\WORK IN PROGRESS/
Resources (POTENTIALLY OUTDATED)
Adachi 1.1 pastebin made by a high level netpl- pfff ok, I can't even finish that. http://pastebin.com/iL4VmdZN
Adachi Media Playlist made by xenozades: https://youtube.com/playlist?list=PL7Z7bIa2AcqY-WpKfxOgmZXiy8ELTtKLz
Adachi 1.1/2.5 Beginner Guide by xenozades: https://docs.google.com/document/d/1Rn_XkLWPRGfsxbhKNSFjimA0qSzdASBNKHQF8WvvkA0/edit?usp=sharing
Adachi 1.1 Combo Guide by Panxut: https://docs.google.com/document/d/1YriQRv7owGcixiIsacUsCJy73yRgf9zBNCeJFnSowX8/edit?usp=sharing
Heli-Vision's 2.5 Adachi Guide (Up To Date): https://heliman.gitbook.io/adachi-guide-p4u2.5/
Adachi is a rushdown character that wants to push his opponents to the corner and run a powerful pressure game against them. His objective in pressure is to keep his opponents locked down until they either make a mistake or respect him long enough to get command grabbed. To help this along, Adachi has great normals to help control neutral and lots of ways to run an extensive, rewarding, and very lengthy pressure game.
Adachi's mixup relies on conditioning the enemy to stay blocking for long periods of time before opening them up with MegidolaGuard:
- or his basic throw. Since Adachi's mixup is done extremely close to the opponent, he's often put in DP range. This is very important when dealing with characters such as Akihiko, who has no reason not to mash DP every time you get close to him while trying to throw, taking your momentum and putting you in a pretty bad spot.
However, his strings have pretty few gaps if he decides to stay safe, so he only needs to take the risk when he feels like it and can stay away from reversal range most of the time. Knowing when to give your opponent breathing room and when not to is very important, because, as said before, he doesn't have any way of dealing safely with DP's aside from callouts and some very specific strings.
Adachi's main strengths are his incredible Persona normals, his ability to convert pretty much anything into high damage if he has meter for it, his lengthy and safe pressure game filled with reset points, and his very useful installs in Heat Riser and Magatsu Mandala. Adachi's main weaknesses are his reliance on Persona normals, his heavy reliance on meter to be a threat, and his lackluster defensive options.
Adachi's Persona normals are all great. They have massive reach, great properties, and help establish Adachi in neutral. There's no shame on relying on them at all levels of play, though their strength doesn't mean they are flawless.
On the ground, Adachi controls space in front of him with 5C, a huge disjointed normal with Persona invulnerability, making it great for poking against characters who like to throw out their Persona for space control. Even then, opponents who like to push towards Adachi will often find themselves speared by the move if they approach him carelessly. This is a fantastic move, but a slow one. Be careful with throwing it out carelessly, as it has slow startup and recovery. Cancelling into 2D can potentially cover you, but can be dashed through and punished. 2C is similarly great for tagging opponents who like to hang out at the top parts of the screen, as air unblockable and will drag them down towards the corner.
The star of the show has to be Adachi's j.C. Disjointed hitbox, massive area of effect, great damage- this normal does it all. Abusing it in neutral is practically an Adachi player's right of passage. While it does have the usual weaknesses of an aerial Persona move (beaten by anti-airs and supers with invuln, risks Persona Break), it's simply so strong that it's hard not to use it. If your opponent has no good answers to this move, j.C is your best friend and lifelong companion henceforth. If they do, then just use it a bit less or bait them with j.2D for big damage and a knockdown. Seriously, it's that darn good.
Outside of the Persona moves, Adachi comes with a suite of pretty solid normals. All of his A buttons have small reach, but are rather quick. They are very useful in pressure or keeping the offense on an opponent if you meet them air-to-air. Adachi's B normals are much slower, but all have great properties. j.B is a great button for air-to-air situations, while 5B smacks people at surprisingly far distances. 5B is also dash cancellable, making it great for pressure scenarios- more on that later. Lastly, 2B is Adachi's go-to anti-air, and it's a decent one. While very punishable on whiff, it launches on counter-hit and has some Head attribute-invuln, making it good for beating big air buttons. It can also be used in 2B > j.C as a pressure reset tool.
Adachi has four major specials he can use, some of which have weird names. As such, each one comes with their own easy-to-remember colloquial names in the community. There's 236A/236B, aka Pain in the Ass!Guard:
-, 214A/214B aka Scared?Guard:
-3, 214C/214D aka MegidolaGuard:
-, and lastly there's 236C/236D, aka Evil SmileNo results. Let's go over each one briefly.
We'll start with Pain in the Ass!, henceforth known as Gunshot. Upon inputting his move, Adachi will fire his pistol towards the ground. The A version fires close to him, while the B version fires a decent distance away. The SB version fires a tracking shot, which makes it a decent fullscreen poke... but Adachi needs to conserve as much meter as possible, and SB Gunshot has better uses in combos anyways. The main uses for Gunshot are harassment at midscreen with the B version, and combo-ending and pressure-ending with the A version.
Next up is Scared?, henceforth known as Walk Stance/Tackle. Inputting his move causes Adachi to slowly walk forward at different speeds depending on which button you pressed- A goes slow and has projectile invulnerability, while B goes fast. Upon pressing either of Adachi's normal buttons, he will charge forward and perform a tackle. The A version causes a soft tech situation, while the B is a hitgrab that causes Adachi to toss the opponent behind him. Walk Stance is an essential tool for Adachi to use in pressure, as it contains a huge variety of cancellable followups. While Adachi can tackle out of this stance, he can also use his Persona normals, AoA, or even other special moves, which can set up tricky tick-throw setups if the opponent is conditioned to sit still. These setups are discussed further down the page. Overall, Walk Stance and Tackle are great moves that help Adachi's gameplan along.
Next up is Adachi's command grab, Megidola. With good range, fast startup, and high damage potential, Megidola is a great move to use in pressure with lots of reward behind it. Megidola groundbounces opponents on hit, which lets Adachi combo into Heat Riser or Magatsu Mandala for instant applications of his buffs. Adachi can even combo off of these supers, potentially turning a single Megidola grab into massive damage. The C version is a very fast grab at 9 frames of startup, making it completely unreactable if done close enough. The D version has slower startup, but is still quite quick at 16 frames and does more damage. It also has throw invulnerability. Both of these grabs are also Adachi's Fatal Starters, making their damage potential extremely high if they punish something. Overall, a fantastic command grab with lots going for it.
Lastly, Adachi has a unique move called Evil Smile. For starters, performing the move causes Adachi to summon a ghost at a set distance. The C version is sent out at a little further than roundstart, while the D version is sent out nearly fullscreen. This move isn't a true projectile and thus cannot cause the opponent to block, but carries a number of interesting quirks. If the opponent is hit by the ghost, it will pass through them and inflict Fear. This move is great for adding to the opponents mental stack. Many of Adachi's best routes are accessible via counterhit, so forcing counterhit onto the opponents makes for a great way to keep the threat up even at long distances. The SB version is notably good, as it tracks to the opponent, hits crouchers, and allows Adachi to reset pressure. A unique tool in Adachi's arsenal, for sure.
The two primary places Adachi will be spending meter are in combos and pressure. We'll start with combos first.
Many of Adachi's best routes are accessible when he has 25 meter or more. With the ability to cancel into SB Gunshot, Adachi can launch opponents upwards after a sweep and go into his Tennis combos. These deal high damage, have excellent corner carry, and give Adachi a safejump as oki, so they're well worth the price. If Adachi has 50 meter or more though, things get really spicy. From here, Adachi can combo into Heat Riser and Magatsu Mandala to give himself a useful install. Heat Riser increases his damage by 10% while Magatsu Mandala causes all of his Persona Normals to inflict stacking status effects, which allows him to quickly snowball against the opponent and cause massive damage while putting them in a very tough spot. The former is available at any time, while the latter is his Awakening super. With the high meter gain in this game, cashing out and going into a damaging combo can be a great way for Adachi to spend meter.
Outside of combos, Adachi mostly spends his meter in pressure. Adachi's pressure is varied and lengthy when he has resources. All three of his non-Megidola SB Skills are able to be used as pressure resets. SB Gunshot is incredibly plus, SB Walk lets Adachi quickly approach for a command grab and is strike invulnerable from frames 9-32, allowing him to blow through reactive DP attempts, and SB Evil Smile is similarly plus while also inflicting Fear. SB Megidola is also nothing to sneeze at either, having the speed of the C version, while retaining the long reach of the D version, and dealing more damage than both. Examples of how to use these pressure resets can be found below, in the Pressure section.
Adachi has plenty of good places to spend meter, allowing him to freely build and expend the resource to maximize every positive interaction he has.
As said above, Adachi's Persona Normals make for excellent pokes. Don't be afraid to judiciously use 5C or j.C to bully your opponents back to the corner. Adachi can notably be very safe thanks to the ease with which he controls the screen alongside Magatsu Izanagi, but don't spam him too much. Magatsu Izanagi only has four cards, and losing him removes pretty much all your pressure and damage potential on top of also removing any buffs you have.
If opponents are approaching by the air, use 2B or j.B to smash them out of the sky. If you get a counterhit, try and combo into Tennis or pop one of your buffs. If opponents like to hang out in the top parts of the stage, use 2C to catch them.
Adachi's 2C sends Magatsu Izanagi out into the sky above midscreen. From here, Magatsu Izanagi can be used to perform a variety of actions nearly fullscreen from Adachi himself. For example, 2C > 5C sends Magatsu Izanagi out and then causes him to warp back to the ground and attack the opponent. This allows Adachi to hit from surprise angles. Magatsu Izanagi also has built-in synergy with this tactic, as many of Adachi's supers can be cast both from Magatsu Izanagi's location and Adachi's location, allowing the player to apply buffs safely or end combos at long distances.
Adachi's Persona Displacement is somewhat of a gimmick, but gimmicks can be effective nonetheless.
Approaching the Opponent
Adachi doesn't have a lot of safe tools for establishing himself at a distance, and has mediocre zoning potential. Thus, a lot of his neutral is going to be based around bullying the opponent back and aggressively approaching them.
Adachi's low-commitment tools for getting in against the opponent are his good normals, and B Gunshot. As has been said many times before, Adachi's normals are all excellent and useful space-control options. Utilizing them to control neutral against your opponent is key. As for B Gunshot, it can be used as a midscreen harassment tool to help control your opponent's grounded approach. Using it excessively can force opponents to respond with a more committal approaching option, which you can punish with Adachi's pokes.
Adachi's high-commitment tools for getting in against the opponent are his D Persona Normals: 2D and 5D. The former is a tracking vertical strike that hits Mid, while the latter is a fullscreen laser that covers a huge portion of the screen after charging up. Both of these normals are high risk, high reward. 2D tracks and can be used as a strong anti-zoning option thanks to its high damage and Fatal Counter properties, but leaves Magatsu Izanagi vulnerable on block. Since Adachi is heavily reliant on his Persona, sacrificing a Persona Card just to get in can be risky. 5D causes the opponent to be carried nearly to the corner on hit and block, can stuff out aerial approaches if done early enough, and basically gives Adachi a free pressure opportunity if it catches the opponent. On the downside, enemies can IB this normal and generate tons of meter, and the chargeup time is nearly a full second or two, making it impossible to use at close ranges or against fast zoning. Overall, both of these normals are very useful for catching opponents off-guard, but must be used cautiously.
Evil Smile is a great way to harass your opponent at long-distances. Sure, it does no damage, but the lingering fear of a counterhit behind any lost exchange will make your opponent play a lot more cautiously, allowing Adachi to make his way in. Plus, if they make a mistake, you can always capitalize with a high damage combo. Fear also makes both versions of Megidola automatically Fatal Counter, which makes your pressure particularly scary.
Adachi's only meterless reversal is his DP, which also converts 950 HP into blue health. Getting your DP baited can kill you. Be mindful of staggers with A normals, and be aware of your opponent's jump cancellable moves. Adachi can also cancel his DP into his supers, which can make the DP attempt safe or combo.
Outside of Adachi's DP, his 5A and 2A are his fastest AbareAn attack during the opponent's pressure, intended to interrupt it. normals. They don't have the best range, but they do have 6F startup, so they're your best shot for getting out of strike/throw scenarios.
Adachi has much better metered options for defensive moves. Adachi's Guard CancelNo results is pretty good, with a huge hitbox perfect for catching aerial and grounded attacks. His Guard Cancel Roll is also a great way to slip by opponents pressure and punish them.
Adachi also has access to two of the best reversal supers in the game: Atom SmasherGuard:
+2 and Ghastly WailGuard:
-. The former is a fullscreen slashing attack that acts as a fully-invincible reversal. The C version is faster, but the D version leaves Adachi at +2 on block, allowing him to safely disengage from a pressure sequence and potentially gain his turn back. The D version is usually preferred due to this, but the slower startup makes it easier to react to, so pick your options wisely. Meanwhile, Ghastly Wail is an extremely fast command grab that deals monstrous damage on hit. The C and CD are a frame 0 command grab meaning your opponent must be in a state where Ghastly Wail cannot hit them the second the superflash hits. If they are grounded, Magatsu Izanagi will grab them. The massive amount of damage this super inflicts is boosted when the opponent is in Fear state, and if you're in Magatsu, then it also inflicts Mute and Fear. Ghastly Wail can be a devastating way to turn the tables on your opponent, adding to Adachi's already high comeback potential.
Having your persona broken as Adachi is VERY bad. First, any buffs received from Heat Riser and Magatsu Mandala are erased, and need to be re-applied. Second, your stubby normals will leave you EXTREMELY vulnerable to characters with good normals and any zoning. While severely disadvantaged, all hope is not lost. How do you survive long enough to get Izanagi back and try to mount a comeback? Consider the following options:
RUN!! Use your air mobility, fast run speed, and B Gunshot to keep opponents away from you long enough for Magatsu Izanagi to come back.
Without Izanagi, Adachi is outmatched by many characters in reach and damage. Adachi can no longer convert his meter into either buffs or high damage, and his pressure game loses a lot of its reset potential. Magatsu Izanagi only has four precious Persona Cards to work with, so make sure that you don't carelessly toss him out. Magatsu Izanagi is Adachi's lifeblood, and without him, Adachi becomes a far weaker character.
Basic Pressure Structure
Adachi's pressure gameplan is based around keeping his opponent blocking for long periods of while fishing for pressure resets. If you land a reset, Adachi can restart his pressure and continue weighing on the opponent's mental stack. Your objective should be to harass your opponent as long as possible while weighing their responses. If they are DP-happy, go for shorter, safer strings and punish their DP. If they enjoy blocking, then cancel your pressure with 236B > 214C to open them back up. Adachi plays a careful guessing game against his opponents, so make sure you know some useful block strings to keep them in the corner.
- 5A > 5AA > 5AAA > 214A
Autocombo blockstring. Has a gap inbetween 5AA and 5AAA that can be reversaled if the opponent was mashing Furious Action. Only really useful as a blockstring if you were mashing autocombo for some reason and want a way to safely disengage. The gap can also counterhit if opponents don't correctly DP, which can be comboed into Sweep > SB Gunshot for a Tennis launcher.
- 5A > 5AA > 5B (1) > 5C > 214A
This is Adachi's most basic blockstring and where you should be looking to start your pressure. It's totally safe, but if 5B get's IB'd they can potentially use DP on you if you commit to 5C. It also has decent pushback so Adachi won't get DP'd when ending it, and the 214A gunshot ender covers Magatsu Izanagi so he can safely despawn. If opponents begin respecting this blockstring, then consider layering a second Gunshot on top of the first in order to weigh on their mental stack. Each part of this blockstring is interchangable with a pressure reset or tick throw attempt, so get comfortable with performing it as soon as possible. If opponents get counterhit by the Gunshot (which is possible if they mashed DP too much), then perform SB Tackle and go into whatever combo you like.
- 5A > 5AA > 5B (1) > 2B > j.7
Basic DP bait string, ending with a 2B followed by jumping backwards. Will usually catch opponents who love to mash DP in blockstun, and jumping backwards will put you out of the way of pretty much every DP attempt. Make sure you hold back on the way down to the ground so opponents can't catch you with fullscreen supers or tracking moves. This string is useful for DP baiting, but you shouldn't rely on it too much- the entire cast has answers to this, as well as the universal answer of simply running up under you after 2B and starting their own pressure.
- 5A > 5AA > 5B (1) > Sweep > 214A
Shin-check. Makes sure your opponents are blocking low. Can convert into a Tennis combo on both normal and counterhit with SB Gunshot.
These are not all of Adachi's possible blockstrings, but they are good enough to get started with! Layer your pressure wisely and keep note of how your opponent reacts to it.
Adachi has numerous tricky and useful reset points in his pressure. Your job with these is to layer them into your safe blockstrings and regain your pressure. Opponents will get used to specific reset points if you overuse them, so make sure you alternate your reset points and disengage pressure safely every once in a while to avoid being DP'd. You can peform the majority of these resets anywhere in a blockstring, so get creative with where you pull them off.
As a general note, do not overuse the same reset in the same areas multiple times. Every one of these resets is punishable with a DP, so using them over and over is a surefire way to get blown up.
The classic. Adachi's simplest and often most effective pressure reset. While you might think that Adachi sitting still for a few seconds warrants a free DP punish, you'd be surprised how often opponents can be too stunned to move against Adachi. Thus, launching a 2D against your opponent is one of the best ways to score a pressure reset. If opponents try to mash against Adachi, they will also get counterhit for a huge amount of damage. That being said, this move is highly punishable and very risky to use, especially close to an opponent. Try to condition your opponents to sit still first before using 2D to keep them sitting still.
2B > small delay > j.C
Another useful pressure reset string. j.C is slightly plus if done close to the ground, so performing 2B in a blockstring and delaying j.C on the way down can net a pressure reset. This string has two problems- the first is that opponents can DP 2B on reaction if you're not careful, and that doing j.C too high in the air does not make Adachi safe enough to score a reset.
Hop > j.C
Functionally identical the one immediately above, but is easier to time and is slightly safer. Also works with j.A and can feint into C Megidola, but can leave you wide open. The j.A version is great if you've already used 5C in a blockstring.
2B > j.7 > j.C > j.2D
A lengthy, high-risk, high-reward string that baits DPs and nets a nice pressure reset with the j.2D at the end. Make sure you time the j.C properly so Adachi does it while he's falling. You can cover Magatsu Izanagi and get him to safely despawn by landing and hitting the enemy with B Gunshot. Alternatively, you can go for a further pressure extension by doing B Gunshot > 236A > 5C > 2D.
5B Dash Cancel
No one expects the dash cancel! Adachi's 5B can be dash-cancelled, which allows him to either go for a throw or reset pressure. The dash cancel is -5 if you cancel the first hit, which is punishable with the majority of the cast's 5A or throw. Opponents can often completely forget that Adachi even has a dash cancel on his 5B, letting you get away with it.
Metered Specials (Gunshot, Evil Smile)
Both SB Gunshot and SB Evil Smile function as pressure resets. The former is incredibly plus, allowing Adachi to do whatever he wants after the move is finished, and the latter is only slightly less plus while cursing the opponent with Fear, even if they are blocking. An important thing to note about these two skills is that they cannot work as a pressure reset at midscreen if done after 5C, since Magatsu Izanagi pushes them too far away. Thus, if your opponent isn't in the corner, you should perform these resets after Adachi's A or B normals.
Sweep > SB Gunshot
A useful way to check opponents blocking low while baiting a mash. Sweep delays just long enough to catch opponents mashing buttons in an abare attempt, while SB Gunshot keeps you plus and lets you regain pressure. Also works as a useful guarantee to convert into Tennis combos if you manage to land a hit.
Tick Throw Setups with Megidola
Adachi's main threat comes from throwing out Megidola during a blockstring and grabbing the opponent. He has a few different ways to set this up.
2A > 214C
One of the most simplest ways to tick throw someone with Megidola for Adachi. This can be set up very easily anywhere at the start of your pressure and catches people at all kinds of levels expecting you to do a full blockstring. Although it is a very basic tick throw setup in nature, if you have conditioned your opponent to think of the many of other options you have at your disposal, this can catch them sleeping on the wheel quite effectively.
The many of ways you can keep yourself safe during this setup is by staggering your normals to catch the opponent mashing, or to wait patiently to see if the opponent is going to DP or not.
Grounded Normals > 236B > 214C
Adachi's simplest and most effective way of enforcing Megidola using stance canceling. Since 236B is performable from any of Adachi's grounded buttons, Adachi can threaten a command grab at nearly any time he's on the offensive. At the most basic level, this string will move Adachi forward to being close enough to land Megidola on the entire cast. Attacks with large pushback on block, such as 5C, are less effective for this string since they force Adachi to walk for a longer period of time.
The safe way to disengage from this setup is either 236B > 214A or 236B > 5C > 214A depending on what moves you've used previously in a string. The latter can potentially catch mashing attempts.
Grounded Normals > 236A > 214D
While Adachi will likely default to using 214C for most of the scenarios where he wants to land Megidola, 214D should not be underestimated. It has pretty fast startup, better range and higher damage than 214C. Cancelling Adachi's normals with 236A before cancelling immediately into 214D allows him to yoink opponents from a surprisingly far distances, and is extremely difficult to properly react to.
The reason we use 236A instead of 236B here is because of spacing. With the additional range that 214D gives Adachi, he only needs to cancel his normals and immediately set up a grab. The slower movement of 236A makes it much harder to see coming.
A Gunshot > 236B > 214C or 236A > 214D
Since Adachi's A Gunshot allows him to cancel into his other specials, we can set up a nasty strike/throw scenario. Open with Gunshot before cancelling into either of Adachi's previous tick throw setups, or simply disengage with a second Gunshot to bait a response. Successfully utilizing this string can wreck your opponents mental stack, as hiding behind any Gunshot in pressure could be a Megidola.
This string is particularly devastating in the corner, as 236A > 214D is nearly impossible to see coming from that close.
SB Megidola is a very scary move to use in pressure. In any scenario in which you set up a tick throw, consider using SB Megidola, as it is both extremely fast like the C version and has the range of the D version. Best of all, it combos on counterhit from anywhere, allowing Adachi to get a Tennis combo off of a successful Fatal Counter. The best way to enforce this is for the opponent to be Feared, and thankfully Adachi has a few advanced combos he can do that end in a Fear setup.
This video contains a number of excellent pressure setups that any Adachi player should learn. The video demonstrates how and where to place reset points to trip up your opponents, as well as where to go for command grabs. While the combos that are performed in this video are a bit more on the advanced side, the pressure sequences are very easy to perform and can be understood in minutes.
- During the sequence starting at 0:17, it seems like the Adachi player manages to cancel Sweep into Megidola. If you look closely, they actually cancel Sweep into Walk, and then into Megidola. This is how fast you should be doing it to trip up your opponents.
- The player frequently does well-time safejumps at the end of their combos, which can be used to time your own safejump attempts.
- Many combos this player does allows Adachi to apply Fear to his opponent. For taking Adachi to the next level, consider learning some of these combos to better apply Fear mid-fight.
Adachi's primary method of Okizeme is IAD j.B or j.C as a safejump. This can be performed after most of Adachi's Tennis combos, Megidola grabs, or any combo that ends in j.2C or 2D/j.2D. Outside of this, Adachi doesn't really have any meaningful Okizeme tools, so combos where he can't end in a safejump will inevitably put him in an RPS scenario.
Tips and Tricks
Safely Applying Magatsu Mandala
By utilizing your persona displacement potential with 2C/j.2C, you can quite easily get your Magatsu Mandala buff safely if you're in the right scenario.
Normally, doing Magatsu Mandala at random times in neutral will often get you killed since you are in a fatal recovery state when the super finishes its animation. But as mentioned before, you can setup your Mandala buff with the usage of your main persona displacement tools: 2C and j.2C. If you and the opponent are at a fair distance away from each other, you can use the moves mentioned before and then use the Magatsu Mandala (A version recommended) super to not only get one of your most useful buffs but also push the opponent back if they block the super, making you safe from a fatal counter combo.
This strategy can be also improved by doing j.2C really low to the ground, making you recover faster and thus being able to use Magatsu Mandala faster.
For visual reference on how this should look.
The Value of Magatsu Mandala
Once you've safely gotten into Magatsu (whether by applying it in neutral or ending a combo with it), you can now start utilizing it effectively. While you might think that you should go on the back foot with such low health, Mandala offers a huge amount of powerful boons if you manage to land a good hit with it. Here's a quick list of which status effect is inflicted on each hit.
Poison: 5C, 2C, j.C, j.2C, Heat Riser. Shock: 5D, 2D, j.2D, Megidola. Panic: Atom Smasher, Magatsu Mandala. Silence: Ghastly Wail, Magatsu Mandala. Fear: 5C (ground stomp), 2C (ground slam), j.2C (ground slam), Atom Smasher, Heat Riser, Ghastly Wail.
Adachi's basic Persona normals inflict Poison, Fear and Shock, meaning you can do significantly more damage in basic Tennis combos via unscaled poison damage. Shock keeps opponents from moving out of your corner pressure, allowing Adachi to run all sorts of devious stuff on his opponents. Panic and Silence are inflicted by Adachi's supers, allowing you to completely nullify any potential threat your opponent can do against you on reversal outside of Furious Action. Some characters, like Naoto, can't even Furious Action without their Persona!
The biggest threat of all is Fear. If you've gotten this far enough on this page to read this, you know Adachi loves to inflict Fear. Most of his basic combo enders will inflict Fear in Mandala, allowing him to viciously snowball the game against his opponent and confirm for a kill. If you can Fear an opponent, bully them into the corner before landing a Megidola, and successfully convert it into a combo, your opponent will take upwards of 3k damage, let alone however much their health has ticked down due to the poison.
Magatsu Mandala is Adachi's win condition once he's on the back foot. All it takes for things to spiral out of control for the opponent is to make one mistake in neutral, and suddenly half or more of their lifebar is gone and they're drowning in status effects. Use it well.
Adachi's 5C is not limited to his position, but Magatsu Izanagi's. This means that if your opponent blocks your 2D you can immediately 5C and you'll stab them from fullscreen.
Adachi can save Magatsu Izanagi from punished 2D attempts by covering him with Gunshot into Evil Smile, or by cancelling into 5C and then cancelling into Gunshot again.
Any of Adachi's aerial attacks will pull Magatsu Izanagi towards him. Thus, you can use j.C to pull Magatsu Izanagi away from scenarios in which he lingers on the screen, such as after a 5D.
By utilizing j.2C or 2D to position Magatsu close to his opponent, Adachi can surprise his foe with an out-of-nowhere Ghastly Wail. This can be a powerful checkmate move for ending a round if your opponent is respecting Adachi's pressure, as Ghastly Wail deals excellent damage.
IAD Turn Mixup
Adachi has really good IAD Turn Mixup potential with his j.C and j.B. Opponents who are really turtling up at midscreen can be susceptible to this, so add it to your arsenal as yet another tool for offense.
Adachi has access to a powerful left/right mixup off of a safejump in the corner. While the opponent is teching after a j.2C, walk into the corner and jump before IAD airturning and hitting them with a falling j.C.
The crossup is done with a neutral jump, which puts Adachi on the corner side. The fake crossup is done with a forward jump, which puts Adachi on the midscreen side. Both of these options are partially covered by the particle effects of the opponent landing and the white flash of their tech, which can make it very hard to read. Opponents must guess what side you're landing on.
- You must delay the j.C when doing the crossup. Persona Ultimax has crossup protection on wakeup, so be careful when timing your falling j.C.
- As demonstrated by the video, this setup is mostly DP safe. It does have some weird interactions with the ways that DP's come out though- sometimes the opponent will DP and hit nothing, and other times you'll safejump the DP. The fake-crossup is fully safe, so condition your opponents with that first before going for the crossup.
Converting into Tennis
Adachi's Tennis combos are unique in that the only real qualifier for them is needing a launcher of some kind. While the default way of converting into them is via Sweep > SB Gunshot, this is not the only way. Generally, any anti-air hit Adachi gets can convert into Tennis. Adachi can also convert into tennis via Counterhit SB Megidola, which launches high enough to be caught by 5B or 5C on the way back down. C and D Megidola can also go into a full combo in the corner with 5C > IAD > delay j.B > 5B.
Rather than fish for places where Adachi can convert into Tennis, you can become a lot stronger by naturally getting a feel for areas Tennis is possible. Look for anti-air hits, crouching hits, counterhits, and anything else that can give Adachi an opportunity to convert properly.
How should I be spending my meter?
Really, that's up to you. Consider the current state of the match and your available meter when making a decision. Adachi has a lot of wonderful places to spend meter, but they might not always be equal. For example, if you have 25 meter and just got into a crouch confirm combo, maybe route into SB Gunshot to go for a Tennis combo. Bigger damage, better corner carry, set up for tick throws... could help snowball a round. Alternatively, you could do a normal route and save it for a pressure scenario. Adachi already has good corner carry with 236A ender.
Generally speaking, it's nice to always try and have 50 meter in your pocket for a spicy Heat Riser. The damage increase will help make your combos even more damaging. As well, the 50 meter gained from Awakening should be spent very wisely. It's tempting to route into Magatsu and hope for the best, but make sure you save it for a good opportunity down the line. Don't pop Magatsu first thing.
People keep DP'ing through my pressure, help!
There's two causes for this: you're either resetting too much, or resetting in the same place too often.
In the first case, it might often be best to simply do a safe blockstring and wait. Sure, you lost your turn and now have to play around what the opponent wants to do, but Adachi isn't bad in a scramble. You can always end a blockstring, hold block, and then press 5C if you see them doing anything. In the corner, 5C will catch jumps and a good number of non-invincible moves, so it can be a good way to preemptively shut down your opponents attempts at escape. If they just DP'd, then enjoy your free punish. As another piece of advice, hold downback after safejumping- it'll often save your bacon if opponents want to DP through your safejump.
In the second case, you need to learn to vary up your resets. New Adachi players like to do buttons into 2D a lot, which can be very easy to call out and punish. Adachi has plenty of other resets (many of which are listed on this page), so sprinkle those in a little more here and there. It might even be a good idea to end your reset attempts early and go for a Megidola, which can make your opponent afraid again.
Adachi's pressure is freeform, but cannot be autopiloted. Take notice of your opponent's habits and identify areas to circumvent them!
I keep getting Persona Broken a lot...
It happens. Adachi is especially bad for this since so much of his pressure and combo game is reliant on having Magatsu Izanagi around. The foremost reason this is happening is likely because you're taking too many risks in neutral.
Stop using 2D in neutral. I know it does a billion damage on counterhit, I know it tracks, and I know it feels good to use. It's a dope normal, I love it. It is also very risky to use in neutral! Not only is it committal, but if Adachi is far enough away from Magatsu Izanagi, your opponent gets a free punish on the Persona! Be more lenient with throwing it out.
You can use safer options in neutral to help maintain advantage. Rely on safer options like j.C and j.B to approach. On the ground, try using B Gunshot more to demand space. If enemies are getting annoying with projectile spam, use A Walk or dashblock to approach.
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data
• Controls • HUD • FAQ •
• Movement/Canceling • Offense • Defense • Attack Attributes • SP/Persona/Burst Gauge Usage • Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
• Patch Notes • Tier Lists • Golden Arena •
- Air Turn
- Air Unblockable Attacks
- All Out Attack
- Attack Level
- Attributes (Head/Body/Foot/Projectile/Throw)
- Auto Combo
- Blue Health
- Counter Hit
- Counter Hit Carry
- Crossup Guard
- Defensive Burst
- Evasive Action
- Fatal Counter
- Fatal Recovery
- Furious Action (R Action)
- Guard Cancel Attack
- Guard Cancel Evasive Action
- Instant Block (IB)
- Instant Kill (IK)
- Max Burst
- Guard Bonus
- Minimum Damage
- Negative Penalty
- Normal Type
- Super Cancel
- One More Cancel (OMC)
- One More Burst (OMB)
- Proration 1 (P1)
- Proration 2 (P2)
- Persona Gauge
- Persona Break
- Same Move Proration (SMP)
- SP Gauge
- Shadow Frenzy
- Shadow Type
- S Hold
- Skill Attack
- Skill Boost Attack (SB)
- SP Skill Attack
- Skill Boost SP Attack
- Status Ailments (Poison, Fear, etc.)
- Ukemi (Air)
- Ukemi (Ground)