P4AU/Tohru Adachi/Combos: Difference between revisions

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[[Category:Persona 4: Arena Ultimax]]
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[[Category:Tohru Adachi]]
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Revision as of 21:29, 8 July 2018

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Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Character Specific Stuff

  • 236BB can cause a slide effect instead of the regular follow-up grab, which is great for combo extensions. However, it does not work on Yukiko, Sho or Minazuki, and it's very hard to do on Kanji.
  • Whiffing J2.C is not possible on Teddie.

Basic Combo Theory

Before we begin with the combos, there's a specific route you should know, as it helps Adachi on getting big damage.

Basically, after any launcher, do 2C>hop cancel (down+roll)>5C.

If you did it right, Magatsu-Izanagi will do J.C by himself in the air and toss the opponent back at you for combo extension. This is Adachi's main combo route, and as such, you should practice it a lot.

If you're having trouble on continuing the combo after the J.C, try delaying it a bit more. It is not an immediate cancel right after the hop. Try to delay it so Adachi lands right after the J.C is done.

This route is basically what you want to do all the time. However, in order to do it, you need a launcher. That is, have your opponent airborne somehow.

Because of this, his 2B is his best starter on the ground with a counterhit, as it leads to amazing meterless damage even without complicating the route too much. For everything else, you're going to need B Heat Riser as your main launcher to do big combos. After B Riser, run up 5B(1), and do the "hop route", then do 5B>2B>J2.C.

This is the main combo off pretty much everything provided you have 50 meter. If you're not comfortable with the run up 5B, you can omit it at the cost of a little bit of damage.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

  • insert move name* Starter

Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only

Megidola Corner Combos [1]




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