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Pressure Basics

You'll be here for a good bit, probably

The Summary

As mentioned in the Synopsis section, Adachi's offense is based around your strike throw game, and as such requires conditioning and reads. Adachi lacks effective ways to capitalize off of mixups without using resources like meter or burst and instead relies on knowing and abusing the opponents habits, using his various normals, specials and frame traps to make the opponent slip up and leave themselves in a position for Adachi to respond with a strong punish.

Adachi has various ways to keep his pressure going while also keeping it fresh with how many options he has at his disposal, but it is unwise to become flowcharty with his pressure as Adachi can be easily punishable if he makes one mistake with something that requires you to commit something very risky to do, always change up what you are going to do to keep your pressure game strong

First we'll go over which moves you should be using to pressure your opponent with:

Normals

The pressure starter

Although 5A is slower in comparison to other 5As, it is still a solid pressure tool that can catch people trying to get out of your pressure, and is generally the button you want to start your pressure with. It is also jump cancellable, and as such after landing 5A you are able to go for a crossup if the situation allows it. However, it is very negative on block, so it is recommended to cancel 5A into something else when it lands to make yourself safe

Specials

One of your most important pressure tool

Gunshot is a special cancellable ranged low hitting move that is very crucial for Adachi's pressure. It can be used in a variety of ways to make your opponent open themselves up or you opening them up. Since it special cancellable, after gunshot connects you can do another gunshot (which still allows you to cancel into other specials), stance, evil smile or even DP. You can also reset your pressure with SB Gunshot since you are heavily plus afterwards, without meter this is normally where your pressure ends if you are too far away to go for a mixup. Be cautious doing any version that isn't SB, because if gunshot is IB'd you are -5 on block, so mix up your timing or avoid using gunshot if you think it's gonna be IB'd

Universal Mechanics

The safer alternative to your command grab

While this throw is very much lacking in the damage department, it makes up by giving you a good amount of meter and being more safe if it misses. Using Throw over Megidola is really good early into a round or when you're dry on meter as Adachi requires meter to get better conversions after a good hit. You can also convert into either Heat Riser of Mandala if the throw connects too if you ever want to do a combo of get a safejump off it, but throw scales damage really badly so if you do want to cancel into a super it's best to do it when it's gonna kill.

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