P4U2R/Tohru Adachi

From Dustloop Wiki
< P4U2R(Redirected from P4U2.5/Tohru Adachi)
Jump to navigation Jump to search
Overview
Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Ambox notice.png While Adachi's page here may be undergoing re-writes, there exists some complete resources covering the character in this version:

Adachi gitbook: https://heliman.gitbook.io/adachi-guide-p4u2.5/
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.

Overview

Adachi is a rushdown and pseudo-grappler character, that by nature makes himself a threat at all times with his excellent Persona usage and being able to snowball from many of his openings. He typically plays neutral out with his great Persona normals such as 5C and j.C and various other moves that cover a lot of possible bases. Once he gets in, he can play a pseudo-grappling game at any time with one of his command grabs for handsome reward out of strike/throw pressure. This is on top of using his many unique special cancels to both keep an opponent locked down with unpredictable frame-traps, and open them up eventually if they attempt to escape incorrectly. A good Adachi player is guaranteed to make good use of his more easily-accessible buffing super, Heat Riser, to bolster the threat of just about any of his options in numerous situations on both offense and defense.

Adachi does have his flaws, however; even though his Furious Action is one of the faster overheads in the game on offense, it's actually a weak defensive option for him as it can be way too slow to hit opponents out of their pressure or okizeme. Due to this, Adachi tends to rely a bit more on his reversal supers to get out of a pinch, but his main ones require 75 SP to be reliable or are limited to Awakening only. This is on top of him already spending SP on SB moves and his buffing supers constantly during the game for pressure and conversions, so his SP often runs thin.

When Adachi is in a bad state, however, his main trick is that he can make powerful comebacks using his Magatsu Mandala super to flip the game back into his favor. This is because Magatsu Mandala can allow him to inflict several ailments like Fear and Poison during combos to keep his momentum flowing that can be hard to stop. When potentially paired with Heat Riser and the massive reduction of options and counterplay while stuck in the Magatsu vortex, your next bad play against Adachi in Awakening could very well cripple you, or equate to death.
"It really is stupid you know? If you want to play hero, go do it with your friends!"
Lore: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....
Playstyle
Tohru Adachi is a rushdown character with great Persona buttons and comeback potential when his install supers are active.
Pros Cons
  • Obnoxious Persona: Magatsu-Izanagi's moves are generally very strong. j.C in particular is a massive air normal that is difficult to contest. In addition to this, it is one of only two of his Persona moves that are burstable.
  • Pressure Game: Adachi has many unique cancel options from his specials, and also plenty of good pressure reset options in general. His reward from his hits can often be stable and consistent.
  • Buffs: His Heat Riser and Magatsu Mandala supers both apply unique buffs that allow him to gain significantly greater reward off of stray hits, while also taking less damage.
  • Comeback Potential: During Awakening, Adachi's status effects can restrict the opponent's options to set up for big damage and make way for a comeback at almost any deficit.
  • Extremely Persona-Reliant: Adachi is uniquely crippled when Persona broken, because he also loses his Persona buffs if he had any active. This can potentially make the meter spent on them a waste.
  • Meter Reliant: SB Skills to continue BnBA staple combo that is relatively simple and effective.s and pressure, win condition buffs being locked behind supers, and the need for universal defensive options all compete for Adachi's meter.
  • Limited Defense: Adachi's DP is one of the slowest in the game, and his other metered defensive options are flawed. His defense is only objectively improved with 75 SP or Awakening status.

Buffs and Ailments

Two of Adachi's supers, Heat Riser and Magatsu Mandala, apply unique buffs to Adachi for the remainder of the round or until he gets Persona Broken. Both buffs can be used at the same time.

The Magatsu Mandala buff can be acquired even if the super whiffs or is blocked, while Heat Riser must hit the opponent.

Heat Riser Buff is on the left, Magatsu Mandala Buff is on the right.
  • Heat Riser Buff: Adachi receives a 10% damage boost to all of his attacks, along with a 10% defense boost. When active, a red icon of Adachi's face appears above Adachi's meter.
  • Magatsu Mandala Buff: Adachi's Persona will apply different status ailments on all Persona-related normals, specials and supers. When active, a purple icon of Magatsu Izanagi appears above Adachi's meter. The ailments are:
  • Poison: 5C, 2C, j.C, j.2C, Heat Riser.
  • Shock: 5D, 2D, j.2D, Megidola.
  • Panic: Atom Smasher, Magatsu Mandala.
  • Silence: Ghastly Wail, Magatsu Mandala.
  • Fear: 5C (ground stomp), 2C (ground slam), j.2C (ground slam), Atom Smasher, Heat Riser, Ghastly Wail.
  • Additionally, Ghastly Wail will always do extra damage, as if the opponent was inflicted with Fear.
All of these statuses last for 300F, except for Poison which only lasts 180F.
  • Lastly, you'll be reading a lot of "displacing" Adachi's Persona, Magatsu Izanagi. By "displacing", we mean the fact that Magatsu Izanagi can do a lot of moves from the position he's in, not Adachi's. This is frequent after a 2D or a 2C, as you can attack the opponent from fullscreen to catch him off guard.
P4U2R Tohru Adachi Nameplate.png
P4U2 Adachi Portrait.png
Health:9,500
Prejump:3F
Backdash:20F (1~6F Inv All)
Persona Cards:4
Combo Rate:60%
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A/2A (6F)
Reversal Type:Attack (23F)
Fatal Starters:2D / j.2D
214C/D
Fatal Recovery:Any moves that put this character in a state where any Counter Hit will force a Fatal Counter.All 236236A/B
All 236236C/D
All 214214A/B

Starter Guide


Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 6 3 16 -6 Body -
5AA 500 All 10 3 18 -6 Body -
5AAA 900 Low 15 3 18 -4 Foot 4~17 Foot

5A is Adachi's fastest ground normal tied with 2A. Has a fairly good vertical hitbox, which helps with air confirms. Significantly negative on block, so it's best chained into 2A to remain safe. One of his two jump cancelable moves on block.


5AA moves forward during the attack. A good button to confirm into for both combos and pressure. Since it moves you forward enough to continue pressure, this button can be used to set up tick throws to see if the opponent is sleeping on you.


5AAA is a low attack. If the opponent is too high after 5AA, 5AAA will not connect. A good button for meterless crouch confirms since you get the bonus SP and some of your burst back when you cancel into the rest of your autocombo. Sweep Cancellable, making it a good button to use every once in a while in pressure to keep your opponent in check and see if they are blocking low.
Note: 5AAA is not a true blockstring.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 All 6 3 10 -2 Foot -

Upwards gun swing. Small damage. Can combo into itself up to three times. Unlike most 2As, Adachi's is not a low attack. -2 on block, giving it utility in stagger pressure and allowing you to do tick throws. Used in certain Magatsu Mandala routes to pick up an opponent after Mandala.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500, 150×2 All 7 3(10)3(5)3 20 -8 Body, Chest×2 -

Quick hand swipe. Two additional hits that move you forward are performed automatically if the move is not cancelled after the first hit, which makes 5B especially bad on whiff. Any of the three hits are forward dash-cancellable on hit or block. While very punishable on whiff, the attack's range is good and often underestimated, especially after its range was increased in the 2.0 patch.

  • Dash Cancel is -5 on block for the first hit, -7 for the additional hits.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 Air Unblockable 13 5 17+16L -23 - 7~17 Head

An upward kick. Adachi moves forward during the attack. Like most 2Bs, Adachi's is an anti-air attack that's both air unblockable and has a period of Head invuln.
On counter-hit, the opponent is launched upward, allowing for very damaging follow-up combos.
However, 2B shouldn't be used randomly due to its lengthy recovery and Adachi's forward movement; if poorly spaced, Adachi's 2B will whiff. Very negative on block, but it's jump-cancellable on both hit and block, so jump-cancel to remain safe.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 3 9 - Head -

Fast gun jab, but limited range. Can combo into itself up to three times. Overhead.

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 High 8 6 12 - Head -

Long range kick. Only one frame slower start-up than j.A and has much better horizontal range than j.A, making j.B a good tool for air-to-air battles. On CH, one can link it into 5B for a tennis combo. Overhead.

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 32 3 30 -14 - 10~32 Guard Strike

A jumping strike. Adachi runs forward during the start-up. Covers good range and has a faster startup than its 1.1 equivalent, so feel free to use it once in a while. On block, Adachi will recover in front of the opponent, vulnerable to a punish combo.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
800 Low 19 3 17 -3 Foot 4~21 Chest

  • Full Counter Hit recovery.

A sweep that has a similar start-up animation to his AoA, which can be used to trick people if they aren't paying attention. Adachi runs forward during start-up but due to how long it takes, it can only be comboed into under certain conditions. Any A/B normal and j.C can, on CH, FC, or crouch confirm, can be linked into sweep, allowing for tennis combos [j.A only works when really low to the ground.]

Has a period of Chest invuln, allowing it to low-profile Chest attribute attacks.


Persona Moves

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900, 0, 301, 788 All 16 2 24 -9 Body Persona 1~Until Active All

  • Three-part attack: Magatsu Izanagi performs a stab, followed by a grab, then throws the opponent to the ground and stomps them.
  • If the opponent is hit by the tip of the move, or Adachi cancels the move, M.Izanagi will only do the first hit.

A multi-hitting attack that can be special-canceled after the first hit. During the grab portion of the attack, Adachi can still move and attack while M.Izanagi is active, but he can not use any persona attacks until the move is completed (Fourth hit, M.Izanagi's stomp).

Covers good range but significantly negative on block. A strong poke and combo tool, particularly when cancelled after the first hit, but beware of whiffs, as both the start-up and recovery for the move leave both Adachi and his persona vulnerable. In combos, Adachi will generally only use the first hit, as the hit-grab portion of this move has terrible hitstun scaling.

In 2.0, this move was given persona invulnerability until the active frames, increasing its effectiveness as a poke.

  • Magatsu Mandala Buff: 1st hit: Poison. 2nd hit: Fear.

2C / j.2C

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2C 800, 0, 1042 Air Unblockable 19 9 24 - - Persona 1~Until Active All
j.2C 800, 0, 1042 Air Unblockable 7 9 35 - Head Persona 1~Until Active All

Both Versions
  • Whiffs on grounded opponents.
  • P2 (mid-combo proration) varies between the hit and the slam.
  • Can be cancelled after the hit to prevent the hitgrab.
  • Magatsu Mandala Buff: 1st hit: Poison. 2nd hit: Fear.
2C
Magatsu-Izanagi performs an upward, Air Unblockable lunge to grab any airborne opponents, and then slams them to the ground to finish the two-part attack. 2C is a secondary anti-air, but also essential combo tool for Adachi. In a way, it is very similar to Kanji's "Gotcha!
Error: Table MoveData_P4U2 not found.
" anti-air grab, but with a smaller hitbox.

While the start-up is much slower than dedicated anti-airs and also lacks head-invulnerability, 2C is still a strong preemptive anti-air due to the range, active frames, angle, and being very unlikely to get punished. Many characters who like to take to the air can be sniped and punished to control the air space from relative safety. It is also useful for displacing Magatsu-Izanagi for some long-range gimmicks on both hit and whiff, such as 2C (whiff) into 5C or Ghastly Wail in neutral, or into Heat Riser / Magatsu Mandala in combos to secure buffs.

When 2C is left to play out with the hitgrab, the spacing and harsh scaling only really finds use as a combo ender, but the animation does lets Adachi recover early and continue into basically any move or super if he is close enough. However, the initial hit when cancelled with Persona normals, specials, supers, and hop before the hitgrab completes is an essential tool in combos for setting up his main BNB of "Tennis". In this case, it scales normally like most other moves and has a relatively high untechable time, brewing up the perfect storm for juggle combos as he can launch with 2C, hop, and use a displaced j.C to fling the opponent back to him for extended combos.

2C gets even more useful with Mandala active, as it applies Poison on the opponent to siphon bonus health while Adachi is already doing his high-damage combos.


j.2C

Basically the same function as 2C, but in the air and with a better start-up. For this reason, j.2C is Adachi's go-to meterless combo ender anywhere, as it can connect in situations where 2C would not while still leading into Mandala or Ghastly Wail in the corner if he has the meter. It's also a better tool to use for Persona Displacement gimmicks, as Adachi recovers quicker when he does j.2C close to the ground than when you do 2C normally.

5D / j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 104, 52×23 All 60 3×24 Total 57 - Projectile -
j.D 104, 52×23 All 55 3×24 Total 61 - - -

Both Versions
  • Magatsu Mandala Buff: Shock.
5D

Magatsu-Izanagi charges up and fires off a multi-hit full screen projectile, similar to Elizabeth's Maziodyne special and Yu's Ziodyne super. Not used often for many reasons, but is still an option for Adachi to control parts of the screen by force.

5D has a full second of start-up, to where opponents can easily run up and hit Adachi or do other countermeasures to score a Counter-Hit and break a Persona card, so it is risky to use at random. However, Adachi can move once the attack starts firing so it is extremely plus on block, and he can use it this way to take his turn.

On hit or block, it carries the opponent greatly as long as they are in the beam, but one of the biggest weaknesses of 5D is that it's also very easy to Instant Block. Beware giving opponents (particularly Shadow-Type characters) free SP, since even if they block it, they can gain upwards of 50 meter from mashing IB. This makes it not very favorable, even if the opponent does block it.


j.D

The same move as 5D, risks included, just in the air and with a little less start-up. Use this to control the air on people that have really good air normals and air game. Although a bit weird to do, you can do an air unblockable set-up in the corner to catch opponents' techs, but some characters can escape that quite easily.

2D / j.2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2D 1980 All 41 8 Total 49 +20 Head -
j.2D 1980 All 41 8 Total 57 +12 Head -

Both Versions
  • Forces Fatal Counter on Counter Hit.
  • Magatsu Mandala Buff: Shock
2D

Magatsu-Izanagi tracks and cleaves the opponent at where they stood when the button was pressed. One of Adachi's infamous moves, and when used wisely is very effective for a lot of things: mostly counter-poking and anti-zoning, but is sometimes used in pressure for frame-trapping and pressure resets due to the frame advantage.

2D has a very long start-up, leaving Adachi vulnerable for some time and making its reactive usage nearly impossible. However, it deals as much damage as a basic BnBA staple combo that is relatively simple and effective. combo on hit and CH (2378 on FC), with an enormous ground-splash hitbox, and is decently plus on block since Adachi can move as soon as Magatsu-Izanagi lands on the ground. It's great as a painful STOP sign to jumpscare and punish opponents at any range for playing reckless or attempting to zone Adachi out, and giving him some time to move in if it was blocked. Something to note is that it also has relatively high active frames, making it impossible to backdash on reaction.

There are more weaknesses than the start-up, though. 2D is not active at all until Magatsu-Izanagi hits the ground, meaning that if the opponent times an attack right or already has an attack covering them (such as Aigis's 2B), they can break your Persona card before they are hit. However, they need to be on point for this as failing at punishing the start-up can cost them a chunk of health.

2D can also actually find use as a high-damage combo ender in the corner after j.2C's, where the movement of the opponent is not a factor and lets it hit mid-combo reliably. This gets even better with Mandala, as it will apply Shock with good timing and the opponent will have some options restricted during the pressure sequence afterward.


j.2D

Same as 2D, but in the air. This allows Adachi to keep the threat of interruptions and dealing with zoners even while airborne, and now it can function as either an anti-anti-air, or to hit opponents below him waiting for him to land. This version is typically used more often, since it compliments Adachi's j.C well to round out his air neutral.

Also useful for his land cancels. Can be used after displacing Magatsu-Izanagi, but carries the same risks as 2D.

j.2D also has more recovery and thus less frame advantage (and the advantage is also variable since Adachi is airborne), but it is still useful as a DP and mash bait in many pressure strings after other plus-on-block or jump-cancellable moves.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
800 All 13 3 39 - Head Persona 1~Active All

  • Magatsu Mandala Buff: Poison.

Magatsu-Izanagi claws in front of the duo. Another infamous normal from Adachi, and one of the best of its kind in the game for its great space control and just plain oppression.

j.C sports just about everything you could ever want in an air normal. It has a large and disjointed hitbox, deals great damage, and Magatsu-Izanagi also only trades at worst if Adachi is not hit himself due to Persona normal priority. All of this makes it a go-to in the air, and very good in its use cases. It hits very quickly and earlier than expected from IADs and even the laziest jump-ins while keeping Adachi relatively safe, and is also one of the few air normals that can actually beat some 2B anti-air attempts when timed right.

However, this attack is not an overhead only has one cancel option (Excluding OMC). Adachi has to either cancel j.D/j.2D, or wait until he lands to continue pressure. Additionally, at some higher ranges Adachi will not be plus if the opponent blocks the move, so be careful not to use it too high up.

For the pros of this move stated above, Adachi's j.C is a BIG hurdle to jump in numerous matchups, but even moreso since it does at times beat out conventional counterplay with little risk against many characters. This is one of his moves where if the opponent does not have a solution to this button, they are going to have a terrible time in this matchup, and you're most likely going to have fun in getting to mash it like no tomorrow.

For combos, j.C is used in Adachi's most basic crouch confirms, and as a key part of his hop-cancel juggles, which allow for combo extensions.


Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 500 Throw 5 3 21 - Throw -

Adachi grabs the opponent, trips them, and then laughs. Awful damage, but in exchange you get 17 SP. If you OMC the throw as early as possible into 5D, you can OTG with 2A and corner carry really well. Can also be followed up with B Heat Riser, One More! Cancel or One More! Burst.

While throw OMC cancels are outdated due to throws being super cancellable as part of 2.0 changes, OMC, 2A>5B>2C routing still works.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 300, 1000 Throw 4 3 18 - Throw -

Adachi tosses the opponent to the ground, crushes their back with his feet on landing, then hops back. Deceptive hitbox. Same rules as with his ground throw to get followups, although combos are more limited midscreen, as very few characters can get hit by 5B>2C. The 2A>5B>2C pickup does not work with his air throw.

Get Lost!

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700, 350 High, Low 23 3(18)3 36 -22 Body, Foot 1~25 All

Jumping gun slam, followed by a kick that knocks the opponent away. First hit is an overhead, the second hit is low. It has a hitbox behind Adachi on the second part.

On hit, causes wallstick. Can be super-cancelled on hit and block. At 23 frames, it's one of the faster standing overheads, but as a reversal, it has significant start-up and can be option-selected easily, so be careful. Highly punishable on block and whiff.


Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 30 -16 Body 1~21 Guard All

Same animation as 5AA. Fairly good hitbox. Often underused in 1.1 due to Adachi having one of the best reversal supers in the game, but it's still a reliable guard cancel that should see more use in 2.5.


Skill Attacks

Pain in the Ass!

236A/B followed by A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A - - - - 89 - - 9~38 P
236B - - - - 63 - - -
236AB - - - - 51 - - 9~32 Strike
A 900 All 4 9 26 -10 Body -
B 1000, 0, 0 All 8 9 26 -10 Body -
SB 1000, 0, 0 All 4 9 26 -10 Body 4~12 P

  • Often referred to as "Tackle"

Adachi walks forward with a red after-image behind him. A causes Adachi to move slowly, while B and A/B causes him to move quickly. Pressing either of the Normal Attack buttons during this stance will cause Adachi to charge forward, with the effect changing depending on what version of the move was used.
During the walking animation, Adachi's non-Persona moves are replaced with a tackle followup. He can still do AOA, Throw, DP, Specials (including hop cancel) and Persona normals, but he cannot jump, sweep, dash nor roll.
One of Adachi's best tools for setting up a strike-throw game. Adachi can perform his throw or his command grab out of this stance, which can allow him to approach and grab them at the end of pressure strings or in tick-throw scenarios. The tackles have use in combos as either an ender or extender depending on the version. Side Note: On the very last frames, if the opponent has switched sides with Adachi, the followup will correct itself and tackle the opponent.


236A

Ram attack which knocks the opponent away. Slow walk speed. It also has projectile invulnerability for a good while, so it's good for dealing with midscreen zoning. You can also walk through burst or in some cases DPs (Kanji's for example). You can walk through supers like Akihiko's Maziodyne and then counter with your own super once their invulnerability is gone. Although, it isn't recommended to use this move to deal with fullscreen zoning. You won't get much reward off if you aren't be in range to counter with a move of your own.
Due to its slower walk speed, it's very ambiguous and useful for close tick grab setups. Good for ending basic midscreen combos if you don't have meter, since it pushes opponents back towards the corner and grants Adachi a safejump opportunity.


236B

When the move hits, Adachi will grab them and throw them backwards spinning. If Adachi is close to the wall, his opponents will bounce off of it. Useful tool when you want to extend combos and get out of the corner.
At a certain part on the hitbox, around the top part, it will not auto-grab the opponent but instead cause the opponent to slide which can be followed up, doing an extra chunk of damage in many corner combos.
There are a few characters that are really hard to cause slide on. Said characters are Kanji (can be done but it's pretty hard) Yukiko, Sho and Minazuki.


236A+B

You walk faster and farther than all of the other versions. Once the move connects, you leave the opponent in a spinning state right next to you, allowing for microdash 5B/236B to continue the combo or super cancel into Ghastly Wail as a finisher.
As part of 2.0 balance patch, Adachi can cancel into other specials a bit after he sideswitches the opponent. This move is very useful in corner combos when you do not have enough meter for heat riser routing or you can't do a SB gunshot route.
It an also cause slide but shouldn't be used for it as B does the same damage and proration but without the meter use.
It also has some invuln frames that is only beaten by throws. Everything else will go right through. However, said invuln does not kick immediately nor does it last the whole duration. Adachi is only invuln the time he's flashing on blue.
This property is not carried to the tackle followup.

Scared?

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 300 Low 12 3 Total 35 -3 Foot+Projectile -
214B 300 Low 12 3 Total 35 -3 Foot+Projectile -
214AB 300 Low 10 3 Total 29 +13 Foot+Projectile -

  • Often referred to as "Gunshot"

Downward-aimed gun shot. Fast attack. Mostly used as a combo finisher to force tech or in the middle of a combo because it can be super canceled. It can also be used to keep the opponent in check as a pressure ender, since it is only -3. Since the 2.0 patch, it is now Special Cancellable INTO ITSELF once in a string, and can also be special cancelable into any of Adachi's other specials.


214A

Adachi shoots in-front of himself. Really good move for pressure as you can do a lot of options afterwards, like go for a reset if they respect your pressure or bait a response if they aren't respecting you enough. Can hit OTG, but will force tech if that's the case. It will always hit if done at point blank on the corner.


214B

Adachi shoots around 1/3rd away from himself. A good tool to keep the opponent in check from a distance. Still has the same effects as the A version on when the bullet hits, but it can whiff on close opponents. Will go off screen if your opponent is on the corner.


214A+B

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. Massively + on block, 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). Often used after sweep for j.C hop combos and lots of corner carry, or during blockstrings as it is obscenely + on block, basically resetting pressure if you're close enough.

Evil Smile

Persona Required 236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C/D - - 23 5 Total 33 - - Persona 1~Until Active All
236CD - - 23 5 Total 22 - - Persona 1~Until Active All

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. Since the 2.0 patch, it's now possible to special cancel into Evil Smile from Scared?, even if Adachi has already special canceled Scared? once.

Being capable of doing fear at any time is very good, and being able to recover quickly afterwards means that throwing it out in neutral isn't a bad idea. It's an even better one if you can cancel into SB Gunshot, since Adachi can combo into Tennis off of a counterhit (see combo page for more details). Getting one good hit in after hitting someone with Evil Smile could flip the pace of the game and potentially give you the upper hand.


236C

Ghost appears about halfscreen distance from Adachi, whiffs on close opponents, doesn't even appear when too close to a cornered opponent. Not that great for neutral situations, since enemies can run up and punish you. Okay in pressure if you've been pushed far away.


236D

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.


236C+D

Ghost homes in on opponent's location regardless of distance. Amazing in pressure since it can hit people crouching and can actually bait DPs/reversals as well as reset pressure. Does not home vertically so will whiff on opponents high enough in the air. All around amazing move.

  • Teddie will not get hit by Evil Smile when crouching.

Megidola

Persona Required 214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 0×2, 2293 Throw (200) 9 2 39 - Throw -
214D 0, 0, 2918 Throw (230) 16 2 39 - Throw 5~17 Throw
214CD 0, 0, 3750 Throw (230) 9 2 29 - Throw 1~10 Throw

All Versions
  • Cannot be cancelled into from normals.
  • Launches the opponent higher on Counter Hit, but does not get CH damage bonus.
  • All versions Fatal Counter on Counter Hit.
  • Full Counter Hit recovery.

Adachi grabs, taunts and shoves the opponent, and then Magatsu-Izanagi smites them with an Almighty bolt. This move is a command grab that serves as the main threat of his pressure game, as it opens up blocking opponents for some uniquely high reward in many situations.

It can be super canceled on normal hit into Heat Riser to start a combo, or Magatsu Mandala for the buffs, and sometimes both in the same combo is also viable if possible. Do note that there is a long recovery on whiff like most command grabs and is also complete Counter Hit state during that, so beware the punishment on failure.

All versions also launch the opponent higher on CH, so you can convert into a combo without needing to spend resources, and possibilities get even better in the corner.

  • Magatsu Mandala Buff: Shock.

214C

Has the shortest range and deals the least raw damage out of all of the command grabs, but also has quicker start-up than the D version. This is your basic command grab for tick throws, but also fast punishes, as it is a 9F start-up Fatal punish.


214D
  • Has mid start-up throw invincibility.

Has a longer start-up than both of the other versions, but in exchange has better range than the C version and has some throw invincibility (that does not start on frame 1, but goes all the way through its active frames). As a result, if timed well enough, it can counter defensive throws and throw OS for a handsome reward when it Fatals against those options, making Adachi's strike/throw game all that much stronger. The range also makes it very effective mid-pressure, as Adachi can use it to go for throws after more unique strings when paired with his other tools, such as 236B or 5C.


214C+D
  • Has throw invincibility all throughout start-up and active frames.

Best of both worlds between the C and D versions; SB version deals the most raw damage and has the short start-up of the C version, plus the extended range of the D version. On top of that, it sports frame 1 throw invincibility all the way through its active, allowing it to counter throws more often and be more potent of a mix-up in many situations, and also has faster recovery so it's slightly safer on whiff.

On CH, you are able to combo into your main combo filler, Tennis, anywhere without having the need to be in the corner to deal more damage.


SP Skill Attacks

Heat Riser

Persona Required 236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 1400 All 4+(65 Flash)+3 3 Total 57 -20 Body 4~4 All
236236B 1600 All 4+(65 Flash)+12 3 Total 54 -7 Body 4~4 All
236236AB 2000 All 4+(65 Flash)+2 3 Total 40 -3 Body 4~7 All

A fiery upwards slash that appears in Izanagi's location. Can be comboed into 2C. On hit, 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. And instead of taking 900 damage from Narukami's 5C, he'll take 818 instead.) All versions are Fatal Recovery.

  • Magatsu Mandala Buff: Fear & Poison

236236A

Fast Start-up, opponent can tech sooner. Can be used to end a combo if the opponent is far away from you after you used 2C/j.2C for example, but it should not be used to extend your combos however as the other versions do that better.


236236B

Slower than A version but more untech time, allowing for you to follow up with 5B or 2C in combos. Your go to launcher when you have 50 meter, as it gives you a damage buff for the rest of the combo and for the rest of the duration your persona doesn't get broken and sets up your main combo fillers.


236236A+B

The buff is applied even if Heat Riser whiffs or is blocked. Short recovery and a lot of untech time, more follow ups are possible afterwards because of this. It even allows you to setup 5D, allowing Adachi to do an ambiguous mix up game if done in the corner similar to Narukami's Ziodyne > OMC mixup game. When not in awakening, it's the best move to super cancel into if your DP is blocked.

Atom Smasher

Persona Required 236236C/D (air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total 103 -25 - 1~25 All
j.236236C 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total Until L - - 1~17 All
236236D 400, 200×9 All 4+(60 Flash)+30 3 <4×9> Total 91 +2 - 1~37 All
j.236236D 400, 200×9 All 4+(60 Flash)+30 3 <4×9> Total Until L+4 - - 1~37 All
236236CD 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total 76 +2 - 1~22 All
j.236236CD 400, 200×9 All 4+(60 Flash)+15 3 <4×9> Total Until L+4 - - 1~21 All

A fullscreen multi-slash which is similar to Akihiko's Maziodyne. The move can be used as a combo-ender to finish a round in some scenarios, but leaves Adachi open if the opponent blocks, backdashes or rolls throughs the first hit. Fatal Recovery. Since the 2.0 patch, the C/SB versions of the super have increased startup, with the C version getting increased recovery as well. If Adachi does any version of this super in the air, he's stuck on Fatal Counter recovery until he lands.

  • Magatsu Mandala Buff: Fear & Panic

236236C

Fast but Adachi has a lot of recovery. Very punishable on block.


236236D

Slower start-up but Adachi's recovery is faster. +2 on block, making it the default reversal if he does not have 75 meter. However, with the long startup this super has, this makes it more obvious for the opponent to react and know how to punish you accordingly. Use wisely


236236C+D

No longer the same move it used to be. It now has the same startup as the C version, but it's still +2 on block. Really good damage on counterhit. If you see or read the enemy doing something that has long recovery, use this and get a combo afterwards.


Awakened SP Skill Attacks

Magatsu Mandala

Persona Required 214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 1000, 100×11 All 4+(45 Flash)+3 3×7 Total 65 -11 - 4~7 All
214214B 1000, 100×14 All 4+(45 Flash)+19 3×16 Total 119 -20 - 4~27 All
214214AB 1000, 100×14 All 4+(45 Flash)+1 3×15 Total 79 -1 - 4~6 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, but NOT if you get hit on the first frames. Only B/SB versions lead into a safejump.

  • Magatsu Mandala Buff: Mute & Panic

214214A

The super comes out at Magatsu Izanagi's current location, useful followup after 2C/j.2C or after displacing your persona with the previously mentioned moves to activate the buff safely if the opponent is far away from you.


214214B

The super comes out at Adachi's current location. Comboable in the corner with 2A/5A/5B depending on height. Also has combo potential midscreen. Has some invuln on the first frames but will not kick in immediately.


214214A+B

The super comes out at Magatsu Izanagi's current location. In the corner, this super has no height restriction, allowing Adachi to combo off grounded opponents (throw, megidola, DP, etc). Since it's -1, it is the best super to cancel into after a blocked DP when you're in the awakening state.

Ghastly Wail

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 1000, 300, 500×2 [×4], 1200 Throw (300?) 4+(50 Flash)+0 2 56 - - 1~6 All
214214D 1000, 300, 500×2 [×4], 2000 Throw (300?) 4+(50 Flash)+8 3 50 - - 1~14 All
214214CD 1000, 300, 500×2 [×4], 2000 Throw (300?) 4+(50 Flash)+0 2 51 - - 1~6 All

Downwards claw slash. The C and C+D versions of this super is a 0F Command grab. If you see it and you weren't jumping you got hit. If the attack hits, the opponent gets inflicted with Fear. Similar to Elizabeth's Ghastly Wail, additional damage is done if the opponent is already afflicted by Fear. When Izanagi is displaced somewhere on the screen (ie. after 2C/j.2C or 2D), the throw is relative to his position, not Adachi's. If displaced with 2C/j.2C or 2D, all versions of Ghastly Wail will autocorrect to face the opponent.

  • Magatsu Mandala Buff: Huge damage increase on opponents as if they were Feared, also applies Mute & Fear

214214C

Insanely fast, but deals the least damage. 0F after super flash, your main go to reversal when in the awakening state


214214D

Slower than the C version, but deals more damage. This version should be used in combos after 236A+B so you can cash out your meter while making the opponent hurt


214214C+D

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)


Instant Kill

Yomi Drop

Persona Required 222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Death All 53+(30 Flash)+21 5 Total 117 -25 - 1~83 All

Adachi summons Magatsu Izanagi as he clutches his head in pain, while Magatsu Inaba's entrance starts to form on the ground. If the attack lands, Adachi's IK illustration will appear as Magatsu Izanagi drags the opponent down with him. Magatsu Izanagi strikes the opponent with a devastating blow from his sword and the attack will end. The screen will then cut back to Adachi as he and Magatsu Izanagi disappear in a blanket of red fog. While the start up is fast compared to the other Instant Kills, it can be easily avoided by either jumping or blocking.


Colors

Players To Cite / Watch

Note: Click on the hyperlinks in the last column to pull up just the player's games, sets, and VODs on ReplayTheater!
It is also advised that you try searching the player's name via the kanji listed, if you can't find any footage of them via their conventional tag.


External References

Navigation

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

System Explanations

Essentials
ControlsHUDFAQ
The Basics
Movement/CancelingOffenseDefenseAttack AttributesSP/Persona/Burst Gauge UsageStatus Ailments
Detailed & Advanced Information
Damage/Combo SystemFrame Data & System DataUniversal StrategyMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary