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.|
|x32px Tohru Adachi|
4A - Adachi's fastest ground button. Can be used to continue combos after A Maziodyne juggles in the corner.
- 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.
- Not a hitgrab, all 3 hits are now separate moves
Useful for pressure as Personas cant be pushblocked.
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.
Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps.
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
- 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.
Sweep. Adachi advances forward during start-up.
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.
- 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.
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.
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.
236A/B (Air OK)
- 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.
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.
- 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.
- 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. 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
236C (Air OK)
- 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.
- Double hitting assist, which means it has decent block stun. Launches opponents on the 2nd hit.
- 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.
- 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.
- Hitbox covers a large portion behind the attack as well as the air. Very useful against aggressive jump-ins.
236B+C (Air OK)
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
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 Partner's Distortion Skill
- Heat Riser does NOT apply bonus damage to this move.
- 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.
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