No edit summary |
No edit summary |
||
Line 85: | Line 85: | ||
{{#lst:BBTag/Tohru Adachi/Data|4AAAA}} | {{#lst:BBTag/Tohru Adachi/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
4A - Adachi's fastest ground button. Can be used to continue combos after A Maziodyne juggles in the corner. | 4A - Adachi's fastest ground button. Can be used to continue combos after A Maziodyne juggles in the corner. | ||
Line 104: | Line 104: | ||
{{#lst:BBTag/Tohru Adachi/Data|5A}} | {{#lst:BBTag/Tohru Adachi/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= * Jump cancelable on both hit and block. | ||
*Only hits once. | *Only hits once. | ||
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. | 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. | ||
Line 111: | Line 111: | ||
{{#lst:BBTag/Tohru Adachi/Data|5AA}} | {{#lst:BBTag/Tohru Adachi/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= *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. | 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. | ||
}} | }} | ||
Line 117: | Line 117: | ||
{{#lst:BBTag/Tohru Adachi/Data|5AAA}} | {{#lst:BBTag/Tohru Adachi/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= *Natural frame trap and amazing starter for high damage combos. | ||
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. | 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. | ||
}} | }} | ||
Line 123: | Line 123: | ||
{{#lst:BBTag/Tohru Adachi/Data|5AAAA}} | {{#lst:BBTag/Tohru Adachi/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Megidola returns as his autocombo ender. Hitgrab that cant be followed up with anything else (besides Cross Raid). | Megidola returns as his autocombo ender. Hitgrab that cant be followed up with anything else (besides Cross Raid). | ||
}} | }} | ||
Line 140: | Line 140: | ||
{{#lst:BBTag/Tohru Adachi/Data|5B}} | {{#lst:BBTag/Tohru Adachi/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= *Not a hitgrab, all 3 hits are now separate moves | ||
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.[http://www.dustloop.com/wiki/index.php?title=BBTag/Defense#Reject_Guard] | 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.[http://www.dustloop.com/wiki/index.php?title=BBTag/Defense#Reject_Guard] | ||
Line 148: | Line 148: | ||
{{#lst:BBTag/Tohru Adachi/Data|5BB}} | {{#lst:BBTag/Tohru Adachi/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= 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. | ||
}} | }} | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{#lst:BBTag/Tohru Adachi/Data|5BBB}} | {{#lst:BBTag/Tohru Adachi/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= 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. 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. | ||
}} | }} | ||
}} | }} | ||
Line 166: | Line 166: | ||
{{#lst:BBTag/Tohru Adachi/Data|5C}} | {{#lst:BBTag/Tohru Adachi/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps. | Universal Overhead. Safe on block like most UNI and RWBY characters, counts as airborne only after adachi leaps. | ||
}} | }} | ||
Line 180: | Line 180: | ||
{{#lst:BBTag/Tohru Adachi/Data|2A}} | {{#lst:BBTag/Tohru Adachi/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
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 | 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 | ||
}} | }} | ||
Line 197: | Line 197: | ||
{{#lst:BBTag/Tohru Adachi/Data|2B}} | {{#lst:BBTag/Tohru Adachi/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= *Jump cancelable on both hit and block. | ||
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. | 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. | ||
}} | }} | ||
Line 203: | Line 203: | ||
{{#lst:BBTag/Tohru Adachi/Data|2BB}} | {{#lst:BBTag/Tohru Adachi/Data|2BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= * 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. | 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. | ||
Line 221: | Line 221: | ||
{{#lst:BBTag/Tohru Adachi/Data|2C}} | {{#lst:BBTag/Tohru Adachi/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
Sweep. Adachi advances forward during start-up. | Sweep. Adachi advances forward during start-up. | ||
}} | }} | ||
Line 237: | Line 237: | ||
{{#lst:BBTag/Tohru Adachi/Data|j.A}} | {{#lst:BBTag/Tohru Adachi/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= Adachi's old j.B. Straight kick with decent range for air to airs. Can setup 50/50s with j.AA and 2A. | ||
}} | }} | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{#lst:BBTag/Tohru Adachi/Data|j.AA}} | {{#lst:BBTag/Tohru Adachi/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= Adachi's old j.A. Aerial pistol whip that hits overhead. Mostly combo filler. | ||
}} | }} | ||
}} | }} | ||
Line 255: | Line 255: | ||
{{#lst:BBTag/Tohru Adachi/Data|j.B}} | {{#lst:BBTag/Tohru Adachi/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= *On use, puts you in recovery until you land or special / super cancel. | ||
*If special cancelled, you regain your double jump / airdash / air normals. | *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. | *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. | ||
Line 271: | Line 271: | ||
{{#lst:BBTag/Tohru Adachi/Data|j.C}} | {{#lst:BBTag/Tohru Adachi/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= * No longer a grab, air blockable and burstable on hit | ||
*Has a deadzone at point-blank range | *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. | 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. | ||
Line 292: | Line 292: | ||
{{#lst:BBTag/Tohru Adachi/Data|BC}} | {{#lst:BBTag/Tohru Adachi/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
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. | 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. | 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. | ||
Line 313: | Line 313: | ||
{{#lst:BBTag/Tohru Adachi/Data|AD Attack}} | {{#lst:BBTag/Tohru Adachi/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* | ||
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. | 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. | ||
Line 338: | Line 338: | ||
{{#lst:BBTag/Tohru Adachi/Data|236B}} | {{#lst:BBTag/Tohru Adachi/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* A - Normal fullscreen projectile. | * A - Normal fullscreen projectile. | ||
* B - Slow, but very active and allows Adachi to move while it's active. | * B - Slow, but very active and allows Adachi to move while it's active. | ||
Line 358: | Line 358: | ||
{{#lst:BBTag/Tohru Adachi/Data|214A}} | {{#lst:BBTag/Tohru Adachi/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
Magatsu Izanagi creates a pillar of flame, if this move connects Adachi gets a damage buff that lasts until he gets hit. | Magatsu Izanagi creates a pillar of flame, if this move connects Adachi gets a damage buff that lasts until he gets hit. | ||
Line 377: | Line 377: | ||
{{#lst:BBTag/Tohru Adachi/Data|214B}} | {{#lst:BBTag/Tohru Adachi/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Slow startup, but if it connects it will launch the opponent high into the air, making for easy follow-ups. | * Slow startup, but if it connects it will launch the opponent high into the air, making for easy follow-ups. | ||
Line 401: | Line 401: | ||
{{#lst:BBTag/Tohru Adachi/Data|214C}} | {{#lst:BBTag/Tohru Adachi/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Is both a command grab and a hitgrab, meaning it cannot be blocked ''and'' it can grab an opponent in hitstun. | * Is both a command grab and a hitgrab, meaning it cannot be blocked ''and'' it can grab an opponent in hitstun. | ||
Line 426: | Line 426: | ||
{{#lst:BBTag/Tohru Adachi/Data|j.236C}} | {{#lst:BBTag/Tohru Adachi/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= * 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. | 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. | ||
Line 448: | Line 448: | ||
{{#lst:BBTag/Tohru Adachi/Data|5P}} | {{#lst:BBTag/Tohru Adachi/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Launches opponents on the 2nd hit. | * Launches opponents on the 2nd hit. | ||
}} | }} | ||
Line 463: | Line 463: | ||
{{#lst:BBTag/Tohru Adachi/Data|6P}} | {{#lst:BBTag/Tohru Adachi/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | * 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. | * Be careful, since the persona can be destroyed VERY easily. | ||
Line 479: | Line 479: | ||
{{#lst:BBTag/Tohru Adachi/Data|4P}} | {{#lst:BBTag/Tohru Adachi/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= *Hitbox covers a large portion behind the attack as well as the air. Very useful against aggressive jump-ins. | ||
}} | }} | ||
}} | }} | ||
Line 517: | Line 517: | ||
{{#lst:BBTag/Tohru Adachi/Data|214BC}} | {{#lst:BBTag/Tohru Adachi/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= 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. | ||
}} | }} | ||
}} | }} | ||
Line 532: | Line 532: | ||
{{#lst:BBTag/Tohru Adachi/Data|Distortion Skill Duo}} | {{#lst:BBTag/Tohru Adachi/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Heat Riser does NOT apply bonus damage to this move. | * Heat Riser does NOT apply bonus damage to this move. | ||
}} | }} | ||
Line 549: | Line 549: | ||
{{#lst:BBTag/Tohru Adachi/Data|222BC}} | {{#lst:BBTag/Tohru Adachi/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars. | * Standard Astral Heat. Can only be used in Resonance lvl 4 and with 9 bars. | ||
* Hitbox is small and on the ground. | * Hitbox is small and on the ground. |
Revision as of 06:00, 16 April 2020
Tohru Adachi |
---|
Rushdown,Trickster
|
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
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.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
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 Maziodyne
- Vorpal Blade
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.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
---|
5A
5A | Template:AttackDataHeader-BBTag |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C | Template:AttackDataHeader-BBTag |
---|
2A
2A | Template:AttackDataHeader-BBTag |
---|
2B
2B | Template:AttackDataHeader-BBTag |
---|
2C
2C | Template:AttackDataHeader-BBTag |
---|
j.A
j.A | Template:AttackDataHeader-BBTag |
---|
j.B
j.B | Template:AttackDataHeader-BBTag |
---|
j.C
j.C | Template:AttackDataHeader-BBTag |
---|
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
---|
Calm Down!
Calm Down! 5A+D |
Template:AttackDataHeader-BBTag |
---|
Skills
Maziodyne
Maziodyne 236A/B (air OK) |
Template:AttackDataHeader-BBTag |
---|
Heat Riser
Heat Riser 214A |
Template:AttackDataHeader-BBTag |
---|
Magatsu Mandala
Magatsu Mandala 214B |
Template:AttackDataHeader-BBTag |
---|
Ghastly Wail
Ghastly Wail 214C |
Template:AttackDataHeader-BBTag |
---|
Extra Skills
Vorpal Blade
Vorpal Blade 236C (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Partner Skills
5P
5P Get Lost! |
Template:AttackDataHeader-BBTag |
---|
6P
6P Vorpal Blade |
Template:AttackDataHeader-BBTag |
---|
4P
4P Heat Riser |
Template:AttackDataHeader-BBTag |
---|
Distortion Skills
Atom Smasher
Atom Smasher 236B+C (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Demonic Cross Slash
Demonic Cross Slash 214B+C |
Template:AttackDataHeader-BBTag |
---|
Distortion Skill Duo
Demonic Cross Slash P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
---|
Astral Heat
Yomi Drop 222B+C “You act all high and mighty, but lose, and you’re just a loser.” |
Template:AttackDataHeader-BBTag |
---|
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •