P4AU/Tohru Adachi/Combos

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Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(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.


Character Specific Stuff

  • 236BB can cause a slide effect instead of the regular follow-up grab, which is great for combo extensions. However, it does not work on Yukiko, Sho or Minazuki, and it's very hard to do on Kanji.
  • Whiffing J2.C is possible on Teddie but is harder.

Basic Combo Theory

Before we begin with the combos, there's a specific route you should know, as it helps Adachi on getting big damage.

Basically, after any launcher, do 2C>hop cancel (down+roll)>5C.

If you did it right, Magatsu-Izanagi will do J.C by himself in the air and toss the opponent back at you for combo extension. This is Adachi's main combo route, and as such, you should practice it a lot.

If you're having trouble on continuing the combo after the J.C, try delaying it a bit more. It is not an immediate cancel right after the hop. Try to delay it so Adachi lands right after the J.C is done.

This route is basically what you want to do all the time. However, in order to do it, you need a launcher. That is, have your opponent airborne somehow.

Because of this, his 2B is his best starter on the ground with a counterhit, as it leads to amazing meterless damage even without complicating the route too much. For everything else, you're going to need B Heat Riser as your main launcher to do big combos. After B Riser, run up 5B(1), and do the "hop route", then do 5B>2B>J2.C.

This is the main combo off pretty much everything provided you have 50 meter. If you're not comfortable with the run up 5B, you can omit it at the cost of a little bit of damage.

Midscreen

-5B is ALWAYS only the first hit unless specified as to how many hits (5B(x)) -5C is ALWAYS only the first hit unless specified as the full version (5CF) -Inputs and supers between [] are optional, though sometimes recommended -Inputs separated between // mean only one of them can be used, and the outcomes will be different -w = whiff

Tennis route: 2C(1) > hop j.C Cr: Crouch confirm CH: Counter Hit starter FC: Fatal Counter starter Cr/FC BnB: Stuff > 5C > 2AB > 214AB > 5B > Tennis Route > 5B > 2B > j.2C

5A Starter
  • 5A > 5AA > 5AAA > 236236B > 66 Tennis > 5B > 2B > j.2C
  • 5A > 5AA) 5B > 5CF > 2AB > /214A/236AA/236BB [236236B > 2C]/
  • 5A > 5AA) 5B > 5C > 236236B > 5B > Tennis > 5B > 2B > j.2C
  • 5A > 5AA) 5B > 236BB > 236236B > 5B > Tennis > 5B > 2B > j.2C
5A Crouch Confirm
  • Cr (5A > 5AA) 5B > 2B > j.C > 5AAAA
  • Cr 5A > 5AA > 2B > j.C > 5A > 5AA > 5B > 5C > 2AB > 236AA
  • Cr (5A > 5AA) 5B > 5C > 2AB > 214AB > 5B > Tennis > 5B > 2B > j.2C
CH 2B
  • CH 2B > j.C (whiff) > 5B > Tennis > 5B > 2B > j.2C
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > j.B > j.A > j.B > dj.B > j.2C
  • CH 2B > j.C (whiff) > 5B > Tennis > 5B(2) > j.B > j.A > j.B > j.2C
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > j.2D (whiff) > hop j.C > 5B > j.BA > dj.B > j.C *NEW*
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > j.2D (whiff) > hop j.C > 5C > j.BA > dj.B > j.C *NEW*
  • CH 2B > j.C (whiff) > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > j.2D (whiff) > hop j.C > 5CF > 236ABA > Ghastly Wail D *NEW*
  • CH 2B > j.C (whiff) > 5B > Tennis > 5B > 5CF > 2AB > /214A/236AA/236BB (236236B > j.2C)
IDK what 5CF is
  • 5CF > 2B > j.2C
  • 5CF > j.B > dj.B > j.C
CH 5C
  • CH 5C > IAD j.C > 5B > 5CF > 2AB > 214A/236AA/236BB (236236B > 2C)
  • FC 5C > IAD j.C > 5B(2) > 2B > j.C > 5B(3) > 5C > 2AB > 214A/236AA/236BB (236236B > 2C)
Misc CH Starters
  • FC 2D > 5B > 2B > j.2C
  • FC 214C/D > 665CF > 214A
  • FC 214CD > 5B > Tennis > 5C > 96 > j.B > j.2C(1) > wj.2D > hop j.C > 5C > j.BA > dj.B > j.C *NEW*
DP Starter
  • DP(1) > 236236B > 66 Tennis > 5B > 2B > j.2C
  • CH DP > 665CF > 214A
  • FC DP > 665B > Tennis > 5B > 2B > j.2C
Command Throw
  • 214C/D > 236236B > 66 Tennis > 5B > 2B > j.2C
All Out Attack
  • AoA~C > j.B > j.A > j.B > j.2C

Corner Only

Megidola Corner Combos [1]

5A Starter
  • 5A > 5AA > 5B > 5C > 236236B > 5C > Tennis > 5B > 2B > j.2C
  • 5A > 5AA > 5B > 5C > 236BB(1) > 236236B > 5C > Tennis > 2B > j.2C > j.2D
5B Starter
  • 5B > 5C > 236236B > 5C > Tennis > 5B > 2B > j.2C > j.2D
5D Starter
  • 5D > 5C > Tennis > 5B > 2B > j.2C
  • 5D > 5C > Tennis > 2B > j.2C > j.2D
CH 2B
  • CH 2B > j.C (whiff) > 5B > 5C > Tennis > 5B(2) > 5C > j.B > j.2C > j.2D
  • CH 2B > j.C (whiff) > 5B > Tennis > [236BB] > 5B > 5C > j.B > j.2C > j.2D
  • CH 2B > j.C (whiff) > 5B > 5C > 2C > 214214B > 5A > 5AA > 5C > j.2C > j.2D
Command Throw
  • 214C/D > 236236B > 5C > Tennis > 5B > 2B > j.2C
  • 214C/D > 236236B > 5C > Tennis > 2B > j.2C > j.2D
  • FC 214C/D > 5B > Tennis > [236BB] > 5B > 5C > j.B > j.2C > j.2D
All Out Attack
  • AoA~D > IAD/hop j.B > 5B > Tennis > 5B > 2B > j.2C(1) > j.2D
  • AoA~D > 236A~C > Tennis > 5B > 5C > 2B > j.B > j.2C > j.2D

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