Difference between revisions of "BBTag/Tohru Adachi"

From Dustloop Wiki
Jump to navigation Jump to search
m ()
 
(80 intermediate revisions by 22 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
|-
 
!Tohru Adachi
 
|-
 
||
 
[[File:BBTag_Adachi_Portrait.png|350x500px|center]]
 
|-
 
||
 
{{#lsth:BBTag/Tohru Adachi/Data|SystemData}}
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
  
;Playstyle
+
======<span style="visibility:hidden;font-size:0">Overview</span>======
Rushdown,Trickster
+
{{CharaOverview
 
+
|overview= 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. As a whole, Adachi possesses great utility and synergy while offering fantastic uses of Cross Tag Battles system mechanics.
;Team role
+
|lore=A former cop who has deep ties to the murders that occurred in Inaba.
:
+
|voice_actor=
|}
+
|quote= 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.
<div style="float:left; margin-right:25px;">
+
|summary=  
{{TOC limit|2}}
+
|pros=
</div>
 
==Overview==
 
 
 
"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."
 
 
 
===Backstory===
 
A former cop who has deep ties to the murders that occurred in Inaba.
 
 
 
===Playstyle===
 
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===
 
{|  
 
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
 
 
* Above average damage, especially with heat riser buff.
 
* Above average damage, especially with heat riser buff.
 
* Two versions of Maziodyne that allows setups and long range harassment.
 
* 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.  
 
* Said Maziodyne's B version has excellent lockdown ability, especially when combined with Active Switch.  
 +
* Has the benefits of having persona attacks, which prevents effective enemy push block.
 
* Has decent air normals.
 
* Has decent air normals.
 
* Solid assist kit.
 
* Solid assist kit.
 
+
|cons=
| style="width: 50%;"|
 
 
* Mixup game solo is rather weak.
 
* Mixup game solo is rather weak.
* DP is very poor, perhaps even the worst in the game.
 
 
* Persona reliant, making him more susceptible to racking up damage from Persona Break.  
 
* 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.
 
* 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.
 
* Hitconfirms can feel very awkward at times.
|}
+
* Lacks Anti-air options in a pinch.
====Persona: Magatsu Izanagi====
+
|unique_mechanic1_name= Heat Riser Buff
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:
+
|unique_mechanic1= Successfully landing Adachi's [[#Heat Riser|Heat Riser]], applies a 10% damage buff to all of Adachi's attacks. The buff is removed if Adachi gets hit. While active, a icon of Adachi face with a red ↗ will appear next to the Skill Gauge.
* All parts of his 5B autocombo
 
* 2BB
 
* A and B Maziodyne
 
* Vorpal Blade
 
  
===Heat Riser Buff===
+
[[File:BBTAG_Adachi_Heat_Riser_Buff.jpeg|150px|Heat Riser Buff icon]]
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.
+
}}
 
 
[[File:BBTAG_Adachi_Heat_Riser_Buff.jpeg|thumb|150px|Heat Riser Buff icon]]
 
{{#lst:BBTag/Tohru Adachi/Data|Links}}
 
<br style="clear:both;"/>
 
  
 
==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
+
===<big>4A</big>===
{{MoveData
+
<div class="attack-container">
|image=P4AU_Adachi_5A.png |caption= Good ol' pistol whip.
+
<div class="attack-gallery">
|image2=P4AU_Adachi_5AA.png |caption2= How did a guy in jail get a gun anyway?
+
<tabber>
|image3=P4AU_Adachi_5AAA.png |caption3= Watch your ankles!
+
Images =  
|image4=P4AU_Adachi_AreYouScared.png |caption4= Know your gun safety rules, kiddo.  
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=4A
+
P4AU_Adachi_5A.png | Good ol' pistol whip.
|data=
+
P4AU_Adachi_5AA.png |How did a guy in jail get a gun anyway?
{{AttackDataHeader-BBTag|version=yes}}
+
P4AU_Adachi_5AAA.png |Watch your ankles!
{{!}}-
+
P4AU_Adachi_AreYouScared.png |Know your gun safety rules, kiddo.  
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_4A_Hitbox.png
 +
File:BBTag_Adachi_4AA_Hitbox.png
 +
File:BBTag_Adachi_4AAA_Hitbox.png
 +
File:BBTag_Adachi_4AAAA_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=4A}}
 
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Tohru Adachi/Data|4A}}
+
{{#lst:{{PAGENAME}}/Data|4A}}
{{!}}-
+
|-
 
{{AttackVersion|name=4AA}}
 
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Tohru Adachi/Data|4AA}}
+
{{#lst:{{PAGENAME}}/Data|4AA}}
{{!}}-
+
|-
 
{{AttackVersion|name=4AAA}}
 
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Tohru Adachi/Data|4AAA}}
+
{{#lst:{{PAGENAME}}/Data|4AAA}}
{{!}}-
+
|-
 
{{AttackVersion|name=4AAAA}}
 
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Tohru Adachi/Data|4AAAA}}
+
{{#lst:{{PAGENAME}}/Data|4AAAA}}
{{!}}-
+
|}
{{Description|7|text=
+
==== ====
}}
 
}}
 
  
====== <font style="visibility:hidden" size="0">5A</font> ======
+
4A - Adachi's fastest ground button. Can be used to continue combos after A Maziodyne juggles in the corner.
{{MoveData
+
</div>
|image=BBTag_Adachi_5A.png |caption= Backhandin' thots into the TV
+
</div>
|image2=BBTag_Adachi_5AA.png |caption2=This is how you use a gun, right?
+
===<big>5A</big>===
|image3=P4AU_Adachi_BD.png |caption3=Screw it, I don't need it anyway!
+
<div class="attack-container">
|image4=P4AU_Adachi_Megidola.png |caption4= "I hate to say this, but could you just die?"
+
<div class="attack-gallery">
|name=5A
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag|version=yes}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBTag_Adachi_5A.png |Backhandin' thots into the TV
 +
BBTag_Adachi_5AA.png |This is how you use a gun, right? Also randomly annoying to get hit by.
 +
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?"
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_5A_Hitbox.png
 +
File:BBTag_Adachi_5AA_Hitbox.png
 +
File:BBTag_Adachi_5AAA1_Hitbox.png
 +
File:BBTag_Adachi_5AAA2_Hitbox.png
 +
File:BBTag_Adachi_5AAAA_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Tohru Adachi/Data|5A}}
+
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
+
|-
{{Description|7|text= * 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.
 
}}
 
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Tohru Adachi/Data|5AA}}
+
{{#lst:{{PAGENAME}}/Data|5AA}}
{{!}}-  
+
|-
{{Description|7|text= *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.
 
}}
 
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Tohru Adachi/Data|5AAA}}
+
{{#lst:{{PAGENAME}}/Data|5AAA}}
{{!}}-
+
|-
{{Description|7|text= 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.
 
}}
 
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Tohru Adachi/Data|5AAAA}}
+
{{#lst:{{PAGENAME}}/Data|5AAAA}}
{{!}}-
+
|}
{{Description|7|text=
+
==== ====
Megidola returns as his autocombo ender. Hitgrab that cant be followed up with anything else (besides Cross Raid).
+
* Jump cancelable on both hit and block.
}}
+
* Only hits once.
}}
+
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.
 +
----
 +
* Jump cancellable on hit and block.
 +
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.
 +
----
 +
* Natural frame trap and amazing starter for high damage combos.
 +
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 can't be followed up with anything besides Cross Raid.
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">5B</font> ======
+
===<big>5B</big>===
{{MoveData
+
<div class="attack-container">
|image=P4AU_Adachi_5C.png |caption=Stab...
+
<div class="attack-gallery">
|image2=P4AU_Adachi_5C_Slam.png |caption2=Then slam...
+
<tabber>
|image3=BBTAG_Adachi_5BBB.png |caption3=And stomp!
+
Images =  
|name=5B
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
P4AU_Adachi_5C.png |Stab...
{{AttackDataHeader-BBTag|version=yes}}
+
P4AU_Adachi_5C_Slam.png |Then slam...
{{!}}-
+
BBTAG_Adachi_5BBB.png |And stomp!
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_5B_Hitbox.png
 +
File:BBTag_Adachi_5BB_Hitbox.png
 +
File:BBTag_Adachi_5BBB_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Tohru Adachi/Data|5B}}
+
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
+
|-
{{Description|7|text= *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.[http://www.dustloop.com/wiki/index.php?title=BBTag/Defense#Reject_Guard] 
 
 
 
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.
 
}}
 
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Tohru Adachi/Data|5BB}}
+
{{#lst:{{PAGENAME}}/Data|5BB}}
{{!}}-
+
|-
{{Description|7|text= 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.
 
}}
 
 
{{AttackVersion|name=5BBB}}
 
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Tohru Adachi/Data|5BBB}}
+
{{#lst:{{PAGENAME}}/Data|5BBB}}
{{!}}-
+
|}
{{Description|7|text= 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.
+
==== ====
}}
+
*Not a hitgrab, all 3 hits are now separate moves
}}
+
Useful for pressure as Personas cant be pushblocked.[http://www.dustloop.com/wiki/index.php?title=BBTag/Defense#Reject_Guard] 
  
====== <font style="visibility:hidden" size="0">5C</font> ======
+
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.
{{MoveData
+
----
|image=P4U2_Adachi_AoA.png |caption= "Tired of blocking?"
+
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.
|name=5C
+
----
|data=
+
5BBB 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.
{{AttackDataHeader-BBTag}}
+
</div>
{{!}}-
+
</div>
{{#lsth:BBTag/Tohru Adachi/Data|5C}}
+
===<big>5C</big>===
{{!}}-
+
<div class="attack-container">
{{Description|7|text=
+
<div class="attack-gallery">
Universal Overhead. Safe on block like most UNI and RWBY characters, but the animation does NOT count him as airborne.
+
<tabber>
}}
+
Images =  
}}
+
<gallery widths="210px" heights="210px" mode="nolines">
 
+
P4U2_Adachi_AoA.png | "Tired of blocking?"
====== <font style="visibility:hidden" size="0">2A</font> ======
+
</gallery>
{{MoveData
+
|-|
|image=P4U2_Adachi_2A.png |caption= Stick 'em up!  
+
Hitboxes =  
|name=2A
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
File:BBTag_Adachi_5C_Hitbox.png
{{AttackDataHeader-BBTag}}
+
</gallery>
{{!}}-
+
</tabber>
{{#lsth:BBTag/Tohru Adachi/Data|2A}}
+
</div>
{{!}}-
+
<div class="attack-info">
{{Description|6|text=
+
{| class="wikitable attack-data"
}}
+
{{FrameDataHeader-BBTag}}
}}
+
|-
 
+
{{#lst:{{PAGENAME}}/Data|5C}}
====== <font style="visibility:hidden" size="0">2B</font> ======
+
|}
{{MoveData
+
==== ====
|image=P4U2_Adachi_2B.png |caption=Kick the cabbage
+
Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps.
|image2=P4AU_Adachi_j2C.png |caption2= Come on and slam
+
</div>
|image3=P4AU Adachi 2C2.png |caption3= and welcome to the jam
+
</div>
|name=2B
+
===<big>2A</big>===
|data=
+
<div class="attack-container">
{{AttackDataHeader-BBTag|version=yes}}
+
<div class="attack-gallery">
{{!}}-
+
<tabber>
 +
Images =  
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
P4U2_Adachi_2A.png | Stick 'em up!  
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_2A_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|2A}}
 +
|}
 +
==== ====
 +
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
 +
</div>
 +
</div>
 +
===<big>2B</big>===
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<tabber>
 +
Images =  
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
P4U2_Adachi_2B.png |Kick the cabbage
 +
P4AU_Adachi_j2C.png |Come on and slam
 +
P4AU Adachi 2C2.png |and welcome to the jam
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_2B_Hitbox.png
 +
File:BBTag_Adachi_2BB_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=2B}}
 
{{AttackVersion|name=2B}}
{{#lsth:BBTag/Tohru Adachi/Data|2B}}
+
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
+
|-
{{Description|7|text= *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.
 
}}
 
 
{{AttackVersion|name=2BB}}
 
{{AttackVersion|name=2BB}}
{{#lsth:BBTag/Tohru Adachi/Data|2BB}}
+
{{#lst:{{PAGENAME}}/Data|2BB}}
{{!}}-
+
|}
{{Description|7|text= * 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.
+
*Jump cancelable on both hit and block.
 +
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.
 +
----
 +
* Grab followup only comes out on hit
 +
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, but it's fullscreen.
+
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.
 
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.
}}
+
</div>
}}
+
</div>
 +
===<big>2C</big>===
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<tabber>
 +
Images =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
P4U2_Adachi_Sweep.png | "Start groveling!"
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_2C_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|2C}}
 +
|}
 +
==== ====
 +
Sweep. Adachi advances forward during start-up.
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">2C</font> ======
+
===<big>j.A</big>===
{{MoveData
+
<div class="attack-container">
|image=P4U2_Adachi_Sweep.png |caption= "Start groveling!"
+
<div class="attack-gallery">
|name=2C
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4U2_Adachi_jB.png | i stick m legy out real far
{{#lsth:BBTag/Tohru Adachi/Data|2C}}
+
P4U2_Adachi_jA.png |Don't worry the safety's on
{{!}}-
+
</gallery>
{{Description|6|text=
+
|-|
}}
+
Hitboxes =
}}
+
<gallery widths="210px" heights="210px" mode="nolines">
 
+
File:BBTag_Adachi_jA_Hitbox.png
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
File:BBTag_Adachi_jAA_Hitbox.png
{{MoveData
+
</gallery>
|image=P4U2_Adachi_jB.png |caption= i stick m legy out real far
+
</tabber>
|image2=P4U2_Adachi_jA.png |caption2= Don't worry the safety's on
+
</div>
|name=j.A
+
<div class="attack-info">
|data=
+
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
+
{{FrameDataHeader-BBTag|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Tohru Adachi/Data|j.A}}
+
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
+
|-
{{Description|7|text= Adachi's old j.B. Straight kick with decent range for air to airs. Can setup 50/50s with j.AA and 2A.
 
}}
 
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Tohru Adachi/Data|j.AA}}
+
{{#lst:{{PAGENAME}}/Data|j.AA}}
{{!}}-
+
|}
{{Description|7|text= Adachi's old j.A. Aerial pistol whip that hits overhead. Mostly combo filler.
+
==== ====
}}
+
j.A is a straight kick with decent range for air to airs. Can setup 50/50s with j.AA and 2A.
}}
+
 
 +
j.AA is an aerial pistol whip that hits overhead. Mostly combo filler.
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
===<big>j.B</big>===
{{MoveData
+
<div class="attack-container">
|image=P4AU_Adachi_jC.png |caption= THIS NOT AN OVERHEAD
+
<div class="attack-gallery">
|name=j.B
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_jC.png | THIS. IS. NOT. AN. OVERHEAD.
{{#lsth:BBTag/Tohru Adachi/Data|j.B}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text= *On use, puts you in recovery until you land or special / super cancel.
+
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_jB_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|j.B}}
 +
|}
 +
==== ====
 +
*On use, puts you in recovery until you land or special / super cancel.
 
*If special cancelled, you regain your double jump / airdash / air normals.
 
*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.
 
*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.
 
* Does not hit above Adachi, so be wary when engaging air-to-air combat.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
===<big>j.C</big>===
{{MoveData
+
<div class="attack-container">
|image=P4AU_Adachi_j2C.png |caption= Hey you, whatcha gonna do?
+
<div class="attack-gallery">
|name=j.C
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_j2C.png | Hey you, whatcha gonna do?
{{#lsth:BBTag/Tohru Adachi/Data|j.C}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text= * No longer a grab, air blockable and burstable on hit
+
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_jC_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|j.C}}
 +
|}
 +
==== ====
 +
* No longer a grab, air blockable and burstable on hit
 
*Has a deadzone at point-blank range
 
*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.  
 
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.  
 
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.  
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Universal Moves==
 
==Universal Moves==
 
+
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
<span class="input-badge">'''5B+C'''</span>
{{MoveData
+
<div class="attack-container">
|image=P4AU_Adachi_Throw.png |caption= lmao look at this loser he fell over what a dumbass
+
<div class="attack-gallery">
|name=Ground Throw
+
<tabber>
|input=5B+C
+
Images =  
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
+
P4AU_Adachi_Throw.png | lmao look at this loser he fell over what a dumbass
{{!}}-
+
</gallery>
{{#lsth:BBTag/Tohru Adachi/Data|BC}}
+
|-|
{{!}}-
+
Hitboxes =
{{Description|6|text=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_Throw_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|BC}}
 +
|}
 +
==== ====
 
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.
 
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.
 
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.
}}
+
</div>
}}
+
</div>
 
+
===<big>Calm Down!</big>===
====== <font style="visibility:hidden" size="0">Calm Down!</font> ======
+
<span class="input-badge">'''5A+D'''</span>
{{MoveData
+
<div class="attack-container">
|image=P4AU_Adachi_StopRightThere.png |caption= We live in a society
+
<div class="attack-gallery">
|image2=P4AU_Adachi_YoureAnnoyingA.png |caption2= Bottom Text
+
<tabber>
|name=Calm Down!
+
Images =  
|input=5A+D
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
P4AU_Adachi_StopRightThere.png | We live in a society
{{AttackDataHeader-BBTag|version=yes}}
+
P4AU_Adachi_YoureAnnoyingA.png |Bottom Text
{{!}}-
+
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_RA_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=Stance}}
 
{{AttackVersion|name=Stance}}
{{#lsth:BBTag/Tohru Adachi/Data|AD}}
+
{{#lst:{{PAGENAME}}/Data|AD}}
{{!}}-
+
|-
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
{{#lsth:BBTag/Tohru Adachi/Data|AD Attack}}
+
{{#lst:{{PAGENAME}}/Data|AD Attack}}
{{!}}-
+
|}
{{Description|7|text=*
+
==== ====
 
 
 
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.
 
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.
  
Significantly better than it seems, Adachi's new DP has an interesting aspect compared to other counter DP's. The unique part is that Adachi gains a burst of movement speed forward. If the opponent has poor coverage underneath them while going for a jumping attack (ex: Hazama, Nine), Adachi's DP can slip under and escape. You could even proc it off of the opponent's assist to dodge certain sandwich situations.
+
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.
}}
+
</div>
}}
+
</div>
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======
+
===<big>Maziodyne</big>===
{{MoveData
+
<span class="input-badge">'''236A/B (Air OK)'''</span>
|image=P4AU_Adachi_5D.png |caption= Who needs "Bonds" when you can fire laser beams for free?
+
<div class="attack-container">
|input=236A/B (air OK)
+
<div class="attack-gallery">
|name=Maziodyne
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag|version=yes}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_5D.png | Who needs "Bonds" when you can fire laser beams for free?
{{AttackVersion|name=A Version}}
+
</gallery>
{{#lsth:BBTag/Tohru Adachi/Data|236A}}
+
|-|
{{!}}-
+
Hitboxes =
{{AttackVersion|name=B Version}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{#lsth:BBTag/Tohru Adachi/Data|236B}}
+
File:BBTag_Adachi_236A_Hitbox.png
{{!}}-
+
</gallery>
{{Description|7|text=  
+
</tabber>
* A - Normal fullscreen projectile.
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 +
{{AttackVersion|name=A}}
 +
{{#lst:{{PAGENAME}}/Data|236A}}
 +
|-
 +
{{AttackVersion|name=B}}
 +
{{#lst:{{PAGENAME}}/Data|236B}}
 +
|}
 +
==== ====  
 +
* A - Normal fullscreen beam projectile.
 
* B - Slow, but very active and allows Adachi to move while it's active.
 
* 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.
+
A Ziodyne is used mainly as a zoning tool. It knocks opponents relatively far as compared to most projectiles (or other beams for that matter) which leads to more fullscreen harassment. Since 236A is beam, it carries lots of priority over many other projectiles, and not to mention it is still pretty wide overall for it's speed. 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.
+
B Ziodyne is one of Adachi's best tools. Can set up plenty of mixups with and without a partner. This projectile is really active and obscures a bit of the screen, making any mixup from this a tad more ambiguous. Be mindful that a fully blocked B ziodyne gives around half a bar of super meter. 236B is slow to activate as well, and can of course be persona broken which stops the attack from coming but leaves Adachi in the animation for a short time.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">Heat Riser</font> ======
+
===<big>Heat Riser</big>===
{{MoveData
+
<span class="input-badge">'''214A'''</span>
|image=P4AU_Adachi_236236A.png |caption= POWAR GEISER
+
<div class="attack-container">
|input=214A
+
<div class="attack-gallery">
|name=Heat Riser
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_236236A.png | POWAR GEISER
{{#lsth:BBTag/Tohru Adachi/Data|214A}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text=
+
Hitboxes =
Magatsu Izanagi creates a pillar of flame, if this move connects Adachi gets a damage buff that lasts until he gets hit.
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_214A1_Hitbox.png
 +
File:BBTag_Adachi_214A2_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|214A}}
 +
|}
 +
==== ====
 +
Magatsu Izanagi performs a two hit attack that ends in a pillar of flames. If the second hit connects, Adachi gets a damage buff that lasts until he gets hit. This move ''can'' knock down, but only if the combo preceding it wasn't too lengthy. Knocks the opponent far away on hit.
  
 
* This buff grants Adachi 10% bonus damage.
 
* 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!)
 
* 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.
 
* Does not improve his DHC damage.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">Magatsu Mandala</font> ======
+
===<big>Magatsu Mandala</big>===
{{MoveData
+
<span class="input-badge">'''214B'''</span>
|image=P4AU_Adachi_214214A.png |caption= "What the heck is a Jojo?"
+
<div class="attack-container">
|input=214B
+
<div class="attack-gallery">
|name=Magatsu Mandala
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_214214A.png | "WRYYYYYYY!!!"
{{#lsth:BBTag/Tohru Adachi/Data|214B}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text=
+
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_214B_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|214B}}
 +
|}
 +
==== ====
 
* Slow startup, but if it connects it will launch the opponent high into the air, making for easy follow-ups.  
 
* Slow startup, but if it connects it will launch the opponent high into the air, making for easy follow-ups.  
  
Line 381: Line 539:
  
 
While having a very long startup, it makes up for it by being extremely plus.
 
While having a very long startup, it makes up for it by being extremely plus.
}}
 
}}
 
  
====== <font style="visibility:hidden" size="0">Ghastly Wail</font> ======
+
Has longer recovery frames on a successful hit on a point or assist character.
{{MoveData
+
</div>
|image=P4AU_Adachi_214214C1.png |caption= I'm getting tired of
+
</div>
|image2=P4AU_Adachi_214214C.png |caption2= STAB EM, no wait...
+
===<big>Ghastly Wail</big>===
|input=214C
+
<span class="input-badge">'''214C'''</span>
|name=Ghastly Wail
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
{{AttackDataHeader-BBTag}}
+
<tabber>
{{!}}-
+
Images =  
{{#lsth:BBTag/Tohru Adachi/Data|214C}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_214214C1.png | It's punishment time!
{{Description|7|text=
+
P4AU_Adachi_214214C.png |Stab, ''stab,'' '''''stab!'''''
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_214C_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|214C}}
 +
|}
 +
==== ====
 
* Is both a command grab and a hitgrab, meaning it cannot be blocked ''and'' it can grab an opponent in hitstun.
 
* 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.
 
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.[http://www.dustloop.com/wiki/index.php?title=Safe_Jump] }}
+
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.[http://www.dustloop.com/wiki/index.php?title=Safe_Jump]
}}
+
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
 +
</div>
 +
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">Vorpal Blade</font> ======
+
===<big>Vorpal Blade</big>===
{{MoveData
+
<span class="input-badge">'''236C (Air OK)'''</span>
|image=P4AU_Adachi_2D.png |caption= Hidden Missiles? I only need one!
+
<div class="attack-container">
|input=236C<br>(Air OK)
+
<div class="attack-gallery">
|name=Vorpal Blade
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag|version=yes}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_2D.png | Hidden Missiles? I only need one!
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_236C_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Tohru Adachi/Data|236C}}
+
{{#lst:{{PAGENAME}}/Data|236C}}
{{!}}-
+
|-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Tohru Adachi/Data|j.236C}}
+
{{#lst:{{PAGENAME}}/Data|j.236C}}
{{!}}-
+
|}
{{Description|7|text= * 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.
+
* 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. Though it looks like a descending slash, though, the attack doesn't actually become active until a single immediate hitbox once Magatsu Izanagi lands.
  
 
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.
 
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.
 +
 
 +
Note that the attack is Head Attribute meaning anti-air normals can beat it out for an easy Persona Break, so do be careful about using this recklessly. Moves that are very active can also break the persona, but since it has full invul on the way down, without head invul this will only result in a "trade" at best for them.
 +
 
 +
For actually beating this move, since Magatsu Izanagi is both invulnerable and not actually hitting until he lands, the trick is to time your anti-air's head invul for as Magatsu Izanagi hits the ground, rather than trying to interrupt him as he falls.
 +
</div>
 +
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Partner Skills==
 
==Partner Skills==
 +
===<big>5P</big>===
 +
<span class="input-badge">'''Get Lost!'''</span>
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<tabber>
 +
Images =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
P4AU_Adachi_BD.png |Who'd use a gun in a battle, anyway?
 +
</gallery>
 +
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_5AAA1_Hitbox.png
 +
File:BBTag_Adachi_5AAA2_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|5P}}
 +
|}
 +
==== ====
 +
*Double hitting assist, which means it has decent block stun. Launches opponents on the 2nd hit.
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
===<big>6P</big>===
{{MoveData
+
<span class="input-badge">'''Vorpal Blade'''</span>
|image=P4AU_Adachi_BD.png |caption=Who'd use a gun in a battle, anyway?
+
<div class="attack-container">
|input=Get Lost!
+
<div class="attack-gallery">
|name=5P
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_2D.png | Where we dropping boys?
{{#lsth:BBTag/Tohru Adachi/Data|5P}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text=
+
Hitboxes =  
}}
+
<gallery widths="210px" heights="210px" mode="nolines">
}}
+
File:BBTag_Adachi_236C_Hitbox.png
 
+
</gallery>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
</tabber>
{{MoveData
+
</div>
|image=P4AU_Adachi_2D.png |caption= Where we dropping boys?
+
<div class="attack-info">
|input=Vorpal Blade
+
{| class="wikitable attack-data"
|name=6P
+
{{FrameDataHeader-BBTag}}
|data=
+
|-
{{AttackDataHeader-BBTag}}
+
{{#lst:{{PAGENAME}}/Data|6P}}
{{!}}-
+
|}
{{#lsth:BBTag/Tohru Adachi/Data|6P}}
+
==== ====
{{!}}-
 
{{Description|6|text=
 
 
* 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.
 
* 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.
 
* Be careful, since the persona can be destroyed VERY easily.
}}
+
* Like Adachi's 236C, this attack doesn't hit until Magatsu Izanagi lands on the ground. Unlike Adachi's 236C, Magatsu Izanagi does not have any invulnerability on the way down and can be interrupted by literally any attack before he lands.
}}
+
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">4P</font> ======
+
===<big>4P</big>===
{{MoveData
+
<span class="input-badge">'''Heat Riser'''</span>
|image=P4AU_Adachi_236236A.png |caption=You'd think they would've used Mandala as the anti air assist
+
<div class="attack-container">
|input=Heat Riser
+
<div class="attack-gallery">
|name=4P
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_236236A.png |You'd think they would've used Mandala as the anti air assist
{{#lsth:BBTag/Tohru Adachi/Data|4P}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text= *Hitbox covers a large portion behind the attack as well as the air. Very useful against aggressive jump-ins.
+
Hitboxes =
}}
+
<gallery widths="210px" heights="210px" mode="nolines">
}}
+
File:BBTag_Adachi_4P_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|4P}}
 +
|}
 +
==== ====
 +
*Hitbox covers a large portion behind the attack as well as the air. Very useful against aggressive jump-ins.
 +
</div>
 +
</div>
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Atom Smasher</font> ======
+
===<big>Atom Smasher</big>===
{{MoveData
+
<span class="input-badge">'''236B+C (Air OK)'''</span>
|image=P4AU_Adachi_236236C.png |caption= "What do you mean im not +2 on block anymore?"
+
<div class="attack-container">
|input=236B+C<br>(Air OK)
+
<div class="attack-gallery">
|name=Atom Smasher
+
<tabber>
|data=
+
Images =  
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
P4AU_Adachi_236236C.png | "What do you mean im not +2 on block anymore?"
{{#lsth:BBTag/Tohru Adachi/Data|236BC}}
+
</gallery>
{{!}}-
+
|-|
{{Description|7|text= Magatsu Izanagi swings his sword, unleashing a multislash across the entire screen. Leaves Adachi wide open if the opponent blocks.
+
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_236BC_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag|version=yes}}
 +
|-
 +
{{AttackVersion|name=Ground}}
 +
{{#lst:{{PAGENAME}}/Data|236BC}}
 +
|-
 +
{{AttackVersion|name=Air}}
 +
{{#lst:{{PAGENAME}}/Data|j.236BC}}
 +
|}
 +
==== ====
 +
Magatsu Izanagi swings his sword, unleashing a multislash across the entire screen. Leaves Adachi wide open if the opponent blocks or is able to invul through the first slash.
  
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.  
+
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.
}}
+
 
}}
+
As a very interesting behavior carry-over from Ultimax, Atom Smasher does not actually perform all of the hits on its own. Instead, there is a full-screen non-damaging projectile type "hit" that, if it connects (whether on hit, block, or guard point), will trigger the rest of the slashes to be performed; these slashes themselves are '''not''' projectile attribute and are instead body attribute. If that first "hit" whiffs or is avoided through invulnerability, then the rest of the slashes will only be there for audio-visual effect, but will not actually have hitboxes. [https://www.youtube.com/watch?v=NOMdJ44EDsY Video Example]
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">Demonic Cross Slash</font> ======
+
===<big>Demonic Cross Slash</big>===
{{MoveData
+
<span class="input-badge">'''214B+C'''</span>
|image=BBTag_Adachi_CrossSlash.png |caption="What do you mean I'm copying that loser, Yu?"
+
<div class="attack-container">
|image2=BBTag_Adachi_CrossSlash2.png |caption2="This move is totally different!"
+
<div class="attack-gallery">
|input=214B+C
+
<tabber>
|name=Demonic Cross Slash
+
Images =  
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
+
BBTag_Adachi_CrossSlash.png |"What do you mean I'm copying that loser, Yu?"
{{!}}-
+
BBTag_Adachi_CrossSlash2.png |"This move is totally different!"
{{#lsth:BBTag/Tohru Adachi/Data|214BC}}
+
</gallery>
{{!}}-
+
|-|
{{Description|6|text= 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.
+
Hitboxes =
}}
+
<gallery widths="210px" heights="210px" mode="nolines">
}}
+
File:BBTag_Adachi_214BC_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|214BC}}
 +
|}
 +
==== ====
 +
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.
 +
</div>
 +
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
{{MoveData
+
===<big>Demonic Cross Slash</big>===
|image=BBTag_Adachi_CrossSlash2.png |caption= "Jiomonji... '''G I R I''' ."
+
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
|input=P during Main Character's Distortion Skill
+
<div class="attack-container">
|name=Demonic Cross Slash
+
<div class="attack-gallery">
|data=
+
<tabber>
{{AttackDataHeader-BBTag}}
+
Images =
{{!}}-
+
<gallery widths="210px" heights="210px" mode="nolines">
{{#lsth:BBTag/Tohru Adachi/Data|Distortion Skill Duo}}
+
BBTag_Adachi_CrossSlash2.png | "Jūomonji... '''G I R I''' ."
{{!}}-
+
</gallery>
{{Description|6|text=  
+
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_214BC_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
 +
|}
 +
==== ====  
 
* Heat Riser does NOT apply bonus damage to this move.
 
* Heat Riser does NOT apply bonus damage to this move.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
{{MoveData
+
===<big>Yomi Drop</big>===
|image=BBTag_Adachi_YomiDrop.png |caption= Ground becomes scary and then you become die. <br/> '''"Here's a lesson for ya."
+
<span class="input-badge">'''222B+C'''</span>
|image2=P4AU_Adachi_222CD.png |caption2='''“You act all high and mighty, but lose, and you’re just a loser.”'''
+
<div class="attack-container">
|input=222B+C
+
<div class="attack-gallery">
|name=Yomi Drop
+
<tabber>
|data=
+
Images =
{{AttackDataHeader-BBTag}}
+
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
+
BBTag_Adachi_YomiDrop.png | Ground becomes scary and then you become die. <br/> '''"Here's a lesson for ya."'''
{{#lsth:BBTag/Tohru Adachi/Data|222BC}}
+
P4AU_Adachi_222CD.png |'''“You act high and mighty, but lose and you’re just a loser.”'''
{{!}}-
+
</gallery>
{{Description|6|text=  
+
|-|
 +
Hitboxes =
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
File:BBTag_Adachi_222BC_Hitbox.png
 +
</gallery>
 +
</tabber>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{FrameDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|222BC}}
 +
|}
 +
==== ====  
 
* Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars.
 
* Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars.
 
* Hitbox is small and on the ground.
 
* Hitbox is small and on the ground.
 
* Tracks horizontal position of the opponent.
 
* 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.
 
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.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
==Roadmap==
+
==External References==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 
{{Roadmap}}
 
 
 
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Tohru Adachi/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Tohru Adachi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Tohru Adachi]]
 

Latest revision as of 21:04, 21 May 2021


Overview
Overview

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. As a whole, Adachi possesses great utility and synergy while offering fantastic uses of Cross Tag Battles system mechanics.


"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."
Lore:A former cop who has deep ties to the murders that occurred in Inaba.
Playstyle
x32px Tohru Adachi
Pros Cons
  • 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 the benefits of having persona attacks, which prevents effective enemy push block.
  • 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.
  • Lacks Anti-air options in a pinch.
Heat Riser Buff
Successfully landing Adachi's Heat Riser, applies a 10% damage buff to all of Adachi's attacks. The buff is removed if Adachi gets hit. While active, a icon of Adachi face with a red ↗ will appear next to the Skill Gauge. Heat Riser Buff icon

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 7 3 18 -4 B -
5AA 500*3 All 9 3(5)3(5)3 20 -6 B -
5AAA 1500*2 All 43 3(11)3 24 -8 B -
5AAAA 0*2, 2500 All 7 2 39 -22 B -

  • Jump cancelable on both hit and block.
  • Only hits once.

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.


  • Jump cancellable on hit and block.

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.


  • Natural frame trap and amazing starter for high damage combos.

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 can't be followed up with anything besides Cross Raid.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 13 2 24 -7 B -
5BB 1700 All 18 3 26 -10 B -
5BBB 1700 All 22 3 26 -10 B -

  • Not a hitgrab, all 3 hits are now separate moves

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 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 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.

5C

2A

2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1500 All 13 5 17+16L -21 B 7~17 H
2BB 1000, 0, 2000 All 16 9 Until L+24L - H -

  • Jump cancelable on both hit and block.

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.


  • Grab followup only comes out on hit

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.

2C

j.A

j.B

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 1700 All 16 9 26 - H -

  • 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

Ground Throw

5B+C

Calm Down!

5A+D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Stance 2300 Air Unblockable 49 9 39 -21 B 1~25 Guard All
Attack 2300 Air Unblockable 14 9 29 -21 B 1~25 All

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.


Skills

Maziodyne

236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 600*6 All 23 3*6 Total: 69 -15 P1 -
B 200*24 All 61 3*24 Total: 69 +79 P1 -

  • A - Normal fullscreen beam projectile.
  • B - Slow, but very active and allows Adachi to move while it's active.

A Ziodyne is used mainly as a zoning tool. It knocks opponents relatively far as compared to most projectiles (or other beams for that matter) which leads to more fullscreen harassment. Since 236A is beam, it carries lots of priority over many other projectiles, and not to mention it is still pretty wide overall for it's speed. 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. This projectile is really active and obscures a bit of the screen, making any mixup from this a tad more ambiguous. Be mindful that a fully blocked B ziodyne gives around half a bar of super meter. 236B is slow to activate as well, and can of course be persona broken which stops the attack from coming but leaves Adachi in the animation for a short time.

Heat Riser

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1200, 1800 All 16 3(15)3 41 -10 B, P1 -

Magatsu Izanagi performs a two hit attack that ends in a pillar of flames. If the second hit connects, Adachi gets a damage buff that lasts until he gets hit. This move can knock down, but only if the combo preceding it wasn't too lengthy. Knocks the opponent far away on 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

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
350*7 [350*12] All 43 3*7 [3*12] 27 [96] +4 B -

  • 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

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*2, 500*2, 1000, 3000 Throw 29 3 36 - T -

  • 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

Vorpal Blade

236C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 3000 All 24 8 25 -2 H Persona: 1-23
Air 3000 All 24 8 29 - H Persona: 1-23

  • 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. Though it looks like a descending slash, though, the attack doesn't actually become active until a single immediate hitbox once Magatsu Izanagi lands.

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.

Note that the attack is Head Attribute meaning anti-air normals can beat it out for an easy Persona Break, so do be careful about using this recklessly. Moves that are very active can also break the persona, but since it has full invul on the way down, without head invul this will only result in a "trade" at best for them.

For actually beating this move, since Magatsu Izanagi is both invulnerable and not actually hitting until he lands, the trick is to time your anti-air's head invul for as Magatsu Izanagi hits the ground, rather than trying to interrupt him as he falls.


Partner Skills

5P

Get Lost!

6P

Vorpal Blade

4P

Heat Riser


Distortion Skills

Atom Smasher

236B+C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 930*10 [500*25] All 8+(53 Flash)+12 5,4*9
[4,3*10,2*13,4]
Total: 122
[Total: 149]
-41 P0,B*N 1~20 All
Air 930*10 [500*25] All 8+(53 Flash)+12 5,4*9
[4,3*10,2*13,4]
Until L+4L - P,B*N0 1~20 All

Magatsu Izanagi swings his sword, unleashing a multislash across the entire screen. Leaves Adachi wide open if the opponent blocks or is able to invul through the first slash.

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.

As a very interesting behavior carry-over from Ultimax, Atom Smasher does not actually perform all of the hits on its own. Instead, there is a full-screen non-damaging projectile type "hit" that, if it connects (whether on hit, block, or guard point), will trigger the rest of the slashes to be performed; these slashes themselves are not projectile attribute and are instead body attribute. If that first "hit" whiffs or is avoided through invulnerability, then the rest of the slashes will only be there for audio-visual effect, but will not actually have hitboxes. Video Example

Demonic Cross Slash

214B+C


Distortion Skill Duo

Demonic Cross Slash

P during Partner's Distortion Skill


Astral Heat

Yomi Drop

222B+C


External References

Navigation

Ambox notice.png To edit frame data, edit values in BBTag/Tohru Adachi/Data.