BBTag/Tohru Adachi/Frame Data: Difference between revisions

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{{AttackVersion|name=4A|subtitle=}}
{{AttackVersion|name=4A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|4A Full}}
{{#lst:{{BASEPAGENAME}}/Data|4A}}
{{#lst:{{BASEPAGENAME}}/Data|4A Extra}}
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{{AttackVersion|name=4AA|subtitle=}}
{{AttackVersion|name=4AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|4AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|4AA}}
{{#lst:{{BASEPAGENAME}}/Data|4AA Extra}}
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{{AttackVersion|name=4AAA|subtitle=}}
{{AttackVersion|name=4AAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|4AAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|4AAA}}
{{#lst:{{BASEPAGENAME}}/Data|4AAA Extra}}
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{{AttackVersion|name=4AAAA|subtitle=}}
{{AttackVersion|name=4AAAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|4AAAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|4AAAA}}
{{#lst:{{BASEPAGENAME}}/Data|4AAAA Extra}}
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{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
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{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AA}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Extra}}
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{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Extra}}
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{{AttackVersion|name=5AAAA|subtitle=}}
{{AttackVersion|name=5AAAA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Extra}}
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{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
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{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
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{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BB}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Extra}}
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{{AttackVersion|name=5BBB|subtitle=}}
{{AttackVersion|name=5BBB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5BBB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BBB}}
{{#lst:{{BASEPAGENAME}}/Data|5BBB Extra}}
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{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
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{{AttackVersion|name=2BB|subtitle=}}
{{AttackVersion|name=2BB|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|2BB}}
{{#lst:{{BASEPAGENAME}}/Data|2BB Extra}}
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{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
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{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
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{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
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{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Extra}}
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{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
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{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
|}
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{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
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{{Description|21|text=*100% minimum damage: 0, 2000 (2000)
{{Description|21|text=*100% minimum damage: 0, 2000 (2000)
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{{AttackVersion|name=Calm Down!|subtitle=Reversal Action|rowspan=2}}
{{AttackVersion|name=Calm Down!|subtitle=Reversal Action|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|AD}}
{{#lst:{{BASEPAGENAME}}/Data|AD Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=Calm Down! Attack|subtitle=}}
{{AttackVersion|name=Calm Down! Attack|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|AD Attack Full}}
{{#lst:{{BASEPAGENAME}}/Data|AD Attack}}
{{#lst:{{BASEPAGENAME}}/Data|AD Attack Extra}}
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{{AttackVersion|name=A Maziodyne |subtitle=236A}}
{{AttackVersion|name=A Maziodyne |subtitle=236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Extra}}
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{{AttackVersion|name=B Maziodyne |subtitle=236B}}
{{AttackVersion|name=B Maziodyne |subtitle=236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Extra}}
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{{AttackVersion|name=Air A Maziodyne |subtitle=j.236A}}
{{AttackVersion|name=Air A Maziodyne |subtitle=j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Extra}}
|-
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{{AttackVersion|name=Air B Maziodyne |subtitle=j.236B}}
{{AttackVersion|name=Air B Maziodyne |subtitle=j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Extra}}
|-
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{{AttackVersion|name=Heat Riser |subtitle=214A}}
{{AttackVersion|name=Heat Riser |subtitle=214A}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A}}
{{#lst:{{BASEPAGENAME}}/Data|214A Extra}}
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{{AttackVersion|name=Magatsu Mandala |subtitle=214B|rowspan=2}}
{{AttackVersion|name=Magatsu Mandala |subtitle=214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Extra}}
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{{Description|21|text=
{{Description|21|text=
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{{AttackVersion|name=Ghastly Wail|subtitle=214C}}
{{AttackVersion|name=Ghastly Wail|subtitle=214C}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C}}
{{#lst:{{BASEPAGENAME}}/Data|214C Extra}}
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|}
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{{AttackVersion|name=Vorpal Blade|subtitle=236C}}
{{AttackVersion|name=Vorpal Blade|subtitle=236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
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{{AttackVersion|name=Air Vorpal Blade|subtitle=j.236C}}
{{AttackVersion|name=Air Vorpal Blade|subtitle=j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Extra}}
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|}
|}
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{{AttackVersion|name=5P |subtitle=Get Lost!}}
{{AttackVersion|name=5P |subtitle=Get Lost!}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
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{{AttackVersion|name=6P |subtitle=Vorpal Blade}}
{{AttackVersion|name=6P |subtitle=Vorpal Blade}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
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{{AttackVersion|name=4P |subtitle=Heat Riser}}
{{AttackVersion|name=4P |subtitle=Heat Riser}}
{{#lst:{{BASEPAGENAME}}/Data|4P Full}}
{{#lst:{{BASEPAGENAME}}/Data|4P}}
{{#lst:{{BASEPAGENAME}}/Data|4P Extra}}
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{{AttackVersion|name=Atom Smasher |subtitle=236BC|rowspan=2}}
{{AttackVersion|name=Atom Smasher |subtitle=236BC|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:{{BASEPAGENAME}}/Data|j.236BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.236BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|214BC}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Full}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Extra}}
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{{Description|21|text={{ColumnList |text=
{{Description|21|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}}
{{#lst:{{BASEPAGENAME}}/Data|222BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|222BC}}
{{#lst:{{BASEPAGENAME}}/Data|222BC Extra}}
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{{Description|21|text=
{{Description|21|text=

Revision as of 07:35, 6 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

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)
Calm Down!
Reversal Action


  • On Guard Point, hitstop for Adachi is 0F. Opponent hitstop is 16F
Calm Down! 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
  • Only does first hit on whiff
  • Minimum Damage 111*10 (1110) [50*25 (1250)]
Air Atom Smasher
j.236BC


  • Values in [] are for Enhanced version
  • Only does first hit on whiff
  • 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.