|
|
Line 651: |
Line 651: |
| |name=Stop Right there! | | |name=Stop Right there! |
| |input=236A/B | | |input=236A/B |
| |image=P4AU_Adachi_236B.png | | |image=P4AU_Adachi_StopRightThere.png |
| |caption= | | |caption= |
| |data= | | |data= |
Line 726: |
Line 726: |
| |name=You're annoying! | | |name=You're annoying! |
| |input=5A/B after "Stop Right There!" | | |input=5A/B after "Stop Right There!" |
| |image=P4AU_Adachi_236A.png | | |image=P4AU_Adachi_YoureAnnoying.png |
| |caption= | | |caption= |
| |data= | | |data= |
Line 801: |
Line 801: |
| |name=Are you scared? | | |name=Are you scared? |
| |input=214A/B | | |input=214A/B |
| |image=P4AU_Adachi_214A.png | | |image=P4AU_Adachi_AreYouScared.png |
| |caption= "I always wanted to shoot a gun like this..." | | |caption= "I always wanted to shoot a gun like this..." |
| |data= | | |data= |
Line 876: |
Line 876: |
| |name=Evil Smile {{PersonaRequired}} | | |name=Evil Smile {{PersonaRequired}} |
| |input=236C/D | | |input=236C/D |
| |image=P4AU_Adachi_236C.png | | |image=P4AU_Adachi_EvilSmile.png |
| |caption= | | |caption= |
| |data= | | |data= |
Line 950: |
Line 950: |
| |name=Megidola {{PersonaRequired}} | | |name=Megidola {{PersonaRequired}} |
| |input=214C/D | | |input=214C/D |
| |image=P4AU_Adachi_214C.png | | |image=P4AU_Adachi_Megidola.png |
| |caption= | | |caption= |
| |data= | | |data= |
Introduction
P-1 Climax Nickname: "The Egocentric Police Dick"
Persona: Magatsu Izanagi
Arcana: Jester
Backstory:
- A former cop who has deep ties to the murders that occurred in Inaba. He appears before the protagonists as they move through Yasogami High School, which has become a misshapen tower. He's as aloof as ever, and seems to be familiar with the red-haired boy who claims to be behind all of this...
Overview
Health: 9500
Persona Cards: 4
Play-style: Rushdown/Grappler/Trickster
Air Movement Options: 1 Double Jump/Airdash
Dash-type: Run
Pros/Strengths:
- Able to inflict various status ailments
- Is able to use the fear status ailment more frequently than the other cast members, allowing easier chances to inflict Fatal counters.
- Capable of buffing self through his Heat Riser and Magatsu Mandala supers
- Out of his 11 Persona attacks, only 2 are burstable
- Amazing comeback potential with the use of Magatsu Mandala
- Magatsu can set up possible oki combos with his attacks.
Cons/Weaknesses:
- Is very dependent on his persona, and can really be placed at a disadvantage when persona is broken, especially since this removes any gained buffs.
- Very reliant on meter, as most SB skills are needed to at least continue on combos.
- Does not have many defensive options, and half of his attacks leave him right in the open
Adachi Buffs
- Some of his supers (Heat Riser/Magatsu Mandala) are able to apply a unique buff to Adachi for the remainder for the round. Both buffs can be used at the same time, but still need to be regained each round by using the super again. As we already mentioned, these buffs dissapear if you get persona broken.
Heat Riser Buff is on the left, Magatsu Mandala Buff is on the right.
- Heat Riser Buff: Adachi gains a red buff with his face on it, which gives a 10% damage boost to all of his attacks, along with a 10% defense boost.
- Magatsu Mandala Buff: Magatsu Izanagi (his persona) gains a purple buff with his face on it, upgrading all persona attacks with new properties:
- Poison: 5C, j.C, Atom Smasher
- Shock: 5D, 2D, j.2D Megidola
- Rage: Heat Riser
- Panic: Magatsu Mandala
- Silence: 2C, j.2C
Move List
Normal Moves
- See also: Adachi Full Frame Data
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160
|
ALL
|
6
|
-
|
-
|
-2
|
-
|
Upwards gun swing. Small Damage. Can combo into itself up to 3 hits. It's important to note that unlike other 2A's, this is not a low attack.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
500,150*2 (800)
|
ALL
|
-
|
-
|
-
|
-8
|
-
|
Quick hand swipe. After the swipe, he can do a fast jab with 5B. Doing any other attack other than 5B will cancel the ability to do a jab until 5B is used again. Any of the three hits are dash cancel-able on hit or block.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
Low, AUB
|
13
|
-
|
-
|
-23
|
-
|
Terumi 5C-style kick. Launches the opponent up on CH. Can be used as a launcher in some combos. Shouldn't be used randomly, since it has a long recovery. However you can go to JC to try make it somewhat safe.
|
|
j.B
"Right in the groin!"
|
|
Persona Moves
5C
Stab... ...then grab and stomp!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
900,158,442 (1500)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
2 part attack which can be special canceled after the first hit. The first attack is a Sword stab, with appearance and start-up similar to Yu's 2C. If the first part of the move hits, the opponent will be grabbed, and then thrown onto the ground and get stomped. If the opponent is airborne and on the tip of Izanagi's sword it will throw the opponent away without the stomp.
- Magatsu Mandala Buff: Poison
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800,500 (1300)
|
AUB
|
-
|
-
|
-
|
-
|
-
|
2 part attack which can be Persona Canceled after the 1st hit. Mangatsu performs an upwards dive for the first hit, being able to grab grounded/airborne opponents. The opponent will be grabbed on hit if not canceled, following up with he/she being slammed onto the ground by Mangatsu.
You can super cancel right after the slam for buff install.
- Magatsu Mandala Buff: Silence
|
|
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
104,52*23 (1300)
|
ALL
|
60
|
-
|
-
|
+80
|
-
|
Multi-hit full screen projectile that is similar to Yu's D Ziodyne. While casting the attack hefty start-up, Adachi can move when the attack is out, allowing cross-ups and setting up as an Oki trap. This gives 21 meter to the opponent on hit, so DO NOT use it on Shadow Characters unless it's neccesary.
This move is mostly used as Adachi's unblockable when your opponent is raged. Keep in mind that it takes a while to start-up, so don't autopilot.
- Magatsu Mandala Buff: Shock
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1980
|
ALL
|
-
|
-
|
-
|
-
|
-
|
Diving sword plunge. Similar to Yu's Cross Slash's 2nd Hit, except that Adachi can move as soon as Magatsu Izanagi lands on the ground.
- Magatsu Mandala Buff: Shock
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
ALL
|
-
|
-
|
-
|
-
|
-
|
Magatsu Izanagi slashes in front of him. Large hitbox, carries momentum. Key part in his juggles with hops, as M.Izanagi can do 5C in the air by himself after a 2C if hop canceled, bringing them back to Adachi for combo extension.
- Magatsu Mandala Buff: Poison
|
|
j.2C
|
|
j.D
|
|
j.2D
|
|
Disappear! B+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700,350 (1050)
|
High, Low
|
-
|
-
|
-
|
-
|
-
|
Jumping gun slam, followed by a kick that knocks the opponent away. Sticks the opponent to the wall, but has short recovery. First hit is an overhead, the second hit is low.
It has a hitbox behind Adachi on the second part. Takes 10% of Adachi's health as blue health.
|
|
Stop Right there! 236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
SB
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Walking stance. Can cancel into any move. Can press A/B again to use "You're annoying!"
A: Placeholder
B: Placeholder
SB: Placeholder
|
|
You're annoying! 5A/B after "Stop Right There!"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
900
|
ALL
|
-
|
-
|
-
|
-
|
-
|
B
|
1000
|
ALL
|
-
|
-
|
-
|
-
|
-
|
SB
|
1000
|
ALL
|
-
|
-
|
-
|
-
|
-
|
Ram attack. The fourth move of his auto combo. Knocks the opponent away. Can be super canceled.
A: Ram attack only.
B: When the move hits, Adachi will grab them and throw them backwards spinning. Can follow up with Persona moves from this move. Useful tool when you want to extend combos and get out of the corner.
SB: Same as B version, but the move finishes early, allowing you to follow up with normal attacks.
|
|
Are you scared? 214A/B
"I always wanted to shoot a gun like this..."
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
300
|
Low
|
-
|
-
|
-
|
-
|
-
|
B
|
300
|
Low
|
-
|
-
|
-
|
-
|
-
|
SB
|
300
|
Low
|
-
|
-
|
-
|
-
|
-
|
Downward-aimed gun shot. Fast attack. Can be followed up after Sweep and persona attacks.
A: Adachi shoots in-front of himself. Can hit OTG and can be super canceled.
B: Adachi shoots around 1/3rd away from himself. Same effects as the A version, but it can whiff on close opponents.
SB: Adachi shoots at a farther distance that can track and hit the opponent in the area of the bullet, which can go up to 2/3rds of the screen. Longer recovery for opponent so it's easy to follow up, ground bounces on air hit (opponent has to be very close to the ground for this to hit in the air).
|
|
Evil Smile 236C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
0
|
Low
|
-
|
-
|
-
|
-
|
-
|
D
|
0
|
Low
|
-
|
-
|
-
|
-
|
-
|
SB
|
0
|
Low
|
-
|
-
|
-
|
-
|
-
|
Magatsu Izanagi appears behind Adachi and summons a ghost to hit the opponent. If the ghost hits, the opponent is inflicted with Fear. Deals no damage, no meter gain. Whiffs on crouching opponents
C: Ghost appears about halfscreen distance from Adachi, whiffs on close opponents, doesn't even appear when close against a cornered opponent.
D: Ghost appears about fullscreen distance from Adachi, doesn't even appear unless the opponent is at fullscreen distance or Adachi is backed in a corner.
SB: Ghost homes in on opponent's location regardless of distance. Does not home vertically so will whiff on opponents high enough in the air.
|
|
Megidola 214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
1100
|
UB
|
-
|
-
|
-
|
-
|
-
|
D
|
1400
|
UB
|
-
|
-
|
-
|
-
|
-
|
SB
|
1800
|
UB
|
-
|
-
|
-
|
-
|
-
|
Command Grab that can be used as a good counter. Adachi, after doing a pose, will grab the opponent. After a few seconds of talking, Magatsu spirals downward with a dark electric bolt. On counter-hit launches the opponent higher. Fatal Counters.
- Magatsu Mandala Buff: Shock
C: Less start-up. Less Damage
D: More start-up. More Damage
SB: Has the least recovery allowing for easy followup on counter-hit.
|
|
Heat Riser 236236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
1400
|
ALL
|
-
|
-
|
-
|
-
|
-
|
B
|
1600
|
ALL
|
-
|
-
|
-
|
-
|
-
|
SB
|
2000
|
ALL
|
-
|
-
|
-
|
-
|
-
|
A fiery upwards slash that appears in Izanagi's location. Can be comboed into 2C. After the attack, an icon of Adachi's head in red with a positive up arrow appears on top of his meter bar and he gains a 10% attack boost to all of his attacks as well as a 10% defense boost. (Example: Adachi's j.C deals 880 damage with the buff, as opposed to dealing 800.)
- Magatsu Mandala Buff: Rage
A: Fast Start-up, opponent can tech sooner.
B: Slower than A version but the opponent can't tech until they're very close to the ground allowing for 5B juggle combos.
SB: The buff is applied even if Heat Riser whiffs or is blocked.
|
|
Atom Smasher 236236C/D
"This may be too much for brats like you!"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
400,200*9 (2200)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
D
|
400,200*9 (2200)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
SB
|
400,200*9 (2200)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
A fullscreen multi-slash which is similar to Akihido's Maziodyne. The move can be used as a combo-ender with the tons of damage involved, but leaves Adachi open if the opponent blocks.
- Magatsu Mandala Buff: Poison
C: Fast but Adachi has more recovery.
D: Slower start-up but Adachi's recovery is faster.
SB: VERY fast. If close enough you can pick people with 5B because Adachi's recovery is very short.
|
|
Awakened SP Skill Attacks
Magatsu Mandala 214214A/B
"Shut up! Get the hell out of my sight!"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
1000,100*11 (2100)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
B
|
1000,100*14 (2400)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
SB
|
1000,100*14 (2400)
|
ALL
|
-
|
-
|
-
|
-
|
-
|
Magatsu Izanagi creates a red vortex. If the attack hits, the opponent will be sucked into the vortex and they will be thrown up to the air. When Adachi uses the attack, a purple icon of Magatsu Izanagi's head with a positive up arrow appears on top of his meter bar and his persona attacks now inflicts several status effects. The buff is applied even if Magatsu Mandala whiffs or is blocked.
- Magatsu Mandala Buff: Panic
A: The super comes out at Magatsu Izanagi's current location, useful followup after 2C/j.2C.
B: The super comes out at Adachi's current location.
SB: The super comes out at Magatsu Izanagi's current location.
|
|
Ghastly Wail 214214C/D
"What's wrong? Scared? Hahaha!"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
1000,180,300*2,720 (2500)
|
UB
|
-
|
-
|
-
|
-
|
-
|
D
|
1000,180,300*2,1200 (2980)
|
UB
|
-
|
-
|
-
|
-
|
-
|
SB
|
1000,180,300*2,1200 (2980)
|
UB
|
-
|
-
|
-
|
-
|
-
|
Downwards claw slash. Command grab. If the attack hits, the opponent gets inflicted with Fear. Similar to Elizabeth's Ghastly Wail, additional damage is done if the opponent is afflicted by Fear.
- Magatsu Mandala Buff: Huge damage increase on opponents NOT afflicted by Fear. No change for opponents afflicted by fear.
C: Insanely fast, but deals the least damage. It's so fast that it catches back dashes, rolls and hops. 0F after super flash.
D: Slower than the C version, but deals more damage.
SB: It has the same speed as the C version and the same damage as the D version
Version |
Hit State |
Max Damage
|
C |
Neutral |
1000,180,300*2,720 (2500)
|
C |
Magatsu Mandala Buff |
1000,180,300*4,1020 (3400)
|
C |
Fatal Counter (Fear) |
1300,180,300*4,1020 (3700)
|
D/SB |
Neutral |
1000,180,300*2,1200 (2980)
|
D/SB |
Magatsu Mandala Buff |
1000,180,300*4,1600 (3980)
|
D/SB |
Fatal Counter (Fear) |
1300,180,300*4,1600 (4280)
|
|
|
Fall to Yomi 222C+D
"How does it feel when I beat you? Are you pissed? Miserable? Frustrated? That's what it's like to lose."
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Death
|
All
|
-
|
-
|
-
|
-
|
-
|
Adachi summons Magatsu Izanagi in pain, and Magatsu Izanagi grabs the opponent from the ground. If the grab is successful, Magatsu Izanagi drags the opponent down to a hellish place. Adachi's IK Art appears and Magatsu Izanagi smashes the opponent with his sword. After the super is over, red fog will take over the screen and Adachi, along with Magatsu Izanagi, disappears from the screen. While the start up is fast compared to the other Instant Kills, it can be avoided easily by jumping to the air.
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Adachi's 5C is not limited to his position, but Magatsu Izanagi's. This means that if your opponent blocks your 2D you can inmediatly 5C and you'll stab them fullscreen.
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
5AA>5C>2B
2C>Micro Dash>2B>j.2C
5AA>5B>236A
5D>Dash until corner>2C (1 Hit)>2D>236AB>214214D/CD (Midscreen to corner)
CH 2B>j.C>5B>j.A>j.B>j.2C
Midscreen to Corner
Corner Only
Click [★] for character's full frame data