Dawn of Musou Report post Posted October 5, 2014 Thanks to the both of you. I'm getting it more and more now. It still drops from time to time but definitely much better than before. I should have it mastered soon enough. Not really for the combo thread but I just discovered that auto-combo meter gain, it's pretty random but nice lol. Share this post Link to post Share on other sites
JD10-Da Realist Report post Posted October 7, 2014 5A>5AA>5B>236236B>Micro Dash 2C> Hop Cancel>j.C>5C(4)>236AB~B>214214D Requires Awakening and 125 Meter, 4699 Damage, Inflicts Fear - Getting j.C>5C to hit correctly is kinda finicky as sometimes the 5C wont hit right and send them launching across the screen, so Delaying the 5C helps a bit Share this post Link to post Share on other sites
Canine Report post Posted October 7, 2014 If I might toss something in here showing off Adachi's high end potential, I'd want to toss in this little thing. Showin' what we can get it nigh optimal conditions, it's about as best I can get without being more impractical than need be. (already takes 125 SP, so having heat riser before it is a 'really' impractical condition, does 8.8k with it though, and KOs 9500 health characters due to poison) Notation as follows: 5C FC - iAD jC - 665B(2) - 5C - 2B - jC - 665B(3) - 5C - Sweep - 236AA - OMB - 2C - 214214B - 5B - 5C - jcJB -jcJB - j2C - 236AB(A/B) - 214214D, 8274 damage before accounting poison, does not actually k.o a 9k character, Minazuki was at 99%, I just wanted to KO the s.o.b., pardon the language. Apologies for it being something that'll likely never see the light of an actual match, but it's still there and something possibly worth learning, at the very least I'd reccommend people try to learn more Mandala routes, as difficult as they are and pretty much always requiring the corner, coupled with Ghastly Wail they can easily end a round like that. Share this post Link to post Share on other sites
Red Report post Posted October 8, 2014 DP Combos: CH DP>5C Full Slam CH DP in corner>5B>2B>2D FC DP>Dash>5B>2C>hop>5C>236BB>5B>2B>2C>2D (3.1K, meterless, corner carry from midscreen) I believe this is max damage from FC DP meterless. Share this post Link to post Share on other sites
BasedHydra Report post Posted October 13, 2014 A bit of help for challenge #25 if you guys don't want to bother with the combos in the video. It needs both buffs first and mid-screen so there's a bit of a setup Fear>FC j.5C>66<5A>5AA>5B>5C(1)>236236B> 66>5B> 2C>hop>j.5C>5B>2B>j.2C>236ABA>214214CD It should do around 6400 damage. Share this post Link to post Share on other sites
Red Report post Posted October 13, 2014 A bit of help for challenge #25 if you guys don't want to bother with the combos in the video. It needs both buffs first and mid-screen so there's a bit of a setup Fear>FC j.5C>66<5A>5AA>5B>5C(1)>236236B> 66>5B> 2C>hop>j.5C>5B>2B>j.2C>236ABA>214214CD It should do around 6400 damage. http://youtu.be/UhzwPAdnfWE Share this post Link to post Share on other sites
Zerotoad5 Report post Posted October 14, 2014 Copied notation in this vid https://www.youtube.com/watch?v=UnmO3eKarAM&feature=youtu.be missing parts and my notes not super clean. 5aaa 5b 5c 2ab 214a crouch confirm 5aa 2b jc 5b 5c 2ab 214a dp(CH) 5c 236d inflicts fear 2ab 214ab 5b 2c hop jc 5b 2b j2c (25 meter) 5aa 5b 236bb 5b 5c 2c hop jc 5b 2b j2c j2d (side switch) 2b(CH) (jc) low to ground jb 5b 2c hop jc 5b 2b j2c 2b(CH) jc(whiff land faster) 5b 2c hop jc 5b 2b j2c jb(CH) 5b 2c hop jc 5b 2b j2c jc(CH slide) run2a 5b 2c hop jc 5b 2b j2c 236236cd 2c hop jc 5b 2b j2c (75 meter) aoa c jb ja jb (jc) jb ja jb j2c aoa d (jc) iad jb 5b 2c hop jc 5b 2b j2c j2d corner aoa d 236bb 236236b 5c 2c hop jc 5b 2b j2c j2d corner (50 meter) throw omc 5b 2c hop jc 5b 2b j2c throw omb 5b 2c hop jc 5b 2b j2c air throw omc 5b 2b j2c (50 meter) air throw omb 5b 2c hop jc 5b 2b j2c 214C 236236B 2C HOP JC 5B 2B J2C (50 meter) 214c 236236b 5c 5c hop jc 2b j2c j2d corner (50 meter) 214c(FC) 5c 2ab 214a 214(FC) 5b 2c hop jc 5b 5c(jc) jb j2c j2d corner 5aa 5b 5c 236236b 5b 2c hop jc 5b 2b j2c (50 meter) 5aa 5b 236bb 236236b 5b 2c hop jc 5b 2b j2c (50 meter) dp first hit 236236b 2c hop jc 2b j2c (50 meter) 5aa 5b 5c 2ab 236bb 236236b j2c (50 meter) 5c(ch) iad jc 5b 5b 236236b 5b 2c hop jc 6b 2b j2c (50 meter) 2ab 214ab 5b 5c 2c 214214b 5aa 2b j2c (75 meter) dp(ch) 5c 236abb 214214d (75 meter) unblockable setups persona buff required 5aa 5b 5c 236236b 2c hop jc 236abb reset 5b 236bb 5c 2c hop jc 5b 2b (jc) jb j2c j2d (75 meter) 2ab 214ab 5b 236236b 2c hop jc 236abb (reset) 5b 236bb 5c 2c hop jc 5b 2b (jc) jb j2c j2d (75 meter) 214c 236236b 2c hop jc 236abb (reset) 5b 236bb 5c 2c hop jc 5b 2b (Jc) jb j2c j2d (75 meter) dp first hit 236236b 2c hop jc 236abb (reset) 5b 236bb 5c 2c hop jc 5b 2b (JC) jb j2c j2d (75 meter) unblockable ziodyne 5aa 5b 5c 236236b 2c hop jc 5b 5c 5d(unblockable) 5d hits 5c 2c hop jc 2b j2c j2d 5aa 5b 236bb 236236b 2c hop jc 5b 5c 5d(ublockable) 5d hits 5c 2c hop jc 2b j2c j2d 214c 236236b 2c hop jc 5b 5c 5d(ublockable) 5d hits 5c 2c hop jc 2b j2c j2d dp first hit 236236b 2c hop jc 5b 5c 5d(unbockable) 5d hits 5c 2c hop jc 2b j2c j2d slide stuff dont understand char specific ? add later 5c backwards 2ab 214ab 5b 2c hop jc 5c(jc)hit from behind ja jb j2c 2b(ch) jc(land faster) 5b 2c hop jc 5c(jc)hit from behind jb ja jb(jc) jb j2c jb(ch) 5b 2c hop jc 5c(jc)hit from behind jb ja jb(jc) jb j2c jc(ch slide) run2a 5b 2c hop jc 5c(jc)hit from behind jb ja jb j2c minazuki teleport punish 2b(fc) jc(land faster) 5b 2c hop 5c(jc)hit from behind low to ground jb 5b(jc) jb ja jb(jc) jb ja jb j2c fatal counter 5c(fc) iad jc 5b 5c 2b jc 5b 5c 2ab omb 5c 2c hop jc 2b j2c j2d jc 5b 2b jc 5b 2ab omb 5c 2c 214214b 5aa 2b j2c 236abb 214214d Share this post Link to post Share on other sites
OGRachel Report post Posted October 16, 2014 So nowhere else can help, I thought I'd ask the Adachi's themselves A week now and I still can't get challenge 24, I've confirmed Heat Riser multiple times but I always end up failing out on the 5C Any tips on hitting 5B > 236AA regularly? I feel if I can hit that often it'll be easier getting the last part, I keep whiffing 236AA Share this post Link to post Share on other sites
Antiquarian Report post Posted October 16, 2014 Fear them so the throw will be fatal and you'll have slightly more time to confirm everything else in the combo due to the nature of FC's. Share this post Link to post Share on other sites
OGRachel Report post Posted October 26, 2014 Fear them so the throw will be fatal and you'll have slightly more time to confirm everything else in the combo due to the nature of FC's. Thank you! It took 3 weeks but I got it Got up to Scared? twice and got nervous and fucked it up but got it the 3rd time Share this post Link to post Share on other sites
Murderbydeath Report post Posted October 30, 2014 So I've been landing the inescapable resets in matches and I must say, they are tons of fun. (Mandala buff -> blah blah into Heat Riser -> blah blah into 236ABA -> microdash 5B xx 236BB -> death) Only problem is sometimes I mess up the timing for the microdash 5B and they break out of spin state and can DP me right in the tits, etc. Any tips on getting the timing 100%? It's hard to tell the very moment he recovers from 236ABA for me. Any visual cues or anything? Share this post Link to post Share on other sites
Red Report post Posted October 30, 2014 If you remove innecesary filler it should become easier to get the reset. You need to pay attention to Adachi (At least I do) to know when to Dash to 5B. As long as you don't delay it too much you should still be able to get the reset thanks to how Spin State works here. Just try practicing simple 236ABA to 5B. There's a lot more time than you think. Share this post Link to post Share on other sites
OGRachel Report post Posted October 31, 2014 Any tips for j. C > 5B > 2B > j. C > 5B > 5C? I can't seem to get the timing right, either I do it too early or too late and they'll recover, mostly talking about the 2B > j. C > 5B part Share this post Link to post Share on other sites
Sodelic Report post Posted October 31, 2014 Any tips for j. C > 5B > 2B > j. C > 5B > 5C? I can't seem to get the timing right, either I do it too early or too late and they'll recover, mostly talking about the 2B > j. C > 5B part 2B > j.C > 5B (specifically the j.C to 5B part) doesn't work on standing characters unless it's a fatal counter combo or done on crouching characters. And in those cases it helps to delay the j.C after 2B just a bit to make the confirming into 5B easier. Share this post Link to post Share on other sites
LiveWireX Report post Posted October 31, 2014 So, I'm really new to using Adachi, so I'll admit I'm not sure the usage of this, but I was playing around in training and noticed you can DP off of 5C if you let it go past 5C(1). Like, I've been able to do stuff like j.C>5AA>5B(1)>5C>DP>Heat Riser (or the other Super I forget the name of that is the same input just with C or D) for some decent damage. I know you can go 5C>236BB, but I'm curious on if there are practical reasons to do DP off of 5C instead of the 236A/B moves, and if someone could maybe explain to me a little on why it is people seem to use the 236A/B moves in combos off of 5C? Share this post Link to post Share on other sites
Red Report post Posted October 31, 2014 So, I'm really new to using Adachi, so I'll admit I'm not sure the usage of this, but I was playing around in training and noticed you can DP off of 5C if you let it go past 5C(1). Like, I've been able to do stuff like j.C>5AA>5B(1)>5C>DP>Heat Riser (or the other Super I forget the name of that is the same input just with C or D) for some decent damage. I know you can go 5C>236BB, but I'm curious on if there are practical reasons to do DP off of 5C instead of the 236A/B moves, and if someone could maybe explain to me a little on why it is people seem to use the 236A/B moves in combos off of 5C? 1- DP'ing after 5C is not recommended as (I don't know if you noticed) Adachi's DP is one of the most blue health consuming ones, giving him a 10% health blue bar, which means any combo your opponent gets on you will do an additional 950 dmg or less if you started recovering However, this can be used to get extremely desperate Awakening + Mandala installs to make you as tough as possible. 5C>DP>Mandala will give you a lot of blue health, but you've gotten into awakening + Mandala buff. I don't recommend using this for any other thing. 2-The other super is Atom Smasher. A good reversal but a pretty bad combo ender. 3-5C>Stance slide is usually to get one of the following: -A Sideswap with 236BB that allows for Riser+2C to get you out of the corner + Install + Damage -A corner carry move + safejump possiblity with 236AA. 5C Stance deals a good amount of damage for a regular combo (About 2k) Share this post Link to post Share on other sites
LiveWireX Report post Posted November 1, 2014 Thanks, I appreciate it. I've been trying to sort of figure as much stuff out independently as I could, but I kinda had hit a wall, so with what you said it makes a bit of sense why. Share this post Link to post Share on other sites
Canine Report post Posted November 3, 2014 PSA: 2B has pretty harsh SMP for a normal (500) Thus, I propose people start learning different enders to midscreen Anti-air 2B combos using the following two AA confirms as a base.. 1:2B CH>jC Whiff>5B>2C>hop jC... 2:2B CH>jc delayed jB>5B>2C>hop jC... and instead of ending with A:...5B>2B>j2C(>214B) (Easiest) we use the following routes instead B:...5B>jcjBAB>jcjB*>j2C(>214B) (Slightly more difficult) or C:...5C>jcjBAB>jcjB*>j2C(>214B) (Hardest of the confirms) In each of these cases you will get 2C's knockdown but due to 2B's SMP you get a lot less damage by using it again in A routes. The second jump cancel jB must be omitted if you use the falling jB confirm (i.e. every route denoted in this post with 2). Gunshot is an option if you managed to put them in the corner at the end, but isn't 'essential' in any shape or form. The damages of each are as follows, parentheses' values being if you manage gunshot 1A: 2857 (2903) 2A: 3039 (3082) 1B: 3279 (3329) 2B: 3267 (3317) 1C: 3473 (3523) 2C: 3475 (3525) I would implore people to at least go for the 5B jump cancel routes (B routes) as a start to optimizing play, and if they feel comfortable eventually, try the 5C jump cancels (C routes). Share this post Link to post Share on other sites
Drake Aldan Report post Posted November 5, 2014 http://youtu.be/zh-vMfL6vPk CH DP > 236AA (Think I saw this in an Asura video.) Safejump IAD jC is possible, but the timing is a little off as compared to normal (5C(4) > 236AA safejump). Seems like waiting until the opponent hits the ground to input IAD might be the right timing. Even if you do not safejump the oki is much, much better as compared to 665C(1) > 236D or 665C(4). (665C(4) + followup really being preferable only if it will kill, or if you have access to Mandala.) http://youtu.be/wRluNx_nWYg FC 214C/D (Megidola) > 236AA Seems to be the same concept. The link is a little tight, but it's doable. FC 214C > 5C does not seem to like working on Margaret so this is a good way to even things up, too. Share this post Link to post Share on other sites
Akatsuki-Sensei Report post Posted November 18, 2014 Some stuff I found while messing around in training mode, not sure if it has been posted before, but here goes: CH 2B > whiff j.C > 5B > 2C > hop j.C > 5B > 5C(4) > Sweep > Ender Ender can be either 214A for oki (3152 damage) or 236BB > B Heat Riser > j.2C for damage + install (4011 damage) Meterless 4k, because if Margaret and Marie can do it, Adachi can (not) do it better: Corner only- CH 2B > whiff j.C > 5B > 2C > hop 5C > 236BB > 5B > 5C > j.B > j.2C > j.2D > 214A = 4054 damage. Deals nearly 5k with Mandala buff. You can also do CH 2B > jc j.B, but it's harder to confirm and you'll have to omit the last j.B later on the combo, although it will bait people who desperate burst when hit by the CH 2B. Share this post Link to post Share on other sites
someonewhodied Report post Posted December 22, 2014 in corner, 150meter, OMB, mandalla and heat riser. 8609 damage. 5C fatal 5CFC>iadj.C>5C>236B~B(1)>OMB>5C>iadj.B>5C>iadj.B>5C>236236AB>5C>2C(1)>sh j.C>5B>2B>j.2C>236AB~A>214214D Midscreen 2BCH resourceless: 2BCH>j.Cwhiff>5B>2C(1)>hop j.C>5C>j.B>j.A>j.B>j.2C The 5C after hop should launch the opponent towards you but low enough that they don't fly past you. Share this post Link to post Share on other sites
vKhalinpopopodhd Report post Posted January 31, 2015 Some stuff I found while messing around in training mode, not sure if it has been posted before, but here goes: Meterless 4k, because if Margaret and Marie can do it, Adachi can (not) do it better: Corner only- CH 2B > whiff j.C > 5B > 2C > hop 5C > 236BB > 5B > 5C > j.B > j.2C > j.2D > 214A = 4054 damage. Deals nearly 5k with Mandala buff. You can also do CH 2B > jc j.B, but it's harder to confirm and you'll have to omit the last j.B later on the combo, although it will bait people who desperate burst when hit by the CH 2B. *sigh* optimizing combos why why is it that when I do CH 2B > whiff j.C > 5B >5C > 2C > hop 5C > 236BB > 5B > 5C > j.B > j.2C > j.2D > 214A I only get 3786, I don't understand you comboing >.> Anyone want to explain to me how omitting 5C and using j.B, which clearly does less on its own, later in the combo do more in the long run? was it proration values or something? 5C has more/less proration or something? also should I omit 5C in general for j.B in all my combos if possible? Share this post Link to post Share on other sites
Akatsuki-Sensei Report post Posted January 31, 2015 *sigh* optimizing combos why why is it that when I do CH 2B > whiff j.C > 5B >5C > 2C > hop 5C > 236BB > 5B > 5C > j.B > j.2C > j.2D > 214A I only get 3786, I don't understand you comboing >.> Anyone want to explain to me how omitting 5C and using j.B, which clearly does less on its own, later in the combo do more in the long run? was it proration values or something? 5C has more/less proration or something? also should I omit 5C in general for j.B in all my combos if possible? 5C deals more damage than j.B by far. I tested it on training mode, and that combo should be doing even more damage than the one I posted. Are you sure you wrote the correct inputs? Edit: Ok, I found it. You're doing 2C > j.2D at the end, not j.2C. That's very important, for they are considered as different moves. 2C + j.2C in combos deal good damage, but using 2C x2 or j.2C x2 is going to murder your combo on the spot. Share this post Link to post Share on other sites
vKhalinpopopodhd Report post Posted January 31, 2015 5C deals more damage than j.B by far. I tested it on training mode, and that combo should be doing even more damage than the one I posted. Are you sure you wrote the correct inputs? Edit: Ok, I found it. You're doing 2C > j.2D at the end, not j.2C. That's very important, for they are considered as different moves. 2C + j.2C in combos deal good damage, but using 2C x2 or j.2C x2 is going to murder your combo on the spot. Oh I see, wow thanks, that makes a lot of sense lol Share this post Link to post Share on other sites
Akatsuki-Sensei Report post Posted January 31, 2015 New slide route using stuff I found while browing older pages: Can be done in corner or carry to it if you're not far by delaying the 5B -just- a little bit, or back to corner by delaying it slightly more. CH 2B > 5B > 236BB > 5B(2) > 5C > 2C > hop j.C > 5B(2) > 5C > j.2C > j.2D 4.2k damage and slightly easier than what I previously posted. May be possible to do j.A while falling to get the 2B reset. And speaking of 2B resets, the ones I have are: 2B > j.2C > 2A > 5B > 5C > 2C full > 2A > reset 2B > j.2C > 2A > 5B > 5C > 2C > hop j.C > 2C > hop j.C > reset The latter makes the opponent tech immediatelly after the last j.C, good for people expecting 2A > 2B reset. Share this post Link to post Share on other sites