BBTag/Tohru Adachi/Strategy: Difference between revisions

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==Okizeme==
==Okizeme==
As solo Adachi, you want to end your combos with Ghastly Wail, which sets up for an easy safejump with IAD > j.B. Ending combos with Cross Slash allows for a similar setup. In the corner, ending the combo with 5C allows you to safejump by simply holding up-back and pressing j.B before you land.
If you want to set up a mixup with your partner, make sure you're midscreen and end you combo with 2C > Assist Call > B Ziodyne > Active Switch. The most common mixup with this method is to IAD and either go for a jumping high into a low, or empty jump into a low. It's very hard to see either way, so it's easy to open the opponent up this way.
Be sure you are aware when you end your combo with Heat Riser. If the combo is heavily prorated, the opponent can tech in the air and punish you on the way down. If you're aware of this, however, some assists can cover that position.


==Blockstrings==
==Blockstrings==

Revision as of 03:12, 30 January 2020


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 creative pressure to cash out on big damage.

Point

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

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

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

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 setplay teams in the game. Adachi on point and Yu on anchor.

Susano’o: For those who like to easily confirm into meter efficient damage. Susano'o on point and Adachi on anchor.

Chie: Aside from controlling space relatively well, Ghastly Wail into Power Charge lvl 3 can spell game over for most people. Either can be on point or anchor.

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.

Okizeme

As solo Adachi, you want to end your combos with Ghastly Wail, which sets up for an easy safejump with IAD > j.B. Ending combos with Cross Slash allows for a similar setup. In the corner, ending the combo with 5C allows you to safejump by simply holding up-back and pressing j.B before you land.

If you want to set up a mixup with your partner, make sure you're midscreen and end you combo with 2C > Assist Call > B Ziodyne > Active Switch. The most common mixup with this method is to IAD and either go for a jumping high into a low, or empty jump into a low. It's very hard to see either way, so it's easy to open the opponent up this way.

Be sure you are aware when you end your combo with Heat Riser. If the combo is heavily prorated, the opponent can tech in the air and punish you on the way down. If you're aware of this, however, some assists can cover that position.

Blockstrings

Tips and Tricks

Fighting Adachi

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