 0, 0/+6, 0/+12×3 [×5] Launch 69
SB Ghastly Wail 214214CD 1000, 300, 500×2 [×4], 2000 Throw (300?) 4+(50 Flash)+0 2 51 1~6 All 0 1000 50 4, 5×4 0, 0/+6, 0/+12×3 [×5] Launch 69

Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Yomi Drop 222CD Death All 53+(30 Flash)+21 5 Total 117 -25 1~83 All 5 18 0

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4AU Adachi 5A.pngGuardAllStartup6Recovery16Advantage-6[3] 5AA, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAP4AU Adachi 5AA.pngGuardAllStartup10Recovery18Advantage-6 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5AAAP4AU Adachi 5AAA.pngGuardLowStartup15Recovery18Advantage-4 - - - 5D, 2D AoA, Sweep Special, Super
2AP4U2 Adachi 2A.pngGuardAllStartup6Recovery10Advantage-2[3] 5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4U2R Adachi 5B-1.pngGuardAllStartup7Recovery20Advantage-8 - 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash, Super
2BP4U2 Adachi 2B.pngGuardAir UnblockableStartup13Recovery17+16LAdvantage-23 - - j.C, j.2C j.D, j.2D - Jump, Special, Super
5CP4AU Adachi 5C.pngGuardAllStartup16Recovery24Advantage-9 - 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
2CP4AU Adachi 2C.pngGuardAir UnblockableStartup19Recovery24Advantage- - - 5C 5D, 2D - Special, Super
5DP4AU Adachi 5D.pngGuardAllStartup60RecoveryTotal 57Advantage- - - - - - -
2DP4AU Adachi 2D.pngGuardAllStartup41RecoveryTotal 49Advantage+20 - - - - - -
All-out AttackP4U2R Adachi AoA-1.pngGuardHighStartup32Recovery30Advantage-14 - - - - - -
SweepP4U2 Adachi Sweep.pngGuardLowStartup19Recovery17Advantage-3 - - - - - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4U2 Adachi jA.pngGuardHighStartup7Recovery9Advantage- j.A[+] j.B j.C j.D, j.2D Jump, Super
j.BP4U2 Adachi jB.pngGuardHighStartup8Recovery12Advantage- j.A - j.C, j.2C j.D, j.2D Jump, Super
j.CP4AU Adachi jC.pngGuardAllStartup13Recovery39Advantage- - - - j.D, j.2D Super
j.2CP4AU Adachi 2C2.pngGuardAir UnblockableStartup7Recovery35Advantage- - - - j.D, j.2D Super
j.DP4AU Adachi 5D.pngGuardAllStartup55RecoveryTotal 61Advantage- - - - - -
j.2DP4AU Adachi 2D-2.pngGuardAllStartup41RecoveryTotal 57Advantage+12 - - - - -
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
X[2*] = X can be done twice per string, but can not go from X > Y > X
Adachi does not have any attacks that fall under this category.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string


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 Tohru Adachi



To edit frame data, edit values in P4U2R/Tohru Adachi/Data.