# B Normals

{% tabs %}
{% tab title="5B" %}
![Backhand slap, good button but don't whiff this in neutral](https://3085913756-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FohGBj88BOqMuywyhApTB%2Fuploads%2F6nq4WYDE55WOQi7aIPeW%2Fimage.png?alt=media\&token=ab2f59de-2fc9-49fe-81a6-b2e2c3ff2b41)

\[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
{% endtab %}

{% tab title="5B (Followup)" %}
![Useful for pressure and FC combos, awful when it misses](https://3085913756-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FohGBj88BOqMuywyhApTB%2Fuploads%2F4BV4CWWoeHCruVDLBNtv%2Fimage.png?alt=media\&token=17d7875e-43c9-4193-b854-b5b619f0d58d)

\[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
{% endtab %}

{% tab title="2B" %}
![Hail Mary AA. Amazing reward on CH but awful recovery](https://3085913756-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FohGBj88BOqMuywyhApTB%2Fuploads%2Fxm0tYelB0oWXw9BMHcDQ%2Fimage.png?alt=media\&token=1a112f01-2399-4c86-b774-d20d45072fb9)

\[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<img src="https://3085913756-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FohGBj88BOqMuywyhApTB%2Fuploads%2FcMUe66PCMjBEQ3bD2v6q%2Fsykn_1_00000005out.png?alt=media&#x26;token=963240e4-15b2-4f20-a919-3840b8a9e4b7" alt="" data-size="line">incredibly useful when it's blocked so you don't get punished during the recovery.
{% endtab %}

{% tab title="j.B" %}
![The other good air normal. Great for air-to-air scenarios and good starter on CH](https://3085913756-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FohGBj88BOqMuywyhApTB%2Fuploads%2FK6kCh0tNeds14jTojhzM%2Fimage.png?alt=media\&token=c1cf188f-00a3-4172-9b14-62e515419f1a)

\[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
{% endtab %}
{% endtabs %}
