Overview
A former cop who has deep ties to the murders that occurred in Inaba. He appears before the protagonists as they move through Yasogami High School, which has become a misshapen tower. He's as aloof as ever, and seems to be familiar with the red-haired boy who claims to be behind all of this...
Health: 9500
Play-style: Placeholder
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
Persona: Magatsu Izanagi
Pros/Strengths:
- Able to inflict various status ailments
- Capable of buffing self through his Heat Riser and Magatsu Mandala supers
- Out of his 11 Persona attacks, only 2 are burstable
Cons/Weaknesses:
- Placeholder
- Placeholder
- Placeholder
- Heat Riser Buff:
After landing Heat Riser , Adachi gains a 10% damage boost to all of his attacks.
Heat Riser Buff is on the left, Magatsu Mandala Buff is on the right.
- Magatsu Mandala Buff:
After using Magatsu Mandala, Adachi's Persona attacks gain new properties:
- Poison: 5C, j.C, Atom Smasher
- Shock: 5D, 2D, j.2D Megidola
- Rage: Heat Riser
- Panic: Magatsu Mandala
- Silence: 2C, j.2C
Once the buffs are applied, they can't be removed except for finishing a round. They can be regained when Adachi uses Heat Riser / Magatsu Mandala again.
Move List
Normal Moves
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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Upwards gun swing. Small Damage. Can combo into itself up to 3 hits. It's important to note that unlike other 2A's, this is not a low attack.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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-
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-
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-
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-
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Quick hand swipe. After the swipe, he can do a fast jab with 5B. Doing any other attack other than 5B will cancel the ability to do a jab until 5B is used again.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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Houtenjin-styled kick. Launches the opponent up on CH. Can be used as a launcher in some combos. Shouldn't be used randomly, since it has a long recovery.
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Persona Moves
5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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Sword stab. If the move hits, the opponent will be thrown to the ground and get stomped. Throws the opponent away. Grab on hit. Start-up is simmilar to Yu's 2C.
- Magatsu Mandala Buff: Poison
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2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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Upwards dive. When hit, the opponent will be slammed to the ground. Can be canceled by Persona attacks before the slam. Grab on hit.
- Magatsu Mandala Buff: Silence
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5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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-
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Multi-hit full screen projectile. Similar to Yu's D Ziodyne. It is a very useful tool, because it can clear the screen and allow Adachi to get in.
- Magatsu Mandala Buff: Shock
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2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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Diving sword plunge. Similar to Yu's Cross Slash's 2nd Hit, execpt that Adachi can move as soon as Magatsu Izanagi lands on the ground.
- Magatsu Mandala Buff: Shock
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j.C
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j.2C
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j.D
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j.2D
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Disappear! B+D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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Jumping gun slam, followed by a kick that knocks the opponent away. Sticks the opponent to the wall, but has short recovery. First hit is an overhead, the second hit is low.
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Stop Right there! 236A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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B
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SB
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Walking stance. Can cancel into any move. Can press A/B again to use "You're annoying!"
A: Placeholder
B: Placeholder
SB: Placeholder
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You're annoying! 5A/B after "Stop Right There!"
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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-
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-
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B
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SB
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Ram attack. The fourth move of his auto combo. Knocks the opponent away. Can be super canceled.
A: Ram attack only.
B: When the move hits, Adachi will grab them and throw them backwards spinning. Can follow up with Persona moves from this move. Useful tool when you want to extend combos and get out of the corner.
SB: Same as B version, but the move finishes early, allowing you to follow up with normal attacks.
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Are you scared? 214A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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-
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-
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B
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SB
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Downward-aimed gun shot. Fast attack. Can be followed up after Sweep.
A: Adachi shoots in-front of himself.
B: The move will whiff if you are close to the opponent.
SB: The move hits long range. Tracks the opponent until up to 2/3rds of the screen.
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Evil Smile 236C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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C
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-
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-
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D
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SB
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Magatsu Izanagi appears behind Adachi and summons a ghost to hit the opponent. If the ghost hits, the opponent is inflicted with Fear. Deals no damage, no meter gain.
C: Placeholder
D: Placeholder
SB: Placeholder
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Megidola 214C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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C
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-
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D
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SB
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Electric stab that knocks the opponent away. Fast command grab.
- Magatsu Mandala Buff: Shock
C: Placeholder
D: Placeholder
SB: Placeholder
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Heat Riser 236236A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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-
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-
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B
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SB
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Upward aimed sword slash. Can be comboed into 2C. After the attack, an icon of Adachi's head in red with a positive up arrow appears on top of his meter bar and he gains a 10% attack boost to all of his attack (Example: Adachi's j.C deals 880 damage with the buff, as opposed to dealing 800.)
- Magatsu Mandala Buff: Rage
A: Placeholder
B: Placeholder
SB: Placeholder
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Atom Smasher 236236C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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C
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-
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D
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SB
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Full screen slash. His super in his autocombo. Really fast. Similar to Akihiko's Maziodyne.
- Magatsu Mandala Buff: Poison
C: Placeholder
D: Placeholder
SB: Placeholder
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Awakened SP Skill Attacks
Magatsu Mandala 214214A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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-
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-
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-
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-
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B
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SB
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Magatsu Izanagi creates a red vortex. If the attack hits, the opponent will be sucked into the vortex and they will be thrown up to the air. When Adachi uses the attack, a purple icon of Magatsu Izanagi's head with a positive up arrow appears on top of his meter bar and his persona attacks now inflicts several status effects.
- Magatsu Mandala Buff: Panic
A: Placeholder
B: Placeholder
SB: Placeholder
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Ghastly Wail 214214C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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C
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-
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-
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D
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SB
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Downwards claw slash. Command grab. If the attack hits, the opponent gets inflicted with Fear. Magatsu Izanagi does an additional 7 stabs if the opponent has Fear.
- Magatsu Mandala Buff: Placeholder
C: Insanely fast, but deals the least damage. It's so fast that it catches back dashes, rolls and hops. 0F after super flash.
D: Slower than the C version, but deals more damage.
SB: It has the same speed as the C version and the same damage as the D version
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Fall to Yomi 222C+D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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-
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-
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-
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-
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Adachi summons Magatsu Izanagi in pain, and Magatsu Izanagi grabs the opponent from the ground. If the grab is successful, Magatsu Izanagi drags the opponent down to a hellish place. Adachi's IK Art appears and Magatsu Izanagi smashes the opponent with his sword. After the super is over, red fog will take over the screen and Adachi, along with Magatsu Izanagi, disappears from the screen. While the start up is fast compared to the other Instant Kills, it can be avoided easily by jumping to the air.
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
5AA>5C>2B
2C>Micro Dash>2B>j.2C
5AA>5B>236A
5D>Dash until corner>2C (1 Hit)>2D>236AB>214214D/CD (Midscreen to corner)
CH 2B>j.C>5B>j.A>j.B>j.2C
Midscreen to Corner
Corner Only
Click [★] for character's full frame data