[16f startup / 2f active / 24f recovery / -9 on block]
Persona is invulnerable until active frames
Strong poke and great combo tool, can lead into a high damaging combo on CH
Reaches from round start position
Lengthy recovery, if the opponent rolls through 5C you'll most likely get hit
If the attack hits, it will automatically lead into a hit-grab animation. You can stop this by inputting another normal or special cancelling before the hit-grab starts
The hit-grab will also not start if the opponent is hit by the tip of the hitbox
Inflicts Poison with the Magatsu Mandalabuff
Adachi can move during the hit-grab animation, but cannot do any Persona moves
Can usually be followed up with 236A or 214A if you get the timing down
Terrible hitstun scaling, only used near the end of combos
2C [19f startup / 9f active / 24f recovery / ? on block]
j.2C [7f startup / 9f active / 35f recovery / ? on block]
Persona is invuln until the active frames start
Air Unblockable Anti Air that goes extremely far, can grab people at ranges they didn't expect
First hit can be cancelled before the hit-grab animation starts with specials, supers, and hop
Can be used to displace your Persona and catch people by surprise by doing 5C after you recover, if you do j.2C low to the ground you can recover even quicker
Adachi can move during the hit-grab animation, but cannot do any Persona moves
Bad hitstun scaling, used mostly as a combo ender or near the end of some combos
[13f startup / 3f active / 39f recovery / ? on block]
Persona is invuln until the active frames start
You'll be using this a lot
Undoubtable one of Adachi's best move and one of the best air normals in the game
Giant hitbox, can literally define matchups because of how good it is
Is + on block if you're near the ground
Beats a lot of Anti Airs, if your opponent has a bad Anti Air then they have to hold this move
Great button for air-to-air battles
Used a lot for Adachi's Tennis combos, his main combo filler tool