Megidola

[9f startup / 2f active / 39f recovery]
Command grab, essential part of Adachi's mix
On CH, forces Fatal Counter
Short startup but small range
Can lead into a combo with Heat Riser/SB Magatsu Mandala or after landing a FC in the corner
Very unsafe to whiff, you will get hit if you miss
Inflicts Shock with the Magatsu Mandala
buff

[16f startup / 2f active / 39f recovery]
5-17f of throw invulnerability
Command Grab, essential part of Adachi's mix
On CH, forces Fatal Counter
Has more startup than C Megidola, while also having a bigger hitbox
Throw Invuln starting at 5 frames, you can counter throw stuff like Liz'd DP or even Kanji's Command Grab super
Can lead into a combo with Heat Riser/SB Magatsu Mandala or after landing a FC in the corner
Very unsafe to whiff, you will get hit if you miss
Inflicts Shock with the Magatsu Mandala
buff

[9f startup / 2 active / 29f recovery]
1-10f of throw invulnerability
Command Grab, essential part of Adachi's mix
On CH, forces Fatal Counter
Has the same startup of C Megidola, while also having the deceiving hitbox of D
Does the most damage out of the 3 versions
Throw Invuln starting at frame 1, making you win against any throws
Can lead into a combo with Heat Riser/SB Mandala or even a FC at midscreen, making this one of Adachi's best combo starters
Has the shortest recovery out of the 3 versions
Inflicts Shock with the Magatsu Mandala
buff
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