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About Akatsuki-Sensei

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    Whose eyes are those eyes?

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  • Location
    Brazil - Land of Lag
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  1. Akatsuki-Sensei

    [P4AU] Tohru Adachi Critique Thread

    Well, the most important thing about playing Adachi is loving your C moves, and knowing how not to abuse your D moves. Try not to use 5D unless you -really- want to get in, because it gives the opponent a lot of meter and it's really slow, so it can be easily punished. 2D, don't use it on neutral, keep it down to occasional j.2Ds to catch anti-airs while falling. They are buttons made more for gimmicks than for proper neutral play, really. Stay aware for your stray 5C hits, because they can be followed in 3 different ways: -2B > j.2C -Basic followup for good corner carry -j.B > dj.B > j.C (> j.2D) -The j.2D at the end is used to force the opponent to block, so it's kinda sorta a somewhat of an oki -2AB > 236AA -You can get a safejump with this knocdown, and it also has corner carry When breaking personas, go for 5A or 2A rather than 5B. 5A can be jump canceled, 2A has good recovery, while 5B has neither. Speaking of 5B, even though it has 3 hits, you only want the first hit to come out. The other 2 hits are only supposed to be used on crouch confirms or juggle combos. About combos, I'll give you the fundamental ones every Adachi should know... 5C is for when only the first hit should come out, unlike 5CF (Full 5C); 5B and 2C follow the same rule Meterless: -5A > 2A > 5A > 5B > 5CF > 236AA -CH 2B > j.C(whiff) > 5B > 2C > hop j.C > 5C > j.B > j.A > j.B > j.2C -CH 2B > j.C(whiff) > 5B(2) > 5C > 2C > hop j.C > 5B(2) > 5C > j.B > j.2C(1) > j.2D -Corner only Meter: -5A > 5AA > 5B > 236BB > 236236B > 2C > hop j.C > 5B > 2B > j.2C -5A > 5AA > 5B > 5C > 236236B > 5C > 2C > hop j.C > 2B > j.2C > j.2D -Corner only Those are the most fundamental combos. As you probably noticed, there's a "2C > hop j.C" string. It has been named "Tennis route". As the first hit of 2C lands, you hop cancel and do j.C, which will send the opponent flying back at you, allowing for the combo to continue. It's the most important combo route for Adachi. Those are really basic combos, but should be enough to get you started. Now, as I am a self-promoting dick, here's the Adachi pastebin I made containing a ton of info about Adachi and his gameplay. I clearly made it because I was bor- *cough* I clearly made it while having the smiles of the many players that would benefit from it in my mind. :U http://pastebin.com/iL4VmdZN
  2. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    You can still get safejump with a 2A in the combo if you're doing: 5A > 2A > 5A > 5B > 5CF > 236AA That's what I do if I get a hit during 5A > 2A > 5A pressure, but make sure not to do 5AA, or you really won't get a safejump.
  3. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    It's mostly about practicing the timing, really, since Adachi actually recovers decently quick. Although it usually depens on the combo, sometimes it's harder, sometimes it's easier.
  4. Akatsuki-Sensei

    [P4AU] Tohru Adachi Gameplay Discussion

    A reason I can think of is the fact that the meter used for HR can be better spent. Instead of dealing 2.5k and getting the buff, you can save the meter to do 1 of 2 things: 1- Do HR in a proper combo. Instead of tossing full 5C > HR like usual, do a HR midcombo to get a beautiful 3.5k or even 4k in the corner. Really neat. 2- Save the meter and use it for something else. Instead of using the 50 SP at once, stocking up to 75 SP gives you plenty of more options. You gain access to SB Atoms Masher (The god), SB Megidola, which has good damage, speed, range, etc. making it a great tool to open people up, and you can also do SB Gunshot, good for a far away poke or for juggle combos. What I usually do is stock up to 75 SP, then do either HR in a good combo, usually in the corner for an ez 4k, or get my opponent with SB Atoms Mashers (The god). When it comes down to damage alone, the meter is more helpful when used in a real confirm than when splashed around for a simple buff.
  5. Akatsuki-Sensei

    [P4AU] Kanji Tatsumi Q&A Thread

    Wait for a good moment and charge Primal Force D. Then you can either ram it and try to get in while they hit your Persona, or cancel into j.D and approach while forcing them to block the lightning bolts. If they're not at fullscreen distance, you can try Primal Force C. A CH will let you get a smal combo from it.
  6. Akatsuki-Sensei

    [P4AU] Kanji Tatsumi Q&A Thread

    Jump and instant block everything.
  7. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    Yes, the first one should be possible indeed. The idea on the second reset is that the proration is so high that they will tech immediatelly after getting hit by the second j.C. Normally, players who caught up to the reset with either not tech or neutral tech the 2A reset, but still naturally hold a button before that moment.
  8. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    Delay the first j.C and then do 2C immediatelly after.
  9. Akatsuki-Sensei

    Adachi Changes for 2.0

    http://cdn.24.co.za/files/Cms/General/d/2821/791b83ac77ba45268141846b036831e9.gif http://img-9gag-lol.9cache.com/photo/aPy7mwn_460sa_v1.gif http://img-9gag-ftw.9cache.com/photo/aZWjdW0_460sa.gif
  10. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    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.
  11. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    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.
  12. Akatsuki-Sensei

    Adachi Changes for 2.0

  13. Akatsuki-Sensei

    [P4AU] Kanji Tatsumi Gameplay Discussion "Brofist it out!"

    Fatal Counter, I believe.
  14. Akatsuki-Sensei

    Adachi Changes for 2.0

    2C and j.2C inflicting Poison and Fear instead of Silence might not be that bad. Renewing the Poison will add some decent extra damage, and Fear will allow us to hit a true Ghastly Wail. Same for j.C. The real sadness would be removing Rage from Heat Riser, unblockables can't be gone ;-; Edit: Scratch what I said. There is absolutely no difference between Mandala'd Ghastly Wail and Fear Ghastly Wail in the middle of a combo. Both versions do the exact damage.
  15. Akatsuki-Sensei

    [P4AU] Tohru Adachi Combo Thread

    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.