BBTag/Tohru Adachi

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Tohru Adachi
BBTag Adachi Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run


Team role


"Don't... think we're the same, you little brat. You think the whole world hates you because someone didn't treat you right... You're nothing but a little kid throwing a tantrum."


A former cop who has deep ties to the murders that occurred in Inaba.


Adachi can play either zoner or rushdown. Good Adachi players should be able to recognize when they should transition from one to another. While doing so, Adachi has plenty of room to make a variety of creative plays and setups. To be specific, he brings very solid lockdown moves for his partner in the form of B ziodyne, Magatsu Mandala, and many more if creative enough. However, being in the midrange is one of Adachi's main weaknesses. Having a persona means that trades will not go in his favor when using 5B.


Strengths Weaknesses
  • Above average damage, especially with heat riser buff.
  • Two versions of Maziodyne that allows setups and long range harassment.
  • Said Maziodyne's B version has excellent lockdown ability, especially when combined with Active Switch.
  • Has decent air normals.
  • Solid assist kit.
  • Mixup game solo is rather weak.
  • Persona reliant, making him more susceptible to racking up damage from Persona Break.
  • Midrange game isn’t very good, as a lot of his grounded buttons don’t sport a lot of range.
  • Hitconfirms can feel very awkward at times.

Persona: Magatsu Izanagi[edit]

Magatsu Izanagi has many moves where the persona retains its location for a while, were you can do followup attacks from that location. Such attacks include:

  • All parts of his 5B autocombo
  • 2BB
  • A and B Maziodyne
  • Vorpal Blade

Heat Riser Buff[edit]

Successfully landing Adachi's 214A, Heat Riser, applies a 10% damage buff to all of Adachi's attacks. The buff is removed if Adachi is hit afterwards. While active, a icon of Adachi face with a red ↗ will appear next to the Skill Gauge. Numbers in [] are damage values while Heat Riser is active.

Heat Riser Buff icon

Normal Moves[edit]

P4AU Adachi 5A.png
Good ol' pistol whip.
P4AU Adachi 5AA.png
How did a guy in jail get a gun anyway?
P4AU Adachi 5AAA.png
Watch your ankles!
P4AU Adachi AreYouScared.png
Know your gun safety rules, kiddo.
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1000 All 6 3 16 -5
4AA 1500 All 10 3 23 -9
4AAA 1700 Low 40 3 20 -4
4AAAA 1700 Low 17 3 Total: 48 -1

4A - Adachi's fastest ground button. Can be used to continue combos after A Maziodyne juggles in the corner.

BBTag Adachi 5A.png
Backhandin' thots into the TV
BBTag Adachi 5AA.png
This is how you use a gun, right?
P4AU Adachi BD.png
Screw it, I don't need it anyway!
P4AU Adachi Megidola.png
"I hate to say this, but could you just die?"
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 7 3 18 -4
  • Jump cancelable on both hit and block.
  • Only hits once.

Adachi's old 5B, a quick hand swipe. This button can be easily be out-poked due to it's lack of range, but is still important as the buttons following this are useful for Adachi's staple combos. Jump cancellable on hit and block. Throw cancellable.

5AA 500*3 All 9 3(5)3(5)3 20 -6
  • Jump cancellable on hit and block.

Adachi pistol whips his opponent 3 times. The 2nd part of his old 5B with an extra hit. 5AA is unsafe when pushblocked due to its sheer number of hits, but this can be compensated by opting for persona attacks in place of 5AA. Moves Adachi forward quite a bit as well, which makes hits into launcher combos consistent.

5AAA 1500*2 All 43 3(11)3 24 -8
  • Natural frame trap and amazing starter for high damage combos.

Adachi's old Furious Action. A jumping gun slam followed by a kick that knocks the gun away. Gun will still appear in his hand for 5AAA somehow. Since this is a followup to 5AA, landing this on hit is fairly simple. Slams and then launches on hit but isn't jump cancellable, therefore this must be dialed into something else. In situations where opponents are hit while airborne, the slam and launch from this move make hitconfirming easy into 5B/2B.

5AAAA 0*2, 2500 All 7 2 41 24

Megidola returns as his autocombo ender. Hitgrab that cant be followed up with anything else (besides Cross Raid).

P4AU Adachi 5C.png
P4AU Adachi 5C Slam.png
Then slam...
BBTAG Adachi 5BBB.png
And stomp!
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 13 2 24 -7
  • Not a hitgrab, all 3 hits are now separate moves

Adachi's 5C returns as a 3-part 5B. Magatsu Izanagi stabs at the opponent with the same animation of Yu's 5BB(or P4AU 2C), before slamming them into the ground and stomping them. Useful for pressure as Personas cant be pushblocked.[1]

5B cannot be used as a pressure tool from afar such as situations like using full screen vorpal blade. Up close however, you can jump cancel 5B even on block and it can even re-dial into 5A.

5BB 1700 All 18 3 26 -10

5BB Has less range than 5B but vaccuums on contact. On hit, 5BB bounces to the ground which can be combo'd into ghastly wail for a safejump or vorpal blade for highly damaging confirms.

5BBB 1700 All 22 3 26 -10

Magatsu Izanagi stomps the opponent to the ground. Cannot combo into ghastly wail on hit, so this is moreso recommended if going for other enders like heat riser. Note that 5BB into 5BBB has a gap so your opponent can reversal through it, but it can also be taken advantage of as a potent active switch tool.

P4U2 Adachi AoA.png
"Tired of blocking?"
Damage Guard Startup Active Recovery Frame Adv.
800 High 26 3 18 -4

Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps.

P4U2 Adachi 2A.png
Stick 'em up!
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 3 12 -1

Adachi's fastest low, but a short one. This is your go-to when going for low mixups but it's short range means you have to go in deep to connect. Chains to and from 5A

P4U2 Adachi 2B.png
Kick the cabbage
P4AU Adachi j2C.png
Come on and slam
P4AU Adachi 2C2.png
and welcome to the jam
Version Damage Guard Startup Active Recovery Frame Adv.
2B 1500 All 13 5 17+16L -21
  • Jump cancelable on both hit and block.

A jumping kick that sends Adachi into the air. Horribly negative on block/whiff, but can be jump-cancelled on hit and block. This will use your 2nd jump however, so be wary when throwing it out.


need testing

1000, 0, 2000 All 16 9 Until L+24L -
  • Grab followup only comes out on hit

Adachi's old 2C. Magatsu Izanagi lunges upward to grab an opponent before dive kicking them into the ground. Unburstable attack, but followups after it are quite limited. With good timing, it's possible to follow up with Heat Riser anywhere, regardless of combo timer decay. If hitstun hasn't detoriated too much, assists can be used during or after Heat Riser in the corner to follow-up (or midscreen with a wide hitting assist such as Elizabeth's 6P) but otherwise this move sees little late-combo usage.

If you're close to the corner, you can link this into Demonic Cross Slash. Atom Smasher is doable as well, but it's harder, though it can be done anywhere on the screen to compensate (after the first hit and with not too high hitstun decay). It's also special-cancellable into Maziodyne (air version), but that doesn't lead to much damage and allows the opponent to airtech.

Becomes much more threatening (espicially against air approaches) when used in Resonance, however, as it will allow confirming Heat Riser into Atom Smasher or even IK in LVL4 Blaze.

P4U2 Adachi Sweep.png
"Start groveling!"
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 14 3 22 -4

Sweep. Adachi advances forward during start-up.

P4U2 Adachi jB.png
i stick m legy out real far
P4U2 Adachi jA.png
Don't worry the safety's on
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 8 6 12 -

Adachi's old j.B. Straight kick with decent range for air to airs. Can setup 50/50s with j.AA and 2A.

j.AA 1500 High 8 3 9 -

Adachi's old j.A. Aerial pistol whip that hits overhead. Mostly combo filler.

P4AU Adachi jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 13 3 39 -
  • On use, puts you in recovery until you land or special / super cancel.
  • If special cancelled, you regain your double jump / airdash / air normals.
  • Vorpal Blade (236C) is an excellent special to cancel into as it has the least amount of recovery frames of all air specials and makes j.B extremely safe at the cost of 1 bar.
  • Does not hit above Adachi, so be wary when engaging air-to-air combat.

P4AU Adachi j2C.png
Hey you, whatcha gonna do?
Damage Guard Startup Active Recovery Frame Adv.
1000, 1700 All 16 9 26 -
  • No longer a grab, air blockable and burstable on hit
  • Has a deadzone at point-blank range

Adachis old j.2C. Magatsu Izanagi dives upward to attack airborne opponents. If the first hit connects, he will automatically divekick them into the ground.

j.C, while no longer air unblockable, retains its use as a valid combo tool. Can be followed up solo both midscreen and in corner. While it shares an animation with 2BB, j.C is not a grab. Because of this the 2nd hit will sometimes whiff on opponents hit by the first.

Universal Moves[edit]

Ground Throw[edit]
Ground Throw
P4AU Adachi Throw.png
lmao look at this loser he fell over what a dumbass
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -

Adachi trips the opponent then laughs at them. Can be followed up after he stops laughing for a simple OTG, or can be special cancelled fairly early once his kick lands. Magatsu mandala makes for a very rewarding and damaging followup, otherwise it is possible to special cancel into B maziodyne, followed by a quick hit into the beam for good corner carry.

Calm Down![edit]
Calm Down!
P4AU Adachi StopRightThere.png
We live in a society
P4AU Adachi YoureAnnoyingA.png
Bottom Text
Version Damage Guard Startup Active Recovery Frame Adv.
Stance 2300 Air Unblockable 49 9 39 -21
Attack 2300 Air Unblockable 4 9 29 -21

Adachi slowly walks forward. Any attack that hits him during the first few frames will trigger his Pain In The Ass! followup. If uninterrupted, the followup will still come out after a short time. The followup portion is Air Unblockable, but very unsafe on block.

One of the worst reversal actions in the game. A unique part of this counter reversal is that the follow up happens even if the counter isn't triggered, which means that if this move misses, the opponent has all the time in the world to prepare a hard punish, and unlike other counter reversals, the followup isn't invincible if it properly countered a move.


236A/B (air OK)
P4AU Adachi 5D.png
Who needs "Bonds" when you can fire laser beams for free?
Version Damage Guard Startup Active Recovery Frame Adv.
A Version 600*6 All 23 2*6 Total: 69 -20
B Version 200*24 All 61 2*24 Total: 69 +56
  • A - Normal fullscreen projectile.
  • B - Slow, but very active and allows Adachi to move while it's active.

A Ziodyne is used mainly as a zoning tool. In resonance, it deals a fair amount of chip damage and confirms easily into Atom Smasher. Can be used for juggle opportunities in the corner if opponents were airborne.

B Ziodyne is one of Adachi's best tools. Can set up plenty of mixups with and without a partner. Be mindful that a fully blocked B ziodyne gives around half a bar of super meter.

Heat Riser[edit]
Heat Riser
P4AU Adachi 236236A.png
Damage Guard Startup Active Recovery Frame Adv.
1200, 1800 All 16 3(15)3 41 -10

Magatsu Izanagi creates a pillar of flame, if this move connects Adachi gets a damage buff that lasts until he gets hit.

  • This buff grants Adachi 10% bonus damage.
  • Damage applies to almost all of his moves, even moves like his assists and 5C's crash followup (even when Adachi doesn't initiate it!)
  • Does not improve his DHC damage.

Magatsu Mandala[edit]
Magatsu Mandala
P4AU Adachi 214214A.png
Damage Guard Startup Active Recovery Frame Adv.
350*7 [350*12] All 43 3*7 [3*12] 27 [96] +4
  • Slow startup, but if it connects it will launch the opponent high into the air, making for easy follow-ups.
  • Will combo after throw.

Magatsu Mandala returns as Adachis 214B. Adachi strikes a pose as a red vortex surges around him and Magatsu Izanagi. No longer has its amazing reversal traits or its status inducing buffs, but retains its combo-extending ability. It also sees some use in corner oki it situations where B Ziodyne could be evaded. If Magatsu Izanagi is displaced from Adachi, the vortex will appear at the Persona's location.

While having a very long startup, it makes up for it by being extremely plus.

Has longer recovery frames on a successful hit on a point or assist character.

Ghastly Wail[edit]
Ghastly Wail
P4AU Adachi 214214C1.png
It's punishment time!
P4AU Adachi 214214C.png
Stab, stab, stab!
Damage Guard Startup Active Recovery Frame Adv.
0*2, 500*2, 1000, 3000 Throw 29 3 36 -
  • Is both a command grab and a hitgrab, meaning it cannot be blocked and it can grab an opponent in hitstun.

Adachi's old command grab super returns as his 214C. Slow, but unlike most C specials it does not cost meter, making it slightly harder to react to as there's no blue flash. Grab range is smaller than the animation lets on.

Ghastly Wail is a decent mixup tool that becomes powerful when combined with Active Switch or Resonance Blaze. Adds unburstable damage onto your combo while your partner can setup a big punish. Also sees use as an ender as it does a good chunk of damage while Heat Riser is active, and grants a safejump.[2] However, in long combos there is no way to link solo into it, so it's better to go for knockdown into maziodyne.b setups if midscreen or magatsu->active switch if in the corner

Extra Skills[edit]

Vorpal Blade[edit]
Vorpal Blade
(Air OK)
P4AU Adachi 2D.png
Hidden Missiles? I only need one!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 3000 All 24 8 25 -2
Air 3000 All 24 8 29 -
  • Magatsu Izanagi will appear wherever the opponent was upon the moves activation.

Adachi's old 2D/j.2D returns in all of its glory. Adachi shoots the Persona card above him as Magatsu Izanagi plunges down onto the opponent. Similar to the 2nd hit of his and Narukami's Cross Slash super. Big damage, and has a groundsplash hitbox making it harder to avoid than it looks.

This move is great for extending combos from anywhere on screen, as it combos into 5B on hit. It can also be used as raw callout to projectiles or moves with lengthy startup, forcing the opponent to respect Adachi as long as he has meter. Has some startup, but a failed attempt at breaking the Persona can be deadly.

In addition, the air version can recover almost instantly upon landing, making for some tricky frametraps that would be very unsafe if done with the ground version of the move, or even link it into moves the ground version could not, such as A Zio and Atom Smasher.

Partner Skills[edit]

Get Lost!
P4AU Adachi BD.png
Who'd use a gun in a battle, anyway?
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (18)+15 6(11)6 34 -21
  • Launches opponents on the 2nd hit.

Vorpal Blade
P4AU Adachi 2D.png
Where we dropping boys?
Damage Guard Startup Active Recovery Frame Adv.
2300 All (18)+41 8 31 -8
  • Easily Adachi's best assist. It's fast, tracks the opponent, able to anti-air and causes a hard knockdown on hit, providing excellent cover for your point character.
  • Be careful, since the persona can be destroyed VERY easily.

Heat Riser
P4AU Adachi 236236A.png
You'd think they would've used Mandala as the anti air assist
Damage Guard Startup Active Recovery Frame Adv.
1800 All (18)+16 3 39 -11
  • Hitbox covers a large portion behind the attack as well as the air. Very useful against aggressive jump-ins.

Distortion Skills[edit]

Atom Smasher[edit]
Atom Smasher
(Air OK)
P4AU Adachi 236236C.png
"What do you mean im not +2 on block anymore?"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 930*10 All 8+20 1,4*9 69 -41
Air 930*10 [500*25] All 8+20 1,4*9 [1,3*24] Until L+4L -

Magatsu Izanagi swings his sword, unleashing a multislash across the entire screen. Leaves Adachi wide open if the opponent blocks.

This move hits everywhere similar to Akihiko's Maziodyne, allowing you to punish attacks from fullscreen on reaction. Can be used as a reversal when Adachi has 2 bars, but be careful of the moves recovery, as any punish will be a Counter Hit.

Demonic Cross Slash[edit]
Demonic Cross Slash
BBTag Adachi CrossSlash.png
"What do you mean I'm copying that loser, Yu?"
BBTag Adachi CrossSlash2.png
"This move is totally different!"
Damage Guard Startup Active Recovery Frame Adv.
2500, 4800 [2500, 230*6, 4700] All 11+6 4 53 -36

Magastu Izanagi does the same animation as Atom Smasher, but after the first hit connects he slams down on the opponent just like Yu's version of cross slash. You're able to get a combo on counterhit, but the opponent has to practically be right next to you. Hitbox is also not like Yu's, so it'll whiff easily against opponents even slightly in the air.

Distortion Skill Duo[edit]

Demonic Cross Slash
P during Main Character's Distortion Skill
BBTag Adachi CrossSlash2.png
"Jiomonji... G I R I ."
Damage Guard Startup Active Recovery Frame Adv.
1000, 1500 [1000, 100*7, 1300] All 1+1 4 53 -36
  • Heat Riser does NOT apply bonus damage to this move.

Astral Heat[edit]

Yomi Drop
BBTag Adachi YomiDrop.png
Ground becomes scary and then you become die.
"Here's a lesson for ya."
P4AU Adachi 222CD.png
“You act all high and mighty, but lose, and you’re just a loser.”
Damage Guard Startup Active Recovery Frame Adv.
- All 4+5 10 57 -36
  • Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars.
  • Hitbox is small and on the ground.
  • Tracks horizontal position of the opponent.

Adachi's Astral Heat can be hard to juggle into due to the small hitbox. It might be easier to confirm it off of moves like Ghastly Wail, the first hit of Heat Riser, or 5BBB.


74% complete
Page Status Score
Overview Complete, accurate info of Adachi's moves and mechanics 15/15
Combos A few combos as well as 2 videos. Even has Heat Riser damage. 8/10
Strategy has 2 recommended partners and nothing else 1/25
Frame Data Complete, up to date for v2.0 50/50

Click here for the scoring criteria to assess character page completion.


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