B Normals

[7f startup / 3f active / 20f recovery / -8 on block]
2 additional hits that move you forward will be preformed automatically if 5B whiffs or isn't cancelled into something else
Good horizontal range compared to 5A, good move to use once in a while because of how big it is
-5 when dash cancelled, can be used to reset pressure on respectful opponents

[7f startup / 3f (1), 3f (2) active / 20f recovery / -8 on block]
When 5B isn't cancelled into another move or when it whiffs, then this move comes out automatically
Moves you forward when the 2nd and 3rd hits come out, making it good when 5B barely misses someone
Used in FC combos, not really used outside of that
-7 when dash cancelled, really risky to do

[13f startup / 5f active / 17f+16 landing recovery / -23 on block
7-19 Head Invuln
Upward kick that moves Adachi forward
Air Unblockable and has a brief period of head invuln
On CH, the opponent is launched upwards. One of Adachi's best CH starters that can lead into high damaging combos
Jump cancellable
incredibly useful when it's blocked so you don't get punished during the recovery.

[8f startup / 6f active / 12f recovery / ? on block
Long range kick, much better horizontal range than j.A
Good for air to air battles when you don't have your persona or j.C would be too slow to contest a button with/too close to the opponent
On CH, you're able to land on the ground and be able to start Tennis, but it depends if you CH someone above you
Overhead, used for crossup mix in pressure
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