Universal Mechanics

[32f startup / 3f active / 30f recovery / -14 on block] Guard Point starting at frames 10-32
Similar startup animation as sweep
Adachi moves forward and jumps during the startup, making it cover a lot of range
Bad reward off of C launcher, but good reward off of D launcher in the corner
Very vulnerable on block or whiff

[19f startup / 3f active / 17f recovery / -3 on block]
Chest invuln starting at frames 4-21
Similar startup animation as AoA
Can be used to low profile moves like Mitsuru's 5A and Minazuki's 5A
Good combo tool for CH, FCH and Crouch Confirms that can help link into Tennis
Used on respectful opponents in pressure


[5f startup / 3f active / 21f recovery]
During the animation, Adachi gains 17 meter as he laughs at the opponent
Damage scales horribly when used as a starter
Can be super cancelled into Heat Riser or Mandala, or OMC'd into 5D and OTG 2A for carry. You can also use OMB to close off a round
Outclassed by Megidola for damage and combo wise, but throw is a more safer option as it has less recovery and faster startup


[4f startup / 3f active / 18f recovery]
Standard air throw that deals more damage than his ground throw
After the animation, Adachi hops back at 5C range
Combo starter with meter or with burst, cannot super canceled


[23f(1), 56f(2) of startup / 3f(1), 3f(2) active / 36f recovery / -22 on block]
Invuln starting at frames 1-25, second hit has no invuln
First hit is a overhead, second hit is a low
Unlike most DPs, Adachi doesn't rise up in the air
Your fastest overhead for pressure and can be used to self-awaken in the right conditions
Long startup, can easily be baited, avoided and can be even OS'd
Long recovery on whiff and on block, making you very vulnerable

[? startup / ? active / 33f recovery]
1-24f of projectile invulnerability
3-24f of strike invulnerability
CH state from 3-33
Crosses up starting at frames 3-24
Average roll distance
Used to evade projectiles, escape pressure through gaps, and go through telegraphed moves like supers
Guard Cancel Roll goes further than regular roll
Guard Cancel Roll is useful for escaping pressure where Guard Cancel Attack would not work or could be baited

Frame Data not available
Low and Throw invuln starting at frame 1
Used in Tennis combos
Can be useful to evade throws and low and counter afterwards with j.B or j.C
Can be used to reset pressure if the opponent respects you to block an air normal from hop, but you can be mashed out of from DPs and such
You cannot block while hopping
All attacks while you're hopping counts as mids

[16f startup / 3f active / 30f recovery / -16 on block]
Guard Point starting at frames 1-21
Standard Guard Cancel Attack that uses 5AA's animation, makes Adachi move forward
On hit launches the opponent away from you, giving you breathing room
Unsafe on block, be careful when using this
Has armor, but if someone anticipates it they can OMC and block, use a reversal to beat your guard, or use their AoA.
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