Combo Notation Guide | |||||||||
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Combo List
For more routes, check the Guide Here.
Enders
Combo | Position | Notes |
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5BB > 214C | Close | Standard meterless damage ender. Gets an easy safejump, but doesn't really give you the positioning to deal with a variety of tech directions when midscreen. If you end with this in the very corner, back jump into falling j.B should be able to catch all techs. |
5BB > 236A | Any | A Zio ender. Good if you're near the corner, which allows a safejump afterward and prevents escaping through a forward tech. Also usable if you just want to set up from fullscreen distance. |
5BB > 5C | Any | Safejump ender for less damage but puts Adachi closer on the knockdown. Also gives significant enough additional advantage that Adachi can safejump especially fast (4f) reversals and even a few more guardpoint reversals than usual. |
5BB > 236B* | Far | (236B* denotes that the B Ziodyne does not hit in the combo, but is instead used for okizeme) Requires very specific routing to get the proper distance, but creates a post-knockdown situation where opponent cannot tech past and must block a B Ziodyne on wakeup. Pretty good way to enforce blocking from counter-type DP characters. If you have a fast partner character, you can also tag out immediately afterward to have a pushblock-immune oki setup! |
5BBB > 2C > 214A | Any | Heat Riser ender. Deals the most meterless damage and grants Heat Riser buff afterward. Doesn't really grant oki at the end of longer combos, since it allows an airtech afterward. Midscreen oki is also very limited, since the 214A sends the opponent across the screen. |
5BBB > 2C > 214BC | Any | Cross Slash ender. This is your go-to metered ender, as it deals very solid minimum damage and allows for a safejump afterward. |
Routes
Damage listed for routes with "Ender" assume using the standard ender (5BB > 214C).
Starter | Combo | Position | Damage | Partner | Meter Usage | Video | Notes |
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5A | 5AAA > 5BB > 2B > jc > j.AA > j.C > (land) > 5A > Ender | Any | 7264 | Universal simple BnB! | |||
5A | 5AAA > 5B > jc > j.A > j.C, j.66 > j.A > j.C > (land) > 5AA > Ender | Any | 7380 | Consistent, high corner carry BnB. For Aegis, Neo, Jin, and Shirogane, you need to slightly delay the initial j.A > j.C in order to prevent the j.66 > j.A > j.C from whiffing. | |||
5A | 5AAA > 5B > hjc7 > j.66 > j.A > j.C > (land) > 5B > hjc7 > j.66 > j.A > j.C > (land) > 5A > Ender | Any | 7499 | Slightly better damage and corner carry, can be used if you prefer 2766 inputs over the falling airdash routing. | |||
5A | 5AAA > 5B > jc > j.AA > jc > j.AA > j.C > (land) > 5BB > 236B* | Midscreen | 6825 | Simple route to get the 236B oki ender. Good for partners such as Aegis, Izayoi, and Ruby, who are fast enough to follow through from the B Ziodyne after tagging in. | |||
5A | 5A > 5BB > dl 2C > 236C, 5B > jc > j.A > j.C, j.66 > j.A > j.C > (land) > 5A > Ender | Any | 8280 | 1 | 1 bar route for a decent bit of additional damage over the meterless BnB while preserving its corner carry. | ||
5A | 5A > 5BBB > dl 2C > 236C, 5AAA > 5BBB > 2C > 214BC | Any | 10083 | 3 | Optimal solo damage route for 3 bars. | ||
5A | 5AAA > 5BBB > 2C > 236A, 4A > 5A > Ender | Corner | 7846 | Standard corner routing from an easy confirm. | |||
5A | 5A > 5BBB > 2C > 236A, 4A > 5BB > 236A, 4A > Ender | Corner | 8003 | Optimal corner routing. | |||
5A | 5A > 2C > 236A, 4AA > 5B > hjc8 > j.AA > jc7 > j.A > j.C > (land) > 5BB > 236B* | Corner | 6913 | Corner routing for B Ziodyne setup. | |||
2A | 2A > 5AAA > 5BB > 2B > jc > j.AA > j.C > (land) > 5A > Ender | Any | 5788 | Basically the same as the basic 5A starter route. | |||
2A | 2A > 5AAA > 5B > jc > j.A > j.C, j.66 > j.A > j.C > (land) > 5A > Ender | Any | 5819 | Basically the same as the 5A starter BnB. | |||
2A | 2A > 5AAA > 5BBB > 2C > 236A, 4A > 5A > Ender | Corner | 6181 | Same as the corner 5A starter route. | |||
5B | 5BBB > 214A | Any | 4790 | Max range resourceless confirm. | |||
5B | 5BB > 236C, 5B > hjc7 > j.66 > j.A > j.C > (land) > 5AAA > Ender | Any | 7993 | 1 | All range 5B starter confirm for 1 bar. | ||
5B | {5BB > 236C}x3, 5BBB > 2C > 214BC | Any | 11651 | 5 | Meter dump routing. Good if you've lost your partner. | ||
2B | 2B > jc > j.AA > j.C > (land) > 5B > 5A > jc > j.A > j.C, j.66 > j.A > j.C > (land) > 5A > Ender | Any | 5672 | Standard 2B routing. | |||
2B | 2B > jc > j.AA > j.C > (land) > 5A > 5B > hjc > j.AA > j.C, j.66 > j.A > j.C > (land) > 5A > Ender | Any | 5734 | Slightly alternative routing from 2B. | |||
2B | 2B > jc > j.A > j.C > j.236C > (land) > 5A > 5BB > 2B > jc > j.AA > j.C > (land) > 5A > Ender | Any | 6280 | 1 | 1 bar routing from 2B starter. EXTREMELY height and spacing dependent. Video example at 1:24 | ||
Throw | 4/6T > 214B, 5A > 5B > jc > j.AA > j.C > (land) > 5A > Ender | Any | 5934 | Standard throw BnB. | |||
Throw | 4/6T > 236B, 5A, (run forward), 5A > jc > j.AA > j.C > (land) > 5A > Ender | Any | 5280 | Sacrifices damage for some degree of burst safety and significant amounts of corner carry. 236B will hit Tager, Teddie, Rachel, and Blitztank without requiring the 5A afterward, resulting in higher damage. | |||
Throw | 6T > 214B, 5A > 5BB > 236A, 4A > Ender | Corner | 6041 | YouTube | Corner throw BnB. |
Resonance Blaze
Starter | Combo | Position | Damage | Meter Usage | Video | Notes |
---|---|---|---|---|---|---|
Throw | 4/6T > 214B > 236BC, 5AA > 5BBB > 236C, 214A > 214BC | Any | 9521 | 5 | Resonance throw route | |
5A | CH 5A > 236C, 214A > dl 214BC, 4A > 5BBB > 236C, 214A > 214BC | Corner | 13376 | 6 | Corner punish route | |
Throw | 6T > 236B > 2A, RB, 5A > 5BB > 236A, 4A > 5BB > 214C > dl 222BC | Corner | Astral | 3-5 | YouTube | Throw into Resonance activation Astral route |
Combo Theory
Adachi's combo theory is relatively straightforward - his 5AAA results in a low airborne launch, and his j.C is an incredibly versatile combo extension tool. That said, a lot of his normals cost valuable combo time, and j.C has extremely poor damage scaling to balance out its versatility.
Generally Adachi wants to get as much damage as he can on the ground before launching, either through 5AAA > 5B or 5BB > 2B, into an air combo. Air combo routings are varied, but will always go into j.C > (land) > 5A > etc., enabling Adachi to then end with a proper ground knockdown. It's important to connect the final 5B before the combo timer reaches 6 seconds, though, or else 5B-B will not work due to the hitstun reduction. After this, Adachi can end in Ghastly Wail (214C) or 5C for a safejump, A Maziodyne (236A) to send across the screen (or set up a near corner safejump), or Cross Slash (214BC) for damage and, once again, a safejump.
While Heat Riser (214A) gives Adachi a 10% damage buff on hit, it doesn't provide as strong of a knockdown setup as his other combo enders (and in the case of longer combos, no knockdown at all), which makes it difficult to take advantage of this damage buff since it wears off as soon as Adachi gets hit.
Vorpal Blade (236C) is a usable combo extender, but since Adachi is so capable of performing stable routing off of either 5AAA or 5BB > 2B, it's generally not necessary unless you need a conversion from an awkward distance. For the meter spent, however, it does provide a decent increase in total damage, as long as it's used early enough.
Sample Combo
5AAA > 5B > jc > j.AA > j.C > (land) > 5A > 5BB > 214C
This is pretty much the basic skeleton from where Adachi routing is formed, and optimization will typically involve either extending the air combo or adding some more damage front-side, but the difference in damage is often under 500 because of how self-contained everything is.
Video Examples
Basic Adachi combos by Meno
Adachi BnB combos by かくげー! / Fighting Games
External Documents and References
The "work in-progress" combo document on google sheets made by GoldenLUV and worked on with help from the BBTAG Discord! Google Sheets Link