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[P4AU] Tohru Adachi Gameplay Discussion

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Hi guys. Not an Adachi player, but I had a question- a friend was experiencing the unblockable resets from Adachi a lot, and it was causing a lot of salt for him. I don't know a lot about the reset(s), but from what it looks like, people in general don't use them in matches almost ever. Is there a reason for this, and the resets are impractical for some reason, or is it just underutilized and the people my friend is fighting are doing the right thing?

 

Is your friend having difficulty dealing with the resets or difficulty doing them? From what I'm reading, it looks like he's having difficulty dealing with them.

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Is your friend having difficulty dealing with the resets or difficulty doing them? From what I'm reading, it looks like he's having difficulty dealing with them.

You got it right lol

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You got it right lol

 

Ways around it:

 

Use your burst offensively so Adachi dies before Awakening

Don't let him get Mandala in the first place. If he does it unsafely you HAVE to kill him because chances are he'll DP you>Riser>Death

 

I could give you more info if you told us your friend's used character so we can explore his/her options

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Ways around it:

Use your burst offensively so Adachi dies before Awakening

Don't let him get Mandala in the first place. If he does it unsafely you HAVE to kill him because chances are he'll DP you>Riser>Death

I could give you more info if you told us your friend's used character so we can explore his/her options

He uses Rise.

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I don't think there's a huge punish you can get. If j.B works that's fine since CH j.B drops them to the floor. You could try air throw/airdash in air throw too.

 

You could just let them jump and aim for 2B but the reliability on this is... I think it might be matchup-to-matchup. Against some characters it's CH 2B all day, huge damage, others I'm lucky if I get a 2B > 2C.

 

 

You could try to backdash out of their range and see if they whiff when they land so you can 236AA, or walk back into 2B range or something... I haven't actually done that, though, so I can't say how good of a suggestion that is.

Ya his 2B is so freaking sketchy and such a slow startup i'm terrified to even try using it for its "intended" purpose. Half the time you get hit anyways, the other it just misses or starts too late and it is horrendously punishable. The higher rank I get, the more I just keep facing high tier (Yu, Sho, Teddie, Mitsuru etc.). I didn't really see all his glaring flaws until high level play against said characters. Then usually what starts happening is I can't seem to get in and get poked to death by their safes, unable to start a combo in the first place. I hope i'm just doing something wrong and this isn't how it is going to be from now on.

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https://docs.google.com/document/d/10fGUqy5pKgsJhWrXcuANlU-OCXjTAfhKRYnd11oDa9o/edit?usp=sharing

 

Some small updates to the quick reference.

 

The higher rank I get, the more I just keep facing high tier (Yu, Sho, Teddie, Mitsuru etc.). I didn't really see all his glaring flaws until high level play against said characters. Then usually what starts happening is I can't seem to get in and get poked to death by their safes, unable to start a combo in the first place.

 

Your defense needs to be good, as the most reliable way you're gonna be getting in is punishing something stupid the opponent did. You AA them, or you backdash whiff punish 236AA them- stuff like that. You stay patient and you look for openings. (Sometimes that means downbacking for quite a while. Just how it is.)

 

For example; if the opponent likes to backwards airdash at round start, you can go for 2D, or you can go for run-in 2B, or you can use 236AA as a movement option to catch up.

 

 

Since you don't have pokes you've gotta make good reads.

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So after a good chunk of matches, I've come to realize that 2B can be used to train opponents into back dashing against it. I've been trying to call folks out, only to have them backdash, but I found that if you're spacing it carefully, you can catch them with a 5C.

 

In this case, the 5C seems to hit that middle awkward space between 2B (close) and 2C (far). If they're trying to bait out your 2B with an aerial approach, you might catch their backdash with 5C. Seems to have worked really well against several Minazuki and Mitsuru players I played against, but just wondering if anyone's had any luck with something similar.

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Shouldn't we do some matches against ourselves? You know, to learn stuff and practice against other Adachi's :V

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Shouldn't we do some matches against ourselves? You know, to learn stuff and practice against other Adachi's :V

 

I'm definitely up for this, connection speed willing. My PSN is ZFPT.

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Yay now we only have to decide on a day.

 

Please edit your posts with your timeline/prefered day so the thread doesn't get derailed.

 

I should be free this Saturday/Monday. I want to make a big lobby but if not that many people can we'll go with whoever can

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I would but I'm EU. :(

 

Good for you I'm on EU too.

 

So please join us. And thank you all for showing so much interest

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Feel free to add me and shoot me an invite if you see me on.

 

---

 

Here's the general combo punish list that I'll be using for matchup topics.

 

http://youtu.be/16KM46L6YiI

5B > 5C > 2AB > 214A or 236BB

 

http://youtu.be/tIoKxDt34FE

CH 5B > 5C > 2AB > 214A or 236BB

CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/cwHyOa00Kaw

CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/8Z9jiKf_sO4

2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/GxsJ8KW4Tzs

5C > 2AB > 214A or 236BB

 

http://youtu.be/kSRBEYRbaC0

CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB

 

http://youtu.be/1FtbjHkkJ_Y

CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/BC4SEnRFHkw

FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

 

It'll go at the top of the analysis, so I'll say, "if you block X, punish with ⑥" or something like that.

 

I think it may be missing a 5A starter (i.e. go to Instant Block punish or something like that) but I haven't ran into that sort of situation yet.

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I'm still confused as to how the 2C to j.C works. most times I get Magatsu Izanagi's flying shitlord followup to the 2C, and I rarely get the situation the combos give.

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I'm still confused as to how the 2C to j.C works. most times I get Magatsu Izanagi's flying shitlord followup to the 2C, and I rarely get the situation the combos give.

 

You have to cancel the 2C into short hop (2AC) before it grabs, and then j.C while you're in the air from short hopping.

There's a period of time where 2C hits but the grab hasn't started yet, that's when you have to hop.

 

The timing is a little tricky at first but it's not too bad.

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I had that feeling, thanks for the tip!

Edit: so I managed to learn the TIMINGT ir he 2C to j.C trick. Sends EM back to you for a possible kick them in the dick follow ups

Also at times I decided to fuck around and use j.2C which still can flying shitlord opponents for the fun of it. Lol

This trick is awesome!

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Anyone know how Adachi can deal with Chie's DP? Aside from just not hitting it.

 

I'm not sure how I can proper punish it.

 

http://youtu.be/AN_OrZdZjJk

 

Assuming Chie is using DP to escape your up-close pressure, you can do this. Her DP recovers really fast, so being close enough to use 5A and then just tapping the button on reaction would be the easiest thing to do, I think.

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