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|hitbox=Adachi/j.C | |hitbox=Adachi/j.C | ||
|description= | |description= | ||
Magatsu Izanagi slashes in front of him. Large hitbox | Magatsu Izanagi slashes in front of him. Large hitbox and carries momentum. Key part in Adachi's hop-cancel juggles, which allow for combo extensions. Very good air normal, as it's relatively fast, controls huge amounts of space. Groundslides on counter-hit into a full combo. Just like with 2D, there's a brief gap during which Magatsu Izanagi is vulnerable, as Magatsu Izanagi's hurtbox appears before the attack's hitbox. | ||
*'''Magatsu Mandala Buff:''' Poison. | *'''Magatsu Mandala Buff:''' Poison. | ||
}} | }} | ||
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|hitbox=Adachi/j.2C | |hitbox=Adachi/j.2C | ||
|description= | |description= | ||
Same as 2C. | Same as 2C. | ||
*'''Magatsu Mandala Buff:''' Silence | *'''Magatsu Mandala Buff:''' Silence | ||
}} | }} | ||
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|hitbox=Adachi/j.D | |hitbox=Adachi/j.D | ||
|description= | |description= | ||
Same as 5D. | Same as 5D. | ||
*'''Magatsu Mandala Buff:''' Shock | *'''Magatsu Mandala Buff:''' Shock | ||
}} | }} | ||
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|hitbox=Adachi/j.2D | |hitbox=Adachi/j.2D | ||
|description= | |description= | ||
Same as 2D. Perfect for interruptions and dealing with zoners. | Same as 2D. Perfect for interruptions and dealing with zoners. Can be used after displacing Magatsu Izanagi, but carries the same risks as 2D. | ||
*'''Magatsu Mandala Buff:''' Shock | *'''Magatsu Mandala Buff:''' Shock | ||
}} | }} |
Revision as of 23:34, 29 April 2015
Tohru Adachi |
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Health: 9,500 Combo Rate: 60% Backdash Time: ?? Backdash Invincibility: 1-6
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Introduction
P-1 Climax Nickname: "The Egocentric Police Dick"
Persona: Magatsu Izanagi
Arcana: Jester
Backstory:
- A former cop who has deep ties to the murders that occurred in Inaba. He appears before the protagonists as they move through Yasogami High School, which has become a misshapen tower. He's as aloof as ever, and seems to be familiar with the red-haired boy who claims to be behind all of this....
Overview
Pros/Strengths:
- Able to inflict various status ailments, creating deadly combinations.
- Extremely strong in Awakening
- Good air normals, particularly j.C.
- Both his Heat Riser and Magatsu Mandala supers apply unique buffs.
- Out of his 11 Persona attacks, only two are burstable.
- Magatsu Mandala gives him amazing comeback potential, including unblockable resets.
Cons/Weaknesses:
- Extremely Persona-reliant, leaving him at severe disadvantage in Persona break.
- Persona break removes Heat Riser and Magatsu Mandala buffs.
- Very reliant on meter, as SB skills are often needed to continue combos and make pressure safe.
- Relatively limited defensive options without meter.
- His DP transforms 10% of his health into blue health, effectively risking 950 health per use.
Buffs and Ailments
- Two of Adachi's supers, Heat Riser and Magatsu Mandala, apply a unique buff to Adachi for the remainder of the round. Both buffs can be used at the same time, but still need to be regained each round by using the super again. If Adachi is Persona broken after a buff has been applied, the buff will be removed.
- Heat Riser Buff: Adachi receives a 10% damage boost to all of his attacks, along with a 10% defense boost. When active, a red icon of Adachi's face appears above Adachi's meter.
- Magatsu Mandala Buff: When active, a purple icon of Mahatdu Izanagi appears above Adachi's meter. After Magatsu Mandala, Magatsu Izanagi's attacks gain new properties and inflict ailments:
- Poison: 5C, j.C, Atom Smasher.
- Shock: 5D, 2D, j.2D, Megidola.
- Rage: Heat Riser.
- Panic: Magatsu Mandala.
- Silence: 2C, j.2C.
- Along with Naoto and Shadow Naoto, Adachi is one of the few characters capable of killing off a Guard Cancel Assault, under the right conditions. If Adachi has previously set the Magatsu Mandala buff, he can combo from a Guard Cancel Assault with a One More! Burst into Heat Riser > 5D for an unblockable Rage reset.
Move List
Normal Moves
5A
5A |
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2A
2A |
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5B
5B |
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2B
2B |
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j.A
j.A |
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j.B
j.B |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Moves
5C
5C |
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2C
2C |
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5D
5D |
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2D
2D |
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j.C
j.C |
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j.2C
j.2C |
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j.D
j.D |
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j.2D
j.2D |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Get Lost!
Get Lost! B+D |
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Guard Cancel Attack
Guard Cancel Attack 6A+B |
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Skill Attacks
Pain in the Ass! 236A/B followed by A/B |
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Scared?
Scared? 214A/B |
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Evil Smile
Evil Smile 236C/D |
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Megidola
Megidola 214C/D |
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SP Skill Attacks
Heat Riser
Heat Riser 236236A/B |
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Atom Smasher
Atom Smasher 236236C/D |
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Awakened SP Skill Attacks
Magatsu Mandala
Magatsu Mandala 214214A/B |
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Ghastly Wail
Ghastly Wail 214214C/D |
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Instant Kill
Yomi Drop 222C+D |
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
General Gameplan
Awakening
On the defense
Persona Broken
Adachi's air game is very strong thanks to J.C and J2.D . If your opponent is not respecting J.C and thinks he can anti-air it, if you do J2.D you'll take away 1/4 of their health with just pressing a button. With this, they should either respect you in the air, or CHALLENGE you in it. Worst case, they'll succeed on the last one and take a lot of cards from you, making you scared of trying it again.
This is very important because Adachi is extremely weak without his Persona. He can still somewhat defend himself but he's still on a dangerous position.
His ground game however is rather weak. Adachi's pressure is not that great, and his mixup is weak without trying to sneak in Megidola from time to time. Most of your pressure can all be blocked low and DP'd the moment you tried to go into stance for Megidola. Don't let this get to your head though. 5B>5C usually puts you in a range that's "fairly" hard to punish, and you can make it better by using 214A at the end. Just don't go wild on mashing.
His anti-air game is also very good. 2B is a strong move that leads to good damage, and 2C does a very good job of punishing people that don't know how to tech properly.
However, Adachi's biggest drawback relies on his poor defensive options (meterless, that is). His DP is rather "unique" as it takes 10% of his health into blue one. This effectively makes the next hit deal an additional 1K to any combo, which is really bad for Adachi. With meter, Adachi gains the best reversal in the game, SB Atom Smasher. This move is so fast it's disgusting. It'll catch jumps, rolls, mashing, whatever, just press it. It's also plus on block so it'll allow you to get back at neutral for a second try.
Despite all of this, without doubt, Adachi is probably one of the, if not THE strongest awakened characters. His comeback potential with Magatsu Mandala is a real threat that should never be underestimated. Two hits is all it takes for him to kill you with Rage, Poison and Silence.
His 2.C is cancellable on the first hit with a short hop, and you can use J5.C to slam the opponent back at you. Use this to chain comboes and end with a mixup.
- Pending*
Tips and Tricks
Adachi's 5C is not limited to his position, but Magatsu Izanagi's. This means that if your opponent blocks your 2D you can inmediatly 5C and you'll stab them fullscreen.
Combos
Combo Notation Guide: |
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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.
CH 2B>j.C>5B>j.A>j.B>j.2C
CH 2B>jc>dlj.B>5B>2C>Hop cancel>j.C>5B>2B>j.2C
CH 2B>j.C(whiff)>5B>2C>Hop cancel>j.C>5B>2B>j.2C
Midscreen to Corner
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>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. Practice this, it's worth the trouble.
- 5AA>5B>5C(4)>Sweep>214A/236AA. Main standing meterless BNB. Choose the tackle one if you want corner carry and damage or the gun one if you want to force tech and continue pressure.
They key to get the sweep is to do it between the third and the fourth hit of 5C.
- 5AA>5B>5C>236236B>66>5B>2C>hop cancel>J.C>5B>2B>2C.
Corner Only
5A>5AA>5B>5C(1)>236AA>236236B>5C(1)>2C(1)>j.2D
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data