BBTag/Tohru Adachi/Frame Data: Difference between revisions

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{{#lsth:BBTag/Tohru Adachi/Data|Nav}}
{{#lst:BBTag/Tohru Adachi/Data|Nav}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==[[BBTag/Frame Data|System Data]]==
==[[BBTag/Frame Data|System Data]]==
{{#lsth:BBTag/Tohru Adachi/Data|SystemData}}
{{#lst:BBTag/Tohru Adachi/Data|SystemData}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|4A Full}}
{{#lst:BBTag/Tohru Adachi/Data|4A Full}}
|-
|-
{{AttackVersion|name=4AA|subtitle=}}
{{AttackVersion|name=4AA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|4AA Full}}
{{#lst:BBTag/Tohru Adachi/Data|4AA Full}}
|-
|-
{{AttackVersion|name=4AAA|subtitle=}}
{{AttackVersion|name=4AAA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|4AAA Full}}
{{#lst:BBTag/Tohru Adachi/Data|4AAA Full}}
|-
|-
{{AttackVersion|name=4AAAA|subtitle=}}
{{AttackVersion|name=4AAAA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|4AAAA Full}}
{{#lst:BBTag/Tohru Adachi/Data|4AAAA Full}}
|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5A Full}}
{{#lst:BBTag/Tohru Adachi/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5AA Full}}
{{#lst:BBTag/Tohru Adachi/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5AAA Full}}
{{#lst:BBTag/Tohru Adachi/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5AAAA Full}}
{{#lst:BBTag/Tohru Adachi/Data|5AAAA Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|2A Full}}
{{#lst:BBTag/Tohru Adachi/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5B Full}}
{{#lst:BBTag/Tohru Adachi/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5BB Full}}
{{#lst:BBTag/Tohru Adachi/Data|5BB Full}}
|-
|-
{{AttackVersion|name=5BBB|subtitle=}}
{{AttackVersion|name=5BBB|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5BBB Full}}
{{#lst:BBTag/Tohru Adachi/Data|5BBB Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|2B Full}}
{{#lst:BBTag/Tohru Adachi/Data|2B Full}}
|-
|-
{{AttackVersion|name=2BB|subtitle=}}
{{AttackVersion|name=2BB|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|2BB Full}}
{{#lst:BBTag/Tohru Adachi/Data|2BB Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|5C Full}}
{{#lst:BBTag/Tohru Adachi/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|2C Full}}
{{#lst:BBTag/Tohru Adachi/Data|2C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|j.A Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|j.AA Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|j.B Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|j.C Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|BC Full}}
{{#lst:BBTag/Tohru Adachi/Data|BC Full}}
|-
|-
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
{{Description|18|text=*100% minimum damage: 0, 2000 (2000)
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{{AttackVersion|name=???
{{AttackVersion|name=???
  |subtitle=Reversal Action}}
  |subtitle=Reversal Action}}
{{#lsth:BBTag/Tohru Adachi/Data|AD Full}}
{{#lst:BBTag/Tohru Adachi/Data|AD Full}}
|-
|-
{{AttackVersion|name=??? Attack
{{AttackVersion|name=??? Attack
  |subtitle=}}
  |subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|AD Attack Full}}
{{#lst:BBTag/Tohru Adachi/Data|AD Attack Full}}
|-
|-
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
{{#lsth:BBTag/Tohru Adachi/Data|DP Full}}
{{#lst:BBTag/Tohru Adachi/Data|DP Full}}
|}
|}


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|-
|-
{{AttackVersion|name=A Maziodyne |subtitle=236A}}
{{AttackVersion|name=A Maziodyne |subtitle=236A}}
{{#lsth:BBTag/Tohru Adachi/Data|236A Full}}
{{#lst:BBTag/Tohru Adachi/Data|236A Full}}
|-
|-
{{AttackVersion|name=B Maziodyne |subtitle=236B}}
{{AttackVersion|name=B Maziodyne |subtitle=236B}}
{{#lsth:BBTag/Tohru Adachi/Data|236B Full}}
{{#lst:BBTag/Tohru Adachi/Data|236B Full}}
|-
|-
{{AttackVersion|name=Air A Maziodyne |subtitle=j.236A}}
{{AttackVersion|name=Air A Maziodyne |subtitle=j.236A}}
{{#lsth:BBTag/Tohru Adachi/Data|j.236A Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.236A Full}}
|-
|-
{{AttackVersion|name=Air B Maziodyne |subtitle=j.236B}}
{{AttackVersion|name=Air B Maziodyne |subtitle=j.236B}}
{{#lsth:BBTag/Tohru Adachi/Data|j.236B Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.236B Full}}
|-
|-
{{AttackVersion|name=Heat Riser |subtitle=214A}}
{{AttackVersion|name=Heat Riser |subtitle=214A}}
{{#lsth:BBTag/Tohru Adachi/Data|214A Full}}
{{#lst:BBTag/Tohru Adachi/Data|214A Full}}
|-
|-
{{AttackVersion|name=Magatsu Mandala |subtitle=214B|rowspan=2}}
{{AttackVersion|name=Magatsu Mandala |subtitle=214B|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|214B Full}}
{{#lst:BBTag/Tohru Adachi/Data|214B Full}}
|-
|-
{{Description|17|text=
{{Description|17|text=
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|-
|-
{{AttackVersion|name=Ghastly Wail|subtitle=214C}}
{{AttackVersion|name=Ghastly Wail|subtitle=214C}}
{{#lsth:BBTag/Tohru Adachi/Data|214C Full}}
{{#lst:BBTag/Tohru Adachi/Data|214C Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Vorpal Blade|subtitle=236C}}
{{AttackVersion|name=Vorpal Blade|subtitle=236C}}
{{#lsth:BBTag/Tohru Adachi/Data|236C Full}}
{{#lst:BBTag/Tohru Adachi/Data|236C Full}}
|-
|-
{{AttackVersion|name=Air Vorpal Blade|subtitle=j.236C}}
{{AttackVersion|name=Air Vorpal Blade|subtitle=j.236C}}
{{#lsth:BBTag/Tohru Adachi/Data|j.236C Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.236C Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5P |subtitle=Get Lost!}}
{{AttackVersion|name=5P |subtitle=Get Lost!}}
{{#lsth:BBTag/Tohru Adachi/Data|5P Full}}
{{#lst:BBTag/Tohru Adachi/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P |subtitle=Vorpal Blade}}
{{AttackVersion|name=6P |subtitle=Vorpal Blade}}
{{#lsth:BBTag/Tohru Adachi/Data|6P Full}}
{{#lst:BBTag/Tohru Adachi/Data|6P Full}}
|-
|-
{{AttackVersion|name=4P |subtitle=Heat Riser}}
{{AttackVersion|name=4P |subtitle=Heat Riser}}
{{#lsth:BBTag/Tohru Adachi/Data|4P Full}}
{{#lst:BBTag/Tohru Adachi/Data|4P Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Atom Smasher |subtitle=236BC|rowspan=2}}
{{AttackVersion|name=Atom Smasher |subtitle=236BC|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|236BC Full}}
{{#lst:BBTag/Tohru Adachi/Data|236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Air Atom Smasher |subtitle=j.236BC|rowspan=2}}
{{AttackVersion|name=Air Atom Smasher |subtitle=j.236BC|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|j.236BC Full}}
{{#lst:BBTag/Tohru Adachi/Data|j.236BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Cross Slash |subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=Cross Slash |subtitle=214B+C|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|214BC Full}}
{{#lst:BBTag/Tohru Adachi/Data|214BC Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Cross Slash |subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Cross Slash |subtitle=Distortion Skill Duo|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Tohru Adachi/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|18|text={{ColumnList |text=
{{Description|18|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Yomi Drop |subtitle=222B+C|rowspan=2}}
{{AttackVersion|name=Yomi Drop |subtitle=222B+C|rowspan=2}}
{{#lsth:BBTag/Tohru Adachi/Data|222BC Full}}
{{#lst:BBTag/Tohru Adachi/Data|222BC Full}}
|-
|-
{{Description|18|text=
{{Description|18|text=
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==Navigation==
==Navigation==
{{#lsth:BBTag/Tohru Adachi/Data|Links}}
{{#lst:BBTag/Tohru Adachi/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Tohru Adachi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Tohru Adachi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Tohru Adachi]]
[[Category:Tohru Adachi]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 06:46, 6 March 2020

System Data


Normal Moves

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.
4A
4AA
4AAA
4AAAA
5A
5AA
5AAA
5AAAA
2A
5B
5BB
5BBB
2B
2BB
5C
2C
j.A
j.AA
j.B
j.C

Universal Mechanics

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 Throw
  • 100% minimum damage: 0, 2000 (2000)
???
Reversal Action
??? Attack
Cross Burst Attack

Skills

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 Maziodyne
236A
B Maziodyne
236B
Air A Maziodyne
j.236A
Air B Maziodyne
j.236B
Heat Riser
214A
Magatsu Mandala
214B
  • Values in [] are on hit
Ghastly Wail
214C

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)
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.
Vorpal Blade
236C
Air Vorpal Blade
j.236C

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.
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.
5P
Get Lost!
6P
Vorpal Blade
4P
Heat Riser

Distortion Skills

  • 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)
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.
Atom Smasher
236BC
  • Values in [] are for Enhanced version
  • Minimum Damage 111*10 (1110) [50*25 (1250)]
Air Atom Smasher
j.236BC
  • Values in [] are for Enhanced version
  • Minimum Damage 111*10 (1110) [50*25 (1250)]
Cross Slash
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage 625, 1440 (2065) [625, 57*6, 1175 (2142)]
Cross Slash
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]

Astral Heat

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.
Yomi Drop
222B+C

Revolver Action Table

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

Navigation

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.