P4U2R/Tohru Adachi/Combos

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 Tohru Adachi



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Adachi Quirks

  • 236BB can cause a slide effect instead of the regular follow-up grab, which is great for combo extensions. However, not all 236BB slide combos work on Sho, Minazuki, Yukiko, and Kanji.
  • The grab portion of j.2C can sometimes 'whiff' when done at certain spacings. This is called 'clawhiff', and is nearly identical to land cancels, but it is usually done at a higher height and is less consistent. Whiffing j.2C is possible on Teddie but is harder.
  • 2D/j.2D doesn't always mark the end of a combo. Unless the combo is heavily prorated, it's likely that one can follow up with 236ABB > any super [typically Ghastly Wail].
  • On FCH, Adachi gains access to loops midscreen and in the corner. Midscreen he can do 5B > IAD j.B > 5B, and in the corner he can do 5C > IAD > (small delay) j.B.
  • Unless otherwise specified, 5B refers to the first hit of the move - that is, 5B(1). If multiple hits are used, you'd see 5B(X), where X is the number of hits to have in that specific combo. This is the same deal with 5C, but you'll only see 5C or 5C(3).

Combo Theory Concepts

Crouch Confirms

Adachi has a few combos he can only do if the opponent is hit while crouching. This is very important to learn early as it greatly increases his meterless damage and is an important part of his fatal optimals.

X starter > 2B > j.C > 5A/5B > X combo

Ending the crouch confirm with 5A means that one can combo into autocombo, which gives Adachi a burst/meter bonus as well as a safejump. Ending with 5B has more damage potential, since 5A prorates and damage scales much harder than 5B.

One last thing to note is that Adachi can combo into his sweep on crouching confirm. This makes 5B combos do slightly more damage (do not try to do 5AAA > sweep > 236A as you will not get the burst/meter bonus), and is crucial for starting Tennis off of a non CH/sweep starter, which will be discussed more in the next section.

Tennis

Adachi's most important combo filler is known colloquially by the community as 'tennis'. It is done by doing 2C > hop (2A+C) > j.C.

After any launcher, do tennis. If you did it right, Magatsu-Izanagi will do J.C by himself in the air and toss the opponent back at you for combo extension. This is Adachi's main combo route, and as such, you should practice it a lot.
If you're having trouble with the hop cancel, remember that 2C functions as an AUB hit first, then a hitgrab. When doing tennis, hop-cancel before the green grab effect in order to make M.Izanagi not grab the opponent.
If you're having trouble continuing after J.C, try delaying it a bit more. It is not an immediate cancel right after the hop. Try to delay it so Adachi lands right after the J.C is done.

This route is basically what you want to do all the time. However, in order to do it, you need a launcher. That is, have your opponent airborne somehow. There are several ways to accomplish this:

  • Sweep 2A+B > SB Gunshot > 66 5B : Most basic setup into tennis.
  • Counterhit A/B Normals, 5C/j.C (air OK) > Sweep : When the opponent is on the ground, every CH A/B normal or 5C/j.C can be gatling'd/linked into sweep to do the same launcher as above. CH j.A has really strict - impractically strict - vertical spacing, but it is possible.
  • Crouching Confirm A/B Normals, 5C > Sweep : If hit crouching, every grounded A/B Normal and 5C can be linked in into sweep.
  • Counterhit 2B > j.C (whiff) > 66 5B : If hit with CH 2B, the opponent will get sent flying, and if Adachi does j.C to cancel the recovery of 2B he can follow up with 5B to set up tennis.
  • X starter > B Heat Riser > (optional) 5B : With 50 meter Adachi can set up tennis with B Heat Riser. Run up 5B will lead into tennis, though you can omit the 5B and just go straight into tennis if you are worried about the combo dropping.

After Tennis, you can typically end the combo with 5B > 2B > j.2C, though you will see more complex combos as you read on.

Land Cancel

Land Cancel, formerly known "j.2D Whiff", expands upon the concept of tennis. The basic land cancel takes advantage of a quirk in the game that allows the recovery of certain air moves, when performed close to the ground, to be canceled by another move's startup, which also gets canceled by landing on the ground - hence, 'whiff' or 'land' cancel. Other characters like Narukami and Minazuki use land cancels in order to continue pressure or perform advanced combos, and Adachi has it too, using j.2D.

To perform Adachi's land cancel, do j.2C close to the ground, then press j.2D with the same timing as you'd normally press hop in tennis. If performed correctly Magatsu Izanagi should not grab the opponent, similar to the 2C > hop part of tennis, but Adachi should land on the ground.

It's primarily used to either gain extra meterless damage at the cost of some oki opportunities or to set up fear through Evil Smile. To set up a land cancel, you really just need to hit j.2C close to the ground, which can be done off of tennis depending on proration and hitstun scaling. After doing a land cancel, there are a few enders you can do, but one of the most important is the fear setup:

IAD Back (754) > (slight delay) j.C > 236C : Buffer 236C while M.Izanagi is still hitting j.C. Leads into a safejump with IAD j.B/j.C.

Learn land cancels after you have a good grasp of both tennis and crouching confirms, and you'll be well on your way to Adachi Proficiency™

5A/2A Confirms

Combo Position Damage SP Gain Difficulty Notes Video
5A > 5AA > 5AAA > 5AAAA Any 1195 +21 Easy Auto Combo (Safejump) Example
5A > 5AA > 5B > 5C(3) > 236A Any 1629 +17 Easy Basic Midscreen 5A Confirm (Safejump) Example
5A > 5AA > 5B > 5C(3) > Sweep > 214A Any 1646 +18 Easy Other Midscreen Confirm Example
5A > 5AA > 5B > 5C/236BB > 236236B > 66 5B > Tennis > 5B > 2B > 2C Any 3073/3121 -38 Easy 5A Heat Riser Confirm Example

Tennis route: 2C(1) > hop j.C Cr: Crouch confirm CH: Counter Hit starter FC: Fatal Counter starter Cr/FC BnB: Stuff > 5C > 2AB > 214AB > 5B > Tennis Route > 5B > 2B > j.2C

5A Starter
  • 5A > 5AA > 5AAA > 236236B > 66 Tennis > 5B > 2B > j.2C
  • 5A > 5AA) 5B > 5C(3) > 2AB > /214A/236AA/236BB [236236B > 2C]/
  • 5A > 5AA) 5B > 5C > 236236B > 5B > Tennis > 5B > 2B > j.2C
  • 5A > 5AA) 5B > 236BB > 236236B > 5B > Tennis > 5B > 2B > j.2C
5A Crouch Confirm
  • Cr (5A > 5AA) 5B > 2B > j.C > 5AAAA
  • Cr 5A > 5AA > 2B > j.C > 5A > 5AA > 5B > 5C > 2AB > 236AA
  • Cr (5A > 5AA) 5B > 5C > 2AB > 214AB > 5B > Tennis > 5B > 2B > j.2C
CH 2B
  • CH 2B > j.C (whiff) > 5B > Tennis > 5B > 2B > j.2C
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > j.B > j.A > j.B > dj.B > j.2C
  • CH 2B > j.C (whiff) > 5B > Tennis > 5B(2) > j.B > j.A > j.B > j.2C
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > j.2D (whiff) > hop j.C > 5B > j.BA > dj.B > j.C *NEW*
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > j.2D (whiff) > hop j.C > 5C > j.BA > dj.B > j.C *NEW*
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > j.2D (whiff) > hop j.C > 5C(3) > 236ABA > Ghastly Wail D *NEW*
  • CH 2B > j.C (whiff) > 5B > Tennis > 5B > 5C(3) > 2AB > /214A/236AA/236BB (236236B > j.2C)
5C(3)
  • 5C(3) > 2B > j.2C
  • 5C(3) > j.B > dj.B > j.C
CH 5C
  • CH 5C > IAD j.C > 5B > 5C(3) > 2AB > 214A/236AA/236BB (236236B > 2C)
  • FC 5C > IAD j.C > 5B(2) > 2B > j.C > 5B(3) > 5C > 2AB > 214A/236AA/236BB (236236B > 2C)
Misc CH Starters
  • FC 2D > 5B > 2B > j.2C
  • FC 214C/D > 665C(3) > 214A
  • FC 214CD > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > wj.2D > hop j.C > 5C > j.BA > dj.B > j.C *NEW*
DP Starter
  • DP(1) > 236236B > 66 Tennis > 5B > 2B > j.2C
  • CH DP > 665C(3) > 214A
  • FC DP > 665B > Tennis > 5B > 2B > j.2C
Command Throw
  • 214C/D > 236236B > 66 Tennis > 5B > 2B > j.2C
All Out Attack
  • AoA~C > j.B > j.A > j.B > j.2C

Corner Only

Megidola Corner Combos [1]

5A Starter
  • 5A > 5AA > 5B > 5C > 236236B > 5C > Tennis > 5B > 2B > j.2C
  • 5A > 5AA > 5B > 5C > 236BB(1) > 236236B > 5C > Tennis > 2B > j.2C > j.2D
5B Starter
  • 5B > 5C > 236236B > 5C > Tennis > 5B > 2B > j.2C > j.2D
5D Starter
  • 5D > 5C > Tennis > 5B > 2B > j.2C
  • 5D > 5C > Tennis > 2B > j.2C > j.2D
CH 2B
  • CH 2B > j.C (whiff) > 5B > 5C > Tennis > 5B(2) > 5C > j.B > j.2C > j.2D
  • CH 2B > j.C (whiff) > 5B > Tennis > [236BB] > 5B > 5C > j.B > j.2C > j.2D
  • CH 2B > j.C (whiff) > 5B > 5C > 2C > 214214B > 5A > 5AA > 5C > j.2C > j.2D
Command Throw
  • 214C/D > 236236B > 5C > Tennis > 5B > 2B > j.2C
  • 214C/D > 236236B > 5C > Tennis > 2B > j.2C > j.2D
  • FC 214C/D > 5B > Tennis > [236BB] > 5B > 5C > j.B > j.2C > j.2D
All Out Attack
  • AoA~D > IAD/hop j.B > 5B > Tennis > 5B > 2B > j.2C(1) > j.2D
  • AoA~D > 236A~C > Tennis > 5B > 5C > 2B > j.B > j.2C > j.2D

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