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VR-Raiden

[P4AU] Ken Amada vs Tohru Adachi

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  • Use this thread to discuss the Tohru Adachi matchup.
  • Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.
  • This post will be updated as info arises.

 

Round Start:
  • 5B can work at round start but is countered by jump back air dash.
  • Jumping back is a good thing to do here since he might do the same.
  • Use dog wisely here.

 

 

 

Neutral:
  • Ken and Koromaru do pretty well at ground neutral. Watch out for the persona drop and don't try to anti-air Adachi. The neutral in this matchup is pretty even with Ken winning on the ground and Adachi winning in the air.

 

 

 

Offense:
  • Adachi can mash DP and AoA out of any small pressure gaps so make sure your pressure is really good or bait it out.
  • Adachi can also atom smasher punish you any time once he gets 50 meter.

 

 

 

Defense:
  • Adachi's pressure is really solid. Respect him and block until you find an opening to escape/read the command grab.
  • Instant block j.C if you can jump IB the better, you want to punish any attempt at him using it.
  • Fire breath can break the persona when he does 5D and punish him for doing j.d too.

 

 

 

Punishes:

On Block:

  • DP/AoA 2B/5B

On Reaction:

  • Atom smasher: A and B can be rolled during flash if he does it while you're grounded or safe.
  • SB can be backdashed during flash or if you are close enough to do thunder reign or awakening super. 

 

 

 

Character Specific Notes:

Combos:

  • crouching route may drop if you don't buffer 236B after a j.2B.

Mixups:

  • His DP has more range than you think and in some cases its better to go for cross ups to deal with it.

 

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  • 236A/B is the god against Adachi's 5D. If he does it in the air and you're forced to crouch, stop his approach with 2C.
  • 5B beats his 5C as a poke. Don't be afraid to punish any misspaced normals, you have the range advantage.
  • You have to respect his...jC I think it is? The one where Magatsu Izanagi swipes at a 45 degree angle. At least, respect it while grounded. Treat it like Labrys j.B: You aren't anti-airing it with your crap 2B, or even whiff 5B. DP is not advised, as it's incredibly easy to miss and eat shit.
  • His sweep low profiles 5B. Be extremely careful if you're playing the neutral game with this. Of course, you can cover yourself with 5C, but this might make comboing off of it a pain.
  • Air-to-air, you win. Your normals are faster than his, and if it has a chance to come out? j.5B will outspace Adachi's 5C fairly easily.
  • Your DP will punish his if you do it somewhat late. So if you're blocking low when you see it come out, don't be afraid to mash it.

Generally, keep pressure on him constantly. Mind the low gunshot special, as it can trade with Ken 236A/B, but if you do it meaty, he can't do much about your pressure. Overall, it feels favorable to Ken.

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From the Skype group: if he's fully buffed and you've been inflicted with fear, save your burst if it's not the winning round (for him) and/or he lacks meter. Adachi is most damaging with buffs and meter, so you need to decide whether or not you can contest the round and whether it's worth spending your best resource. If you force him into another round, he'll have to apply buffs again.

Burst carefully against him, as most of his persona attacks are unburstable. Make sure to hit him in recovery to take a card and gain momentum.

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I don't think Ken has any way to escape any of his Heat Riser > 5D setups?  Maybe if he does raw Heat Riser > 5D without silencing you first but otherwise it seems like you're just totally screwed once he gets you with Heat Riser.  Even 5D > 5D > 5D > combo works, I've been 100%'d off a DP before.

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In this matchup you're going to have to respect Adachi.....ALOT. His pressure is airtight for the most part and his j.c is too good to try and anti-air. The only thing I can really say as far as defense goes is know how to block. At neutral it's not too bad as Koromaru can pester him and Ken's spear normals can hit him from long-range. But when Adachi is in the air I would stick with j.a as the air-to-air, j.b comes out too slow and you risk CH j.c. When applying pressure on Adachi he can mash AoA and DP to hit Ken even from max range spear distance, so bait those until you feel like the opponent is respecting you.

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Don't let your dog eat j.C

Don't try to block a j.C, if you do instant block it, if you can air IB it so you can mash him out.

after a blocked A or B normal be careful about jumping out, 2C snatches jumps and 5C punishes back dashes.

Command grab is also bad, especially on CH.

When he is in awakening and he hits you when you have no burst GGs.

What you wanna do is be aggressive with j.A in air to air situations if you are close and don't do sleep on his DP.

Second hit comes out even on whiff.

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