So I thought about making a long post listing Adachi combos, but realized the amount of work it'd be to fully list things I use (and it's probably still going to take a while to finish pffttt), so... HOW TO ADACHI BASIC COMBO THEORY Your goals when hitting your opponent should either going for meter gain, damage, setting up a safejump (generally IAD j.B after a knockdown), or preferably some combination of the 3. Only (sometimes) exception for this is when ending combos w/ 214214A (only when comboing into B isn't possible off of whatever combo you're doing and you really really really want Mandala buff). All of the following is assuming that the player has general knowledge of how Adachi's combos work. Unblockables aren't covered here because honestly they deserve their own thread. There are more routes than are listed but this is mostly to cover more common options/situations/ect. "I hit my opponent standing non CH and don't have meter for anything fancy, what should I do?" End combos w/ 5C(full) > 236A~A (safejump) or autocombo ending w/ the 236A~A in the autocombo (safejump + meter) "Same as the above, but I have meter?" Combo into 5C(1) > 236236B > dash 5B > 2C(1) > sh j.C > land 5B > 2B > j.2C (> 214A if close enough) (damage) "I hit my opponent crouching non CH and don't have meter for anything fancy, what should I do?" Combo into 2B > j.C > autocombo (safejump + meter) "Same as the above, but I have meter?" This is tricky b/c adding the 2B > j.C > ect adds proration, making it end at less preferable times. If you want to be safe just ignore the crouch specific 2B > ect and go straight w/ 5C(1) > 236236B > ect (damage) "My opponent whiffed something but I have no meter, what should I do to punish?" Against everyone but Teddie: with CH 2B, use the meterless safejump listed in this post. Against Teddie: you can either CH 2B > dj.B > land 5B > 2C(1) > sh j.C > land 5C > j.5B > j.A > dj.B > j.2C or CH 5C(1) > IAD j.C > land 5AA > 5B > 5C(full) > 236A~A "Same as the above, but I have meter?" The non-Teddie CH 2B combo listed above does good damage w/o meter, but if you have Awakening you can add a good chunk of damage by ending with ...5B > 5C (full) > 236AB~A > 214214D. Alternatively (and also for Teddie) you can CH 5C(1) > IAD j.C > land 5B > 5C(1) > 236236B > ect. "I anti-air'd my opponent w/ a CH 2B, what should I do?" See the CH 2B combos listed in the above questions. Note that if you don't have confidence in the height of your opponent to connect the dj.B > land 5B you can use CH 2B > j.C (whiff), however in addition to sacrificing damage, you're sacrificing making part of your combo burst safe! "I hit my opponent air to air non CH, what should I do?" If not j.C, use (5B > 5A) x N until your opponent is high enough to connect j.2C. "I hit my opponent air to air CH, what should I do?" If not j.C and near the ground, you should be able to connect your (land) 5B > 2C(1) > ect combo of choice. If far from the ground just use the non CH example. If j.C and near the ground you can either (land) dash 2A > 5B > 2C(1) > sh j.C > ect (damage and potential safejump) or 5B > 5C(1) > 236236AB > ect (damage) "I have my opponent in a 2C(1) > sh j.C combo that started w/ a weaker starter in the corner, what should I do?" Your options here are dependent on the character (might make a post on character specific difficulty later) you're doing the combo on and your faith in your execution. Universal, easy, and reliable option is ...sh j.C > 5B > 2B > j.2C(1) > j.2D > land 214A for your ender. Harder (don't try this on the Shos) but more damaging is ...sh j.C > 236B~A(1) > 5B > 2B > j.2C(1)> j.2D > land 214A for the ender. On some really weak starters you'll want to omit the j.2D since your opponent can recover and escape before the j.2D connects. "Same as the above, but started w/ a stronger starter?" Not too much changes, but you can squeeze in some extra damage. Universal/easy option is ...sh j.C > 5B > 5C(1) > j.B > j.2C > j.2D > land 214A. Harder (again, no Shos allowed) is ...sh j.C > 236B~A(1) > 5B > 5C > j.B > j.2C(1) > j.2D > land 214A. With stronger starters you shouldn't have to omit j.2D ever. Do note that corner combos, if you have Awakening you can sometimes end instead w/ ...j.2C(full) > land 236AB~A > 214214D (damage) And as a very special bonus note just based on things I've seen when watching other Adachis: STOP ENDING BASIC COMBOS WITH 214A WHEN YOU CAN SAFEJUMP USING 236A~A (unless the matchup calls for it IE the DPs of Kanji/Yosuke/ect). YOU'RE SACRIFICING FREE PRESSURE AND CORNER CARRY FOR A SOMETIMES SLIGHT DAMAGE BOOST. And... that's about it for now! Any thoughts/feedback, let me know~