Pain in the Ass!


In stance for 89 frames
Ram [4f startup / 9f active / 26f recovery / -10 on block]
Projectile invuln from frames 9-38 during stance
Often referred to as "Tackle" by other players
236A has projectile invuln during the walking animation, can be used to walk through burst and then punish accordingly. It can also walk through DPs like Kanji and supers like Aki's Maziodyne (requires precise timing)
Combo tool that can link into Heat Riser
Can be used to quickly punish something from afar, or when you're just out of reach that your other buttons won't hit
Slowest walk speed out of all of the versions
Can be used for ambiguous tick grab mix


In stance for 63 frames
Ram [8f startup / 9f active / 26f recovery / -10 on block] Often referred to as "Tackle" by other players
Useful move to extend combos, can be followed up with Heat Riser
or with 5B/5C with wallbounce if you were in the cornerDepending on the proration, you can be punished if you use this after a long combo
If the move was hit at a certain part of the hitbox, around the top, the move will not automatically lead into a hit-grab and instead cause the opponent to slide. This allows you to deal extra damage in combos if done in the corner, but that this can be hard to do on characters like Kanji, Yukiko, and Sho Minazuki.


In stance for 51 frames
Ram [4f startup / 9f active / 26 recovery / -10 on block]
Invuln for frames 4-32 during stance. Projectile invuln for frames 4-12 during ram Often referred to as "Tackle" by other players
Fastest walk speed out of all 3 versions
Puts the opponent in a spinning state, can be followed up with 236B~B in a corner combo or into Ghastly Wail as a finisher
Adachi is invulnerable during the flashing parts of the move, but he can still get hit by throws. The invulnerability does not start immediately or last for the entirety of the move and will go away as soon as a button is pressed
This move can also do the 236B~B Slide glitch, but it does the same amount of damage as the B version
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