BBTag/Tohru Adachi/Strategy

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 Tohru Adachi


Adachi in essence is simple enough to pick up as long as you understand BBTAG's systems. Focus on learning all his ranges, the properties on his moves, look at the frame data, get a feel for what your revolver chart functions like in pressure, and solidify how you can move while incorporating buffered block.

Team Synergy

Adachi can be played both as a point or an anchor. Either way, his job in a team is to safely cover whatever his partner is going to do and apply pressure to cash out on big damage.

Most 5P calls are great tools to substitute an otherwise average midrange game. Being able to call them as low commit horizontal space control simultaneously allows Adachi to get his partner on screen for sandwich, 236A/B active swaps, or CC activation. Anti-air 4Ps are really useful for being able to shut down air-to-air and approach options, but you can substitute this with really strong 5P/6P's as well (such as Yu, Teddie, or Yumi 5P being massive hitboxes with great active frames)! The 6P's like Kurogane, Akihiko or Chie are amazing for punishing players who respect 4/5P ranges since you'll either have your partner sandwich or gain you a free 236A/B opportunity. For projectile 6P's 236A/B synergy is dependent on if you have a delayed + high reward assist (Izayoi, Yosuke, Azrael) or a faster fireball (Yu, Yumi, Ruby, Susanoo). For the most part both types of projectile 6P's are just called to buy horizontal space control and gift you a confirm to extend into CC 236A + 6P loops that end in 236B set for your ally. The faster and better the 5P/6P startup the easier you can use it with jB as well.

Point

Adachi on point utilizes his amazing solo space control to force himself into favorable positions, whether that be up close or far away.

Common examples of this would be super jumping backward and mixing in his different partner actions in conjunction with his options. Super jumping back with him is generally low commit, preserves your air actions to mix up where you'll be (236C, double jump, air dash, etc), removes him from harm's way in terms of dealing with horizontal space control RPS most teams beat him in, and when he lands he's generally going to be safe enough to 236A/B for his partner even if they're hit in the process of buying him space.

When the time is right, whether on oki or during a blockstring, he can use his amazing active switch tools to enhance the pressure even further. The most common setup is B Maziodyne > Active Switch > IAD forward > High/low (50/50).

Anchor

4P standard anti-air, 5P is a long distance 2 hit move that's easy to confirm off of, and 6P is a semi-tracking vertical persona hitbox that has great blockstun and active swap window.

Adachi as an anchor uses his solid assist kit to help force sandwiches and unblockables. 5P does a lot of blockstun, and if the opponent blocks 6P in the air, it's almost a guaranteed air unblockable punish.

Switching to Adachi, he has above average damage overall and can meterdump effectively with his high damaging supers and Vorpal Blade. Maziodyne can chip for quite a bit in resonance as well.

Recommended Partners

Adachi Synergy Chart.jpg

Yu Narukami: What do you get when you combine a character with good flexibility and space control with another character with good flexibility and space control? You get one of the best teams in the game. Adachi on point and Yu on anchor.

Teddie: Teddie 5P essentially fills every universal need you want for an assist on Adachi. It moves Teddie near opponents for CC -> 5P and active swap 236A situations, it has a high blockstun/hitstun, has a great active hitbox that can double as an anti air when called properly, and it also has the potential for Teddie to drill through opponents on block and set up a cross up for Adachi 236A. Teddie isn't going to be running any silly high/low mix with blockstun, but he's going to be running his gameplan of cluttering the screen and converting that chaos into Drill -> cross-up or other silly offense. Adachi 4P and 5P fill in some of his assist needs super well and you can call Adachi 5P + Bearscrew in ways that jail most interactions of pushblock. Super powerful team overall that plays Adachi point, but quite unique to pick up.

Chie: Aside from controlling space relatively well, any of Adachi's long histun moves into Power Charge lvl 3 can spell game over for most people. This team can also TOD at roundstart. Adachi on point and Chie on anchor.

Ruby: Similar to Yu, except with more of a focus on air mobility. Either can be on point or anchor.

Yumi: DAMAGE. PROJECTILES WITH TONS OF HITSTUN. AND HALF OF THAT YOU CAN'T BURST OUT OF. One of the best teams in the game. Adachi on Point and Yumi on Anchor.

Azreal: Almost free corner carry and damage. Has a surprising amount of mixup game as well. Adachi on point and Azreal on anchor.

Naoto Kurogane: This team is built around super polarizing neutral tools and the ability to convert any hit into (often unburstable) full screen carry and tons of damage. Kurogane 4P and 5P enforce massive space around Adachi and his 6P hard punishes any character who's not immediately ready to approach Adachi in neutral. If the 6P gets through it's initial startup, it will almost always set up a situation where Adachi can 236A or 236B for a free turn on Kurogane. This also often crosses the opponnent up or can set up air unblockables with the massive hitstun. Kurogane gets amazing mix-up potential through use of long unpushblockable blockstun on Adachi 236B and 5BB 214A active swaps, since he can set up tricky high/lows with j[B], jB, fake j[B] into a quick 2A upon landing, and throw. Kurogane also has many ways to use Adachi blockstun to set up his fuzzies, and any time Kurogane wants to guess on moving forward he can back it up with 5P or 6P to convert any blocked or hit situation into terrifying offense. Play this team with Adachi point, and enforce space control with 4P/5P so that you have the room to call 6P and set up your really powerful gameplan.

General Tactics

As Adachi, you either want to be up-close and personal, or as far away from the enemy as possible. The best part about adachi is that his movement is decent enough to which he could easily reposition himself if he wants to. Given the huge hitbox of j.B, you can also use it to ensure that you'll be safe making an approach or retreat.

The best position to be in as Adachi is when you put the opponent in a sandwich situation between you and your partner. A lot of his kit fits into these sandwich situations perfectly. Any of his special moves can be used in these situations, so you could really branch out and be creative as to how you want to setplay the opponent.

In resonance, Adachi can work decently. Maziodyne does decent chip and Vorpal Blade can be used more often. If you can land a hit, you could easily set yourself up for a winning situation using Heat Riser > Super to deal a lot of damage and set yourself up to deal even more.

Don't worry too much about preserving the Heat Riser buff. Due to the nature of this game, you need to be able to call assist a lot, even if the assist character might get hit. Adachi's damage output is very good even without it, so he doesn't lose that much when he loses the buff.

Buttons to Use

2A(low)/5A -> Are your main safe pressure vs pushblock. Abuse your staggers, occasional throws, and see if you can steal time and slot in a free assist call when the opponent respects too much.

5B -> Persona normal that lets you jail pushblock easily with 5BB after they push (persona's don't move when Adachi is pushed) and you have the ability to Jump Cancel and jB to frame trap essentially all their options if you wish. If they're scared of jB and don't want to pushblock 5B itself, you can IAD after 5B and cross them up with jB's huge hitbox while calling a late assist. You can also end in 5BB 214A if you wish to be safe, be slightly careful as it's possible to pushblock the first hit of 214A and be free of the second hit so you can very occasionally be punished for doing it on block.

2C -> Other solid low that you can counter poke and safely end blockstrings in. You'll be negative if it's blocked, but not by enough to be at a severe risk.

j.A -> Your only high (other than 5C jaja) and your Air to Air. You'll want to be using this in conjunction with calling 4P while blocking airborne if you want to control the sky.

jB -> Air to ground normal, massive hitbox that reaches behind Adachi. Is a mid but doesn't matter because of it's insane space control. While you're in the air, you can cover your assist calls by air dashing forward with this move and hitting would-be attackers. Cross-up hitbox is roughly the size of his ego, so it's nearly impossible to whiff when wanting to set up sandwiches with it.

236A -> Decently quick full screen multi hit beam that often wins out on any trades as long as you're interacting on a similar startup. Very good for quickly active swapping into your partner with a ton of plus frames. Can also be used with a super jump or before a double jump to Air-to-Air people you think will jump at you preemptively, or if you need to stall slightly more time in the air and don't want to use meter on j236C

236B -> Similar in interactions as 236A, but much slower for massively higher payoff. The constant threat of Adachi setting up 236B for his partner is something that will force most match-ups to act proactively to stop Adachi. Jumping is heavily discouraged against this move unless the opponent can stall in the air for a really long duration (Hakumen, Rachel, etc) and 236B doubles it's use for partner mixups in added ability to visually clutter whatever actions you choose. Extremely strong tool to apply whenever you feel safe enough to put it out.

236C -> Situational metered call out that sends down a vertical attack with loose tracking. Important tool for scoring occasional knockdowns that can warp momentum in some matchups. If used in the air before landing, you can combo afterwards, but it's very situational and you're mostly looking for just the knockdown.

Okizeme

5C Oki: Off 5BB 5C ender in the corner, it's very easy to combine any meaty assist call with jump back jB (or just do an empty back jump + your assist call so you get free pressure!). This safejumps and gifts you free 5BB 214A for your partner, and many teams have specific synergy like Izayoi having 7jB + 6P 5BB 236B AS -> Izayoi mixups!

214C Oki: Very similar, but 214C does more damage and doesn't move you forward like 5C does, so you're sometimes going to be unable to 7jB and instead need to opt into empty back jump.

5BB 236B: Needs specific routing to set up the spacing for meaty 236B to not lose to mash on wakeup, but for fast partners like Aegis/Izayoi/Ruby/etc you can active swap into them and get a free turn while beating reversals.

5BB 236A: Doesn't work near the end of combo timer, but gives you IAD jB that covers all techs near corner! This is the best near-corner ender!

Blockstrings

To start, here are a list of strings that are not true, meaning they can be mashed out on:

-5BB > 5BBB

-Anything solo into A Maziodyne

-Anything solo into Vorpal Blade

-Vorpal Blade into any other move

Heat Riser can be a true blockstring, however, the opponent can pushblock the first hit so they can move freely.

Almost all blockstrings as Solo Adachi should end with a jump cancel into IAD forward or back. Otherwise, just ending your blockstring with 5BB >2C works fine as well.

If you decide to IAD forward, try to go for a crossup using jB. If you decide to IAD backwards, watch how/if your opponent approaches, and react accordingly.

With an assist, Adachi (if your assist is healthy) should use the blockstun of the assist to set up B Maziodyne > Active Switch.

Tips and Tricks

-Remember that the air versions of Vorpal Blade and Maziodyne recover almost instantly upon landing, making the recovery faster than the ground versions. Use this to throw off your opponent.

-Heat Riser applies to everything but his Distortion Skill Duo. Even 5C. 5C > Extra Assault in Heat Riser does 6.9k.

-The majority of Adachi's persona moves leave the persona out after recovery, even on whiff. The only Persona moves that DON'T have this property are Heat Riser and Magatsu Mandala.

-If your opponent tries to break the persona after blocking Vorpal Blade, sometimes tossing out another one or super cancelling it in resonance can whiff punish their button.

-In cross combo, if you active switch out of B Ziodyne, Adachi's 4P and 6P will immediately cancel it.


-(if your opponent is sleeping, and your character has a command grab, this last tip will be more than a help than a hindrance.)

Fighting Adachi

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