* 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.
|}
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====Persona: Magatsu Izanagi====
====Persona: Magatsu Izanagi====
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 Ziodyne
* Deathbound
===Heat Riser Buff===
===Heat Riser Buff===
Revision as of 05:03, 5 December 2019
Tohru Adachi
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Rushdown,Trickster
Team role
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
Strengths/Weaknesses
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.
DP is very poor, perhaps even the worst in the game.
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
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 Ziodyne
Deathbound
Heat Riser Buff
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.
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
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
500×3
All
9
3(5)3(5)3
20
-6
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
22
22
36
2×2, 11
+0
+2
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
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500×2
All
43
3(11)3
24
-8
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
19 + Down 23, 29 + Down 23
Launch
34 + Down 23, 44 + Down 23
12
+0
+5
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
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
0×2, 2500
All
7
2
39
-22
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
0×2, 4
18
Launch
60 + GBounce
Launch
-
1
0
+0
Megidola returns as his autocombo ender. Hitgrab that cant be followed up with anything else (besides Cross Raid).
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.
--to be formatted--
(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.
(5BBB) 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.
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.
2BB
2BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000, 0, 2000
All
16
9
Until L+24L
-
H
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85, 100×2
4×2, 5
18
-
25×2, 21 + Down 24
-
-
12
12, 0, 6
+0
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, but it's fullscreen.
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.
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.
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
Ground Throw 5B+C
lmao look at this loser he fell over what a dumbass
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.
On Guard Point, hitstop for Adachi is 0F. Opponent hitstop is 16F Immediately cancels into AD Attack on Guard Point Minimum Damage 115
Attack
AD AttackCalm Down! (Attack)other
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2300
Air Unblockable
14
9
29
-21
B
1~25 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
4
18
Launch
60
Launch
75
12
+0
+5
Minimum Damage 115
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.
Skills
Maziodyne
Maziodyne 236A/B (air OK)
Who needs "Bonds" when you can fire laser beams for free?
Who needs "Bonds" when you can fire laser beams for free?
B Version
236BB Maziodynespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
200×24
All
61
3×24
Total: 69
+79
P1
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
4
16
Launch
47 + WBounce
Launch
61 + WBounce
0
+0
+2
Minimum Damage 10×24 (240)
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.
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.
On hit, goes into values in [] Minimum Damage 17×12 (204)
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.
The stabs are considered one attack with P2: 50% Minimum Damage 325
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]
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.
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.
4P
4P Heat Riser
You'd think they would've used Mandala as the anti air assist
Values in [] are for Enhanced version Only does first hit on whiff Minimum Damage 111×10 (1110) [50×25 (1250)]
"What do you mean im not +2 on block anymore?"
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.
Values in [] are for Enhanced version Minimum Damage 625, 1440 (2065) [625, 57×6, 1175 (2142)] Crumple Duration 300F, Crumple Fall 43F
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
Demonic Cross Slash P during Main Character's Distortion Skill
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.
To edit frame data, edit values in BBTag/Tohru Adachi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.