after tennis do 5C then IAD dl j.B > j.2C then j.2D if you hit the j.2C low enough, j.2D will whiff and you will be able to move freely on the ground as opposed to being stuck in the air for the duration of the j.2C
You have to hop cancel it, press 2AC when the 2C connects Unless you mean without the hop cancel, then you have to hit a pretty specific hitbox of 2C to do that, like near the top left or something
In the first combo after the j.C whiff there's a 66, is it really necessary? I can continue the combo without it but I don't know if it is crucial for the rest of the combo, does anyone know why is it recommended?
Its not required, but it can help make the combo more consistent in case you hit a 2B from far enough away that 5B doesn't reach without a 66. It also just adds the tiniest bit of corner carry which can be nice. But overall most of the time you do not need to 66 👍
The numbers are like a number pad which is used for arcades: 789 456 123 8 is up, 2 is down, 4 is left, 6 is right. 5 is neutral(no stick movements) and the numbers not mentioned are the diagonals. Numb pad notation goes like this: 236 is a quartercircle forward(hadouken input) or 214 which is the tatsumaki input. You don't need to know any other inputs for this game, except for chatge inputs, which is just hold the stick in one direction and flick it the other direction after a little bit. The "j." means it's a jumping attack whiff means intentionally missing attack to potentially use the later active frames of it(Like when you get hit by a move that looks like it's done being executed) And in this game, the buttons to attack are A(standard combo attacks), B strong attacks, C light persona attack, and D heavy persona attack. If a move says AC that means press your normal attack button and light persona attack button together. AC is a dash, but if you input 2AC(Down+normal attack and light persona attack), it does a short hop instead. 66 is just a regular dash IAD is short for Instant Air Dash, 866 or jump then input a dash really quickly
Need to practice with Adachi. Loved him since OG Ultimax
My main will still be Yosuke though
Man Adachi is sick
i was waiting for the adachy combos thank you
👍 no problem
I subbed this was awesome bro. I have never seen so much adachi sauce
If someone can´t do the J.2D whiff at 0:04 just try to delay it a bit , it´s what worked for me at least , it cancels everytime
Wow, you really gave me a heart even though this vid is 1 year old? Thanks dude, lemme drop a sub real quick
Honestly if anyone does that first combo to me I would just surrender, such is the life of the Adachi player
In the First combo After the First tennis i see a 2d whiff but i cant understand how that works, anyone with a tip?
after tennis do 5C then IAD dl j.B > j.2C then j.2D if you hit the j.2C low enough, j.2D will whiff and you will be able to move freely on the ground as opposed to being stuck in the air for the duration of the j.2C
@@ZeBoSDG so technically i "Land cancel" the j2d right?
@@clowd6899 yeah, thats what they are called now, I made this video back when we called them whiff cancels
By any chance do you know how to get izanagi to not do the grab when he goes into the air
You have to hop cancel it, press 2AC when the 2C connects
Unless you mean without the hop cancel, then you have to hit a pretty specific hitbox of 2C to do that, like near the top left or something
@@ZeBoSDG appreciate it thanks
2.5 would be the rollback update, right?
No 2.5 is just the port in general
In the first combo after the j.C whiff there's a 66, is it really necessary? I can continue the combo without it but I don't know if it is crucial for the rest of the combo, does anyone know why is it recommended?
Its not required, but it can help make the combo more consistent in case you hit a 2B from far enough away that 5B doesn't reach without a 66. It also just adds the tiniest bit of corner carry which can be nice. But overall most of the time you do not need to 66 👍
@@ZeBoSDG Thanks for the help bro
I understand none of this
you and me brother…
The numbers are like a number pad which is used for arcades:
789
456
123
8 is up, 2 is down, 4 is left, 6 is right. 5 is neutral(no stick movements) and the numbers not mentioned are the diagonals.
Numb pad notation goes like this: 236 is a quartercircle forward(hadouken input) or 214 which is the tatsumaki input. You don't need to know any other inputs for this game, except for chatge inputs, which is just hold the stick in one direction and flick it the other direction after a little bit.
The "j." means it's a jumping attack
whiff means intentionally missing attack to potentially use the later active frames of it(Like when you get hit by a move that looks like it's done being executed)
And in this game, the buttons to attack are A(standard combo attacks), B strong attacks, C light persona attack, and D heavy persona attack.
If a move says AC that means press your normal attack button and light persona attack button together. AC is a dash, but if you input 2AC(Down+normal attack and light persona attack), it does a short hop instead.
66 is just a regular dash
IAD is short for Instant Air Dash, 866 or jump then input a dash really quickly
@@dolphinboi-playmonsterranc9668 I don't play with arcade stick I usually play with controller but thanks for the help anyway