Just because Adachi is too cool to have his own page
"Let's be honest. There's nothing great about the real world, is there? It's just dull and annoying as hell. No one accepts that's the way things are... They're just stuck with it because they can't deny it either. Those who actually succeed in life... They just happen to be born with the magic ticket called 'talent.' If you don't have it, you can either accept or deny that fact until you die. That's your only choice. Once you realize that, all you have left in life is despair. The ultimate game over."
Tohru Adachi is a character from
Persona 4, being the bumbling assistant to detective Ryoutaro Dojima. Absolutely nothing suspicious about him, nope, not at all.
Okay, BS aside, since if you were avoiding spoilers, you wouldn't be reading this set. Adachi is the semi-main antagonist of Persona 4 and more or less the one responsible for all the killings in Inaba. He's a man pretty disgruntled with life, and tries to make it all disappear by merging it with the Midnight Channel. Basically, he's one evil ****.
See his boss battle
here and
here. And if you want,
here's his dungeon, as bits and pieces of it inspires his moveset.
Be warned that these stats, while honest, are pretty misleading. He may come off as a very average character at first, but once you start playing him, you'll know he's anything but. The best shorthand description I can give is that he's a combo lightweight, with some stage-controlling elements along with a good deal of long-ranged attacks to protect him.
Of course, he's pretty risky to play as well. Adachi isn't exactly at peak mental condition, so as a result, he has
many self damaging moves. But don't worry. Adachi has plenty of tricks to assure most of the hits he'll be taking are done by himself.
ADACHI NEUTRAL SPECIAL- PERSONA
Easily Adachi's most important move, and the closest thing he has to a mechanic. With an easy press of the B button, Adachi's persona
Magatsu Izanagi (that fine fellow up there) will be summoned right by Adachi's side laglessly. At normal conditions, Magatsu Izanagi will always float right near Adachi, and won't get knocked back by any attack. He's pretty much fixed right in Adachi's position, but just a few feet away and to the side, as to not clip with his character model.
Think of MI up there as kinda a second character for you to play around with. Upon summoning MI,
he'll now do all the battling for Adachi, lest Adachi perform a certain few attacks(more on that later), dismisses him by pressing B, or
Adachi runs out of SP.
Wait, what's SP you ask? Why, it's simply a method to prevent you from completely spamming M. Izanagi to hell. Right upon summoning,
a small green bar will appear over Adachi's head. Let's say this bar represents the value of 100%.
This bar will slowly start crawling down 1% every .1 second. Basically, every second you have M. Izanagi out, the SP bar will decrease by 10%.
And that's not all folks! While M. Izanagi has permanent Super Armor, he can still take damage. In fact,
taking damage will instantly decrease the SP bar by the same amount of % he took. For example, getting hit by an attack that deals 20% damage will result in the SP bar decreasing by 20%. So how does M. Izanagi get hit by opponents? Why,
he takes damage along with Adachi of course! Plus, there's various moves explained later on that separates Magatsu Izanagi from his master, leaving him wide open for damage.
Dismissing M. Izanagi will
cause the bar to immediately disappear. But of course, don't think for a second the SP bar is completely out of play yet. The bar recharges
at the same rate as it decreases, increasing 1% every .1 second. You can't see it while Magatsu Izanagi isn't out, but there isn't much consequence for simply estimating.
So what could possibly happen if the bar goes to 0%? Nothing much, except
Adachi will take 10% damage and become dizzy as if he broke his shield. And as yet another rub in the wound, you can't summon him again for 10 seconds, which is how long it takes for the SP bar to replenish itself from 0%.
But now that we've got all that mechanic crap out of the way, onto the good stuff. While Magatsu Izanagi is right by Adachi's side,
you can only attack as him. Adachi simply stands by, using M. Izanagi as his method of damaging. Of course, there are some other moves to change this, but we'll get to them later. M. Izanagi generally lacks damaging power,
but has stronger knockback than Adachi. Additionally, his
his attack speed is very fast.(9/10) He mainly attacks with his spear-sword, and most of his moves are pretty close-range, as opposed to Adachi's more indirect methods. He's not exactly a better character all around, but he's still pretty essential.
M. IZANAGI NEUTRAL SPECIAL- DISMISS
Matagatsu Izanagi simply dismisses himself from Adachi's side. He disappears laglessly, but under one condition:
Magatsu Izanagi cannot be called back while being attacked. To be more specific, after M. Izanagi is attacked, he cannot be called back for
.5 seconds afterwards. After M. Izanagi is free for .5 seconds, he can be de-summoned easily. This'll really show you to be more careful with M. Izanagi, as opponents will most likely go after him in hopes of breaking your SP meter, ESPECIALLY those pesky combo characters. Be wary.
ADACHI DOWN SPECIAL- SHADOW
Could this be an alternative to Magatsu Izanagi? Of course not you little idiot, but it is a pretty special move of his anyway. With some small statup time, Adachi shoots at the ground in front of him,
opening up a portal on the floor. Oh yeah, portals. Let me just warn you first hand that this is the beginning of many, many portal-related moves of Adachi. These portals of his consist of red and black stripes, showing that these portals most likely lead to the manifestation of Adachi's state of mind,
Magatsu Mandala. And as anyone will tell you, Magatsu Mandala is absolutely crawling with
shadows. What are Shadows you say? Shadows are the embodiment of the negative emotions within humans, and often take the form of rather unorthodox monsters. They're pretty much generic enemies in the game, and exist inside the
Midnight Channel.(Which is where Magatsu Mandala is.)
So enough with the introductions; The portal is of average human width, but that doesn't matter. The portal doesn't effect anything, it only serves as a gateway for ferocious shadows to appear. Exactly
1 second after the portal is opened up,
a completely random shadow will rise from it and join the fray.
The portal disappears immediately after. There is one important drawback though: Summoning a shadow slowly causes Adachi to start going mad, as he drops further down the pit of madness. As a result,
he takes 10% damage every time you summon a shadow.
But it's a small price to pay, as now you have your own
Shadow fighting by your side! None of them can be compared to Magatsu Izanagi though, as they work entirely differently. First off, you cannot control any of the shadows that appear. They all act on their own, like an assist trophy. See, Adachi doesn't really control the shadows. Heck, they'd probably attack him on sight had he been anyone else. However, Adachi has the same "goals", as you could say, as the shadows, so they don't view him as an enemy.
Oh, and one more thing:
You cannot summon Magatsu Izanagi while a shadow is out. If you want to dismiss a shadow in order to bring M. Izanagi back out, you either have to wait for the shadow to disappear or for your opponent to kill the shadow. But anyway, onto the shadows themselves!:
FICKLE PAPILLION
Oh, just a slight warning here: all the shadow images for this move are incorrectly colored. This is how they all appear in Yomotsu Hirosaka, Izanami's dungeon. They look pretty much the same, but differently colored. While Yomotsu's shadows all have a white/light blue color scheme, all the Magatsu enemies share a Black and Red motif.)
Rarity: Common
Stamina: 25%
Staying time: 10 seconds.
Size: 4/10
Attack: 0/10
Speed: 5/10
Super Armor: Yes
This is Fickle Papillion. This and Happy Gene are the 2 shadows you'll most often be seeing. It looks like a small mask surrounded by butterflies at first, but upon being hit, it turns into a giant face. (The mask is just a jewel upon Papillion's invisible head.)
Fickle Papillion will never attack anyone. It only has stat-enhancing moves, making it an easy kill for opponents. You may want to protect it in that case, since this shadow is pretty useful if you let it do it's thing, and don't mess up.
Upon 4 seconds of mindlessly wandering around at a mediocre rate, FP will either use
Matarukaja or
Matarunda. First, Matarukaja: Adachi or someone needs to be within 1 battlefield platform in range of FP for this move to take effect. When performing this, FP will glow red, sending a red aura around it. This move lasts
.4 seconds, upon which FP will go on. What happens during this move is, if all goes according to plan,
Adachi will have his strength doubled for 6 seconds! The drawback?
This move does not discriminate. It can equally give your opponent a power boost as well, so try to keep them away from this move if possible. Of course, it can effect both Adachi and his foe at the same time, rendering the effect pretty much pointless.
Now, Matarunda: This move is aesthetically similar to Matarukaja save a few differences. FP instead glows a much lighter shade of red with some black swirls during startup. It should be obvious enough normally, but in the heat of battle, it can be hard to tell which from which. This move works pretty much the opposite as Matarukaja: anyone within a battlefield platform in range of this move
will have their strength cut in half for 6 seconds. Oh the indignity! Just like usual, this move can effect Adachi, friends, or foes. Just try to keep away from FP if you see some black swirls.
Fickle Papillion performs both attacks randomly, 4 seconds apart from each other. It can even do both attacks in a row. For the last 2 seconds, it just becomes a meat shield, and nothing more. It isn't effected by knockback, so it'll perform it's entire routine without distraction.
HAPPY GENE
Rarity: Common
Stamina: 20%
Staying time: 20 seconds.
Size: 10/10
Attack: 6/10
Speed: 4/10
Super Armor: No
This strange thing resembles a lanky human figure made of DNA strands, 2.5 Ganondorfs high. If your battle is more heated, you probably want this guy more than Fickle Papillion. Unlike FP, he'll actually attack.
Happy Gene moves along clunkily in your opponent's general direction. He can be escaped from easily, but you probably won't let them. Happy Gene is a pretty straightforward monster, so he'll simply
punch the opponent using his freakishly long arms. How long are these arms? Only 5/6ths the length of his body. Basically, they're 2 Ganondorfs long, not to mention that Happy Gene can
punch in all 8 directions.
HG has a pretty straightforward attacking pattern: If he gets within minimum striking range of the foe, he'll instantly punch at them. 'Gene's punches deal a whopping
9% damage and send the foe flying back a medium distance, just enough for the foe to possibly escape if you let them. One downside is that HG attacks painfully slow, only striking between .7 second intervals if the foe is still around his range. This makes his attacks kind of easy to dodge after a while. But obviously, Gene is just there to assist you, not take over. Your best bet is to keep the foe busy as Gene lays on the smackdown. And add this to the fact that Gene stays around for a ridiculously long time, you just might want this guy over Papillion in most cases....though his health is pretty low, and he actually gets knocked back upon being attacked, so he might not last that long. Kind of a big minus.
BRILLIANT CYCLOPS
Rarity: Uncommon
Stamina: 50%
Staying time: 8 seconds.
Size: 8/10
Attack: 5/10
Speed: 10/10
Super Armor: Yes
This is a pretty odd monster, permanently hanging from a giant wheel on his back. You may remember him as a miniboss in Persona 3 FES. He's a bit more rare than Papillion and Gene, and for a good reason. Immediately upon being summoned, he'll face the screen and will start
rolling along the entire stage. He rolls slightly slower than Sonic's dash, and will make precise turns and jumps if the time calls for it.
Making contact with this rolling wheel will deal
3% ice damage every hit. Yes, getting hit by a rolling cyclops will constantly combo the victim, until the cyclops reaches a ledge. From there, the foe will get knocked back a good distance, killing at 150%. And even then, the attack of a cyclops
leaves the opponent frozen, for
1 second, which slightly builds up depending on how much damage the opponent has.
Brilliant Cyclops dashes around the stage at an irregular pattern, making him a bit easier to dodge than Gene, though his better power output makes up for it. Of course, he lasts for a pretty short time, so enjoy his company while you can.
SLAUGHTER DRIVE
Rarity: Rare
Stamina: 100%
Staying time: 10 seconds.
Size: 7/10
Attack: 9/10
Speed: 10/10
Super Armor: Yes
What a horrible abomination of mankind. No different from everyone else of course.
Slaughter Drive is some...thing that rolls on makeshift wheels comprised of 6 legs, and has large battering spikes for arms. He's a very rare sight, having only a 1/100 chance of appearing. Of course, that mean's he's almost godlike in comparison to the above shadows. Almost makes up for his loathsome appearance. Almost.
Slaughter Drive runs around at a very fast rate, rivaling that of Sonic's, though SL occasionally likes to stop and roar every once in a while.
He chases the opponent mercilessly, and attacks by spinning his body around, and thus whacking the foe with his arm-spikes. His armspan is about the size of Ganondorf, and getting hit by them means getting hit multiple times. A full spin of Slaughter Drive's arms deals 3 hits, doing
7% damage each hit, dishing out
21% damage in total, complete with great upwards knockback. His entire attack takes up a total of
1 second, meaning it's very hard to dodge completely.
Slaughter Drive, in total, is an absolutely amazing backup. Of course, he's probably too rare to be particularly useful, but consider it a blessing when he does.
SOLEMN MACHINE
Rarity: Extremely Rare
Stamina: 500%
Staying time: 20 seconds.
Size: 15/10
Attack: 10/10
Speed: 5/10
Super Armor: Yes
Even though this shadow looks like it escaped from some bad Tokusatsu show, you absolutely do not want to mess around with this robotic beast. It's among one of the most broken things in the game. Of course, this is put off by the fact that it's freaking
rare. How rare? Not by much, after all, it only has a
1/500 chance of appearing!
You could literally go into training mode and do your down B all day for 15 hours, and you'd be lucky to see Solemn Machine
once.
Assuming you somehow managed to obtain this mechanical monster, your opponent might as well kiss their stock(s) goodbye. SM moves at a much slower pace than other monsters, only going slightly faster than Giga Bowser's walk, but this is made up by the fact that SM is really flippin' huge. He's roughly the same size as Giga Bowser, and as wide as 2 battlefield platforms. His method of attack is vertically swinging that gigantic sword of his, about 3 Ganondorf's long, dealing
40% damage each hit with great horizontal knockback. The range of the sword is good enough to hit both the ground and the air, basically creating a giant hitbox of doom. Of course, the entire attack is only
.4 seconds long, making it perfectly dodgeable. Good luck though, as SM recovers pretty fast for his size, taking about
.7 seconds to get ready for another attack again.
Generally, SM is a horrendously beefed up Happy Gene, except stupidly rare. So rare, some may even call him more of an easter egg than anything.
So in general, these shadows are the exact opposite of Magatsu Izanagi.
Shadows should be used entirely for defense, adding to Adachi's major defensive game. Shadows are best used in conjunction with Adachi's side special, though it's best to summon a shadow beforehand, as your strategy will change greatly depending on whether you got a Papillion or a Gene. Basically, let them stand guard. Using them for anything else is just laughable, especially since you're wasting precious stamina on them.
M. IZANAGI DOWN SPECIAL- I'LL FACE MYSELF
This is kind of a weird take on Adachi's shadow summon. With an
8% damage cost, M. Izanagi uses his spear-sword to slice a hole in the ground, taking about
.3 seconds to do. But instead of a deadly monster popping out,
a giant purple hand will creep out in their place. Shortly after,
Magatsu Izanagi will disappear and cannot be used for the remainder of this move, and it's effects. This Floormaster-esque hand is about as tall as Mario, and stays stationary within the hole, trying to lash out at the nearest opponent. Why yes, a blatant TRAAAAP at it's finest, but one that fits well with Adachi's defensive habits.
If the hand has nothing to grab for
1.5 seconds, it will miserably sulk back into the ground and close up the portal. Of course, if the hand does get a hold of a foe, something interesting will happen.
Upon grabbing an opponent, the
hand will pass through the opponent's body and rip out what appears to be their soul! Well, not exactly. The foe's "Soul" that was just ripped out from them is actually
their Shadow! Yes, every being capable of thought has a shadow version of themselves, a darker side to speak. The smashers are no different of course, and now they've come face to face with their other selves. A Shadow version of a character looks exactly the same as them, except they have a much darker tint to them, and possess glowing yellow eyes and a light purple aura. Upon having their Shadow ripped out, the foe is sent back a short distance, and the hand places the Shadow right in front of itself before disappearing. For
10 seconds, the Shadow will stay within the fray doing.....nothing.
Well, it doesn't really do "nothing," per se. It actually
tries to follow the opponent around. The shadow is just slightly slower than an actual character, and attempts to stay right in front of the character. But other than that, it does nothing. So what gives?
The actual effect of the Shadow is simple: they act like voodoo dolls. If the opponent, and only the opponent, damages their Shadow in any way,
they take half as much damage as they dealt to the Shadow. They don't get knocked back, they just take damage. After the Shadow keeps this up for 10 seconds, it'll disappear back into the opponent.
So really, this is just another "distraction" move. It's used for roughly the same reasons as normal Shadows, but with a different spin to it. It's a great addition to Adachi's lineup of defensive moves, but a more situational one.
....Oh yeah, and there's one more effect: If the opponent deals exactly
50% damage to the Shadow,
the Shadow will grow twice as large and start attacking the opponent. The voodoo doll effect no longer applies to them, but they now start acting like a level 6 CPU towards the opponent. Of course, they still disappear after 10 seconds as usual. Even though this effect sounds deadly, the requirements to get a Shadow ticked off is so demanding, it might as well just be an Easter egg.
ADACHI SIDE SPECIAL- POLICE LINE
Adachi seems to have some kind of thing going on with Police tape. It's absolutely everywhere in Magatsu Mandala, even acting as doors and barriers. Perhaps they symbolize Adachi's secretive nature, or perhaps his closed-up heart. But no matter what they stand for, in this attack, they'll perform their original function: making sure you don't cross.
With little startup time, Adachi quickly sets up lines of police tape with his hands, almost as if he's painting a stroke-heavy picture. This cluster of tape is about 1 Captain Falcon tall, and paper-thin. One thing special about this move is that
it's chargeable. This move is activated simply by holding Side B; The longer you hold it in for, the longer Adachi will set up his Police lines.
The longer time it takes for Adachi to set up his lines, the stronger the lines will be. Every
.1 second of time Adachi sets the tape up,
1% of HP will be added to the line's stamina. The "normal" maximum of time it takes to set up a line is
1 second. That means a "default" Max-charged police line has 10% stamina. After Adachi sets up this completed line, he'll automatically stop setting up tape. Besides charge, this has pretty much no startup or ending lag.
But hey, what if those punks happen to be too much for a weak 10% line to handle? Well, if you're really desperate, you can buff up your barriers to up to
50% stamina! Right after Adachi finishes setting up a complete police line, pressing Side B again while you're at least within good contact distance with the line will have Adachi continue taping it up. You can now keep on building this line for up to
4 seconds, or up to 50% stamina...but at a price. Building up a line past the 10% mark will
damage you by 1% per every extra 1% added to the line. Yes, you're basically trading your precious stamina and transferring it over to the police line. A gigantic downside for sure, but don't worry; there's rarely a time you'll need to make a line past 10% anyway. It's a pretty situational option, but one that's there anyway. After all, better to take damage than take damage+knockback, right?
Anyway, the main function for this move is to act as Adachi's main line of defense. The most important trait of these walls is that
all of Adachi's projectiles, along with Magatsu Izanagi (explained below), will pass right through the line. This means he can take cover within the safety of his barrier while dishing out some pain, like the coward you are. Luckily, these barriers can last on the stage for an infinite amount of time, as long as they don't get destroyed. There can be exactly
2 lines on the field at the same time, making a 3rd one will just delete the oldest one.
M. IZANAGI SIDE SPECIAL- DASH
Why yes, this move is exactly as generic as it sounds. But for a good reason:
This is the only attack that can permanently separate M. Izanagi from Adachi's side. Upon pressing Side B, Magatsu Izanagi will dash forward 3 battlefield platforms away from Adachi. (If he hits a ledge, he'll just stop there.) Basically, from here,
you can now control M. Izanagi independently. All the same restrictions apply, but now he's completely separated from Adachi's side, and you can move him like a normal character. As said before, his stats are almost exactly the same as Adachi's, except he attacks faster, has weaker damage output in exchange for better knockback, and has super-armor on at all times. Obviously, M. Izanagi no longer takes damage along with Adachi in this form, as he no longer needs to share the same space with him.
Now with M. Izanagi separated, Adachi will act on his own as well.
Adachi will now be controlled by AI at this point. This is a particularly specialized AI that
runs away and sets up normal Police Lines to hide against, as to not get hit by any wandering foes. You may think he's just a pathetic coward, but that doesn't mean he isn't completely useless: from behind the lines,
Adachi will use as many projectiles as he can to hit the opponent. He's just there to add some extra firepower/annoyance while M. Izanagi combos the foe to hell and back.
Wow, this sounds really good! So why even bother have M. Izanagi stay by Adachi's side in the first place? Well, this is where this move's obligatory drawbacks kick in. The most dramatic one being that while like this,
M. Izanagi loses twice as much SP when hit by opponents. Don't worry, the rate at which Adachi's SP decreases just for having Izanagi out stays the same, but all attacks will deal double as much pain to Izanagi. Also, if you thought not being able to de-summon M. Izanagi for .5 seconds after being hit was bad, getting hit while separated from Adachi will boost that number up to
.7 seconds. Not that dramatic a change, but the disadvantage is still there.
ADACHI UP SPECIAL- DIMENSIONAL CRASH
Out from his sleeves, Adachi shoots out a stream of Police tape, kinda like Spider-man. The stream shoots in an upwards-diagonal direction, and go about the same length as Pikachu's thunder. Upon reaching said distance,
the tape opens up a portal to Magatsu Inaba in mid-air, and seem to grab onto something. Shortly after, Adachi
pulls down a red car from the portal!
This busted, junky-looking car is roughly 1.5 battlefield platforms in length, 1 Luigi tall, and deals
15% damage upon contact with the underside, along with a good amount of knockback.
While quite a move to behold, it's definitely on the laggy side. The entire animation takes up
1 second of precious time, since I doubt fishing for cars in the air is a particularly easy activity.
So anyway, the falling car does some good damage, but let's face it, damage isn't the
real reason you want this busted up automobile. The real reason to use this move is for
cover.
Yes, adding even more toward Adachi's already insane defensive game, the car makes an amazing addition to Adachi's wall(more on that later.) The car has
15% stamina, and automatically disintegrates into dust after
7 seconds.
Now for some technical crap: One thing to definitely keep in mind is that this car
is heavily influenced by the laws of physics. What, physics? In MY oversized prop? It's more likely that I can't think of a follow up to this out-of-place joke than you think!
If the car lands of half of a platform, yet most of it's weight is off-balance, it'll slowly fall off of the platform. That means if you place it just right, you can situate the car in between a floating platform and the ground,
making an unpassable wall with the car! Of course, it's not nearly as useful as the police lines, due to the fact that
Adachi's projectiles do not pass through the car. Still, it's another line of defense if you need it that badly.
Now that we got all that through with, let's talk about how this move works in the air. Yes,
this move's air version is almost entirely different from it's grounded version. While it starts off similarly, with Adachi shooting out his tape like spider-man, it only goes 1/3 the length of the grounded version. Additionally, it doesn't drag any cars out from the sky. Instead, it just shoots out, and retracts back in. Oh god, don't tell me. Yes, his upB has now just become
a generic tether recovery. It works like any other tether, and it deals
3% damage with very low knockback on contact with a foe. On the upside, this move is a lot faster than the grounded version, taking only
.4 seconds in total. Not that it matters.
M. IZANAGI UP SPECIAL- PORTAL WAVE
A much more traditional recovery, assuming you needed one. Magatsu Izanagi will tear a portal in the air with his spear-sword.(Or whatever the hell it's supposed to be.) Shortly after, both M. Izanagi and Adachi (unless Adachi is separated from him via Side B, in which Adachi stays put) jump into the portal, after which it shortly disappears. For about
1 second, M. Izanagi and/or Adachi disappear entirely until the portal opens up again and they both fall back to the ground. Of course, it's your job to direct this portal's location after it disappears. It invisibly crawls at the speed of Ganon's speedwalk, but in an XY axis. Basically it's like a much slower paced version of Zelda/Shiek's upB, and other similar moves. There's no real punishable lag otherwise though.
There's a little trick you can do with this move too: As soon as the 2nd portal shows up, use your Dair
right before M. Izanagi jumps down from the portal. If you timed it right,
M. Izanagi will come out of the portal automatically using his Dair. It's a great way to catch opponents off guard.
ADACHI NEUTRAL COMBO- PISTOL WHIP
"Don't make me laugh. Just because someone joins the police doesn't make them some kinda 'agent of justice.' Y'know why I applied? So I could legally carry a gun... That's all. You'd be surprised how many are like that."
You could call Adachi himself an average gunslinger. Other than M. Izanagi, Adachi's main form of attacking is using his unspecified Pistol. He seems to be pretty fond of it, even joining the Police force just for the sake of carrying one. Which is kind of ironic, since he almost never uses it in the game, outside from his pathetic standard attack.
But nontheless, Adachi makes extensive use of it in Smash, even using it for a fairly plain Neutral Combo.
Upon pressing A, Adachi will quickly whip his pistol a short distance in front of him, followed by another backhand swing. Each of these medium-priority swings deal
2% with almost no knockback.
On the third press, Adachi will bend much more further, torso facing the screen, and will start twirling the pistol by the trigger with his finger. Each hit from the spinning gun deals
1% damage each hit.
Not a very remarkable move, but then again, it's not supposed to be.
M. IZANAGI NEUTRAL COMBO- SAMURAI FRENZY
Pretty much ripping off Meta-Knight, M. Izanagi goes into a spastic frenzy with his spear-sword. Just a single press of A initiates the main attack. Magatsu Izanagi will slice his spear-sword around him so fast, it looks almost like a sphere is forming around him.
A single contact with this dome of death deals
1% damage. Which wouldn't be too bad if it had better combo potential. But the problem is, M. Izanagi's emphasis on knockback comes to bite him in the butt this time. Getting hit by this attack will send you back just enough to only get hit by it about 3-4 times at most. Not exactly the most useful move for straight-up attacking, but it has it's uses. For one, it makes for a great GTFO move, with little punishment to boot. Unfortunately, it has pretty low priority, so it's not too wise to completely spam.
ADACHI DASH ATTACK- SHOOT DODGE
While dashing, Adachi decides to pull a Max Payne and leaps into the air while firing his gun. This move has 2 different variations, depending on what direction you press on the control stick while this move is being preformed.
The default variation is that Adachi leaps forward like superman(for lack of a better compatison), pointing his gun in front of him. During this
.4 second animation, Adachi
fires 3 short-range shots, each doing
3% damage with no knockback. As soon Adachi lands on the ground, he instantly rolls back up on his feet, as if getting up from a Ukemi. Each of the shots have pretty low priority
The second variation can only be performed if
you press back on the control stick right after this move is executed. It's a lot like the reverse Falcon Punch. And like it, it's also a bit stronger. While in his psuedo-superman leap, Adachi adjusts his torso backwards, and fires his 3 shots in the other direction. Each of these shots deal
5% damage with little knockback and good priority. But on the downside, this move has a bit more ending lag than it's default variation; Adachi now has to roll on his back upon falling to the ground, and has lag comparable to recovering from a Trip. This obviously leaves him a bit exposed, so only use this variation if you're pretty sure of yourself.
M. IZANAGI DASH ATTACK- SAMURAI YO-YO
While dashing, M. Izanagi speeds himself up ridiculously, performing a battlefield platform-long flash-step similar to Fox Illusion. But oddly, his spear-sword doesn't travel with him, instead it
stays suspended in mid-air where M. Izanagi used to be. Very shortly afterwards, Magatsu lifts up his hand, and the Spear-Sword
spins back to him like a yo-yo. Pretty self-explanatory, and short lag all around.
The spinning blade has some pretty hefty range all around, and deals
8% damage with good knockback.
ADACHI FORWARD TILT- SINGLE SHOT
Simply put, Single Shot is simply as simple as simple attacks get, you simpling simpleton.
Adachi carefully positions his pistol ahead of him and fires a single bullet. This bullet goes slightly slower than Falco's laser, has a slightly shorter range, and can't really be fired at a rapid rate. That's a forward tilt for you. This bullet deals
6% damage with no knockback, has poor priority, and is a basic projectile attack all around.
M. IZANAGI FORWARD TILT- BLADE CYCLONE
Like some crazed ballerina on a planet with sideways gravity, Magatsu Izanagi gets on his side and spins himself forward, spear-sword facing front. Yeah, this is essentially an extremely nerfed Drill Rush. This attack has good priority, and lasts for
.3 seconds and deals
3% damage with good knockback. There's a small deal of ending lag, but nothing too punishable.
ADACHI DOWN TILT- TRIPLE SHOT
Adachi quickly points his pistol downwards and fires 3 consecutive shots at the ground. Each of these bullets deal
4% damage with little knockback and good priority. While that may seem nice and all, the range at which Adachi fires them is so short, it seems like a waste of bullets. But fear not! As soon as the bullets hit the ground, they'll instantly
ricochet back up at a diagonal angle. These bullets now go as far as Adachi's height, and make up for the initial attack's range... But sadly, it isn't as strong as the initial one either. These ricochet'd bullets deal only
2% damage each with poor priority.
M. IZANAGI DOWN TILT- BLADE TWIRL
With relative ease, Magatsu Izanagi masterfully spins his Spear-sword while twirling it around his torso. This essentially creates a giant deadly hitbox around M. Izanagi's waist, and has little lag, meaning it's good for comboing. A hit from this spinning blade deals
4% damage with okay knockback. A really basic move, but a useful one as well.
ADACHI UP TILT- TAPE CLUSTER
Oddly, Adachi puts a morbid look on his face and turns his head around as he points his arm diagonally-upwards. A short distance away from him,
5 blades of police tape rise up from the ground. These strips are about as tall as Adachi and deal
9% damage with low knockback and medium priority before retracting back into the ground. They all intersect with eachother, forming an acute triangle shape with little protrusions above it. This move has a bit more startup and ending lag than a lot of his other moves, but nothing too bad.
M. IZANAGI UP TILT- SPEAR SPIN
If you expected anything particularly special, then this move isn't for you. Magatsu lifts his Spear-Sword above his head and spins it around, creating a quick horizontal disk-shaped hitbox. This spinning blade dishes out
3% damage with good knockback and priority. It's an extremely quick move, perhaps the quickest in M. Izanagi's arsenal. This makes it perfect for comboing, even if M. Izanagi has a limited combo game thanks to his knockback.
ADACHI FORWARD SMASH 1- CRUEL ATTACK
Yeah, remember what I stated up there that Adachi has some self-damaging attacks? Yeah, this comes into play during his smash attacks. What, you thought he only goes emo while summoning Shadows? Oh of course not, silly.
Most of a Persona's physical attacks drain away their master's HP. Luckily, Magatsu Izanagi mostly runs on SP, which Adachi seems to magically regenerate. Rather, his HP-Draining attacks are reserved for his Smashes.
This particular attack damages him by
10% and it's pretty basic: Upon using it,
Magatsu Izanagi automatically comes out, dashing a short distance, and unleashes a flurry of attacks.
These attacks come in the form of 5 quick slices in front of him, each slightly slower than Metaknight's Fsmash. Each of the hits deals
1~2% damage with good knockback and priority. After finishing his barrage of slashes, he'll return back to Adachi's side, disappearing if he didn't have him out in the first place.
Now here's where things get slightly interesting: While M. Izanagi is out slashing mother****ers, Adachi is free to move on his own without being able to summon nor desummon M. Izanagi back. Sorry, no Magatsu-cancelling for you. But strangely,
M. Izanagi is completely invincible while doing this attack. Well that makes up for it, right? But hold on, since Adachi's Fsmash relies on M. Izanagi's presence, wouldn't that mean Adachi is left without an Fsmash during this attack? Well....
ADACHI FORWARD SMASH 2- FOCUS SHOT
...that's where you'd be WROOOOOONG. Believe it or not, Adachi gets an exclusive Fsmash while M. Izanagi is out for this attack.(Along with his Side B, and other attacks, which we'll get into later.)
While flashily twirling his pistol around his finger during the charge animation, Adachi quickly holds out his gun with one hand and fires a single, concentrated shot.(Which ironically has medicore priority.) This one shot fires
in Bullet Time, though the Bullet Time effect only seems to apply to the shot itself. Maybe it's just a really slow moving bullet? Nevertheless, while this bullet is out,
you can now control it using the C-Stick. (For sideways wiimote players, the direction is controlled by tilting the Wii Remote.) This slow-moving bullet lasts onscreen for
1.5 seconds, before simply dropping to the ground.
What you want to do is make this bullet nice and comfy inside your opponent's flesh. Any contact this bullet makes with a foe deals
15%~17% damage...but no knockback. Instead, the opponent just falls to the ground, and shortly gets back up after .5 seconds.
M. IZANAGI FORWARD SMASH- TEMPEST SLASH
Oh it's on now. This is likely to be Magatsu Izanagi's most spammed move, and for a good reason.
This attack damages Adachi by
10% upon execution, but it's probably worth it. What happens is, M. Izanagi instantly does a flash-step towards the opponent, which can be a battlefield platform max. Upon getting close to the foe, M. Izanagi will instantly slash them with a single horizontal slice, dealing
2% damage with no knockback. Now's your chance!
For about 1.5 seconds, you're free to use any of M. Izanagi's attacks. All of his attacks in this state only do about half the damage, but for a good reason: all attacks during these 1.5 seconds now have
absolutely no lag time whatsoever. And to make things even better, none of the attacks have any knockback, save for the last one. Tl;dr: M. Izanagi pretty much becomes a Guilty Gear character on steroids during these 1.5 seconds. You can easily rack up some extreme damage like this, going up to
25% if you have some fast fingers.
Oh, and if you try to use the Fsmash again during the 1.5 seconds of doom, M. Izanagi will just use the horizontal slash he used to start up the move. So there isn't really any way to cancel out of this. Huh.
ADACHI UP SMASH- AIR BLADE
Similar to Cruel Attack, Adachi takes
10% damage in order to pull of this move. And also like Cruel Attack, M. Izanagi automatically pops out upon this move's release. But unlike Cruel Atttack, M. Izanagi decides to
jump 4 SBBs into the air. This initial jump does no damage, though it's the follow up that dishes out the real pain: once in the air, M. Izanagi then starts spinning himself and his spear sword, similarly to Blade Cyclone/Drill rush. Magatsu will then home in on the opponent (though he obviously won't always hit them.), doing a high-priority spin attack on the way down. Each hit from this falling ballerina twirl-thing deals
2% damage with low knockback.
Then, upon reaching the ground, Magatsu Izanagi will get back up and...do the whole thing again. Yes, M. Izanagi
does this move twice, just because he's an
asshole like that. One this move finishes, Magatsu will either disappear or return back to your side, depending on if you had him out or not.
This attack is another example of M. Izanagi's oft-distracting nature, adding well to Adachi's defensive playstyle. However, if you're planning on being really defensive by using a "wall" tactic, this might leave M. Izanagi absent a bit too long. And unlike Cruel Attack, you don't get another Upsmash while M. Izanagi is out. Bummer, right?
M. IZANAGI UP SMASH- AIR BLADE
LOL, YES, IT'S EXACTLY THE SAME AS ADACHI'S UPSMASH, IMAGINE THAT.
WHAT, NO, I'M OBVIOUSLY NOT JUST BEING LAZY, SHUT UP!
Also, control temporarily shifts to Adachi, just so you know.
ADACHI DOWN SMASH- SHADOW BIND
As per usual, Adachi pays
10% damage in order to initiate the attack. The initial animation is almost exactly the same as his Down Smash (ohshi- mindgamez), in which Adachi shoots at the ground directly in front of him, opening up a little portal. Except instead of a shadow popping out, instead out comes.....two hands. See, it's much different from M. Izanagi's down special, since there's TWO hands this time, eh? Eh?
Oh, and these hands have a different effect. Upon contact with a foe, the hands will grab their feet and
hold them down. Nope, nothing really special. They just hold them down. If it helps, the hands
slowly seep 1% of damage into the foe every .3 seconds. Also, they hold your opponent down, y'know? Isn't that your cue to follow this up with an attack?
The hands hold the foe down for 3~5 seconds if they apply no resistance, though they can struggle out of it, like a grab.
M. IZANAGI DOWN SMASH- VORPAL BLADE
erghgurgh,
10% damage, yadda yadda.
During the move's charging animation, Magatsu does his best DBZ impression by pulling his arms together. Upon release, Magatsu lets go as hundreds of tiny crescents flow around his feet.
This swarm of small, orange, high-priority cresents is about half a Kirby tall, and is as long as 1 battlefield platform around M. Izanagi. They hit no more and no less than 3 times during this move's .4 second animation. Each hit does
4~8% damage each with very good horizontal knockback.
So, um, spacing move much? Also an extremely viable KO move due to it's ease to pull off. Not much too special about this move otherwise.
ADACHI NEUTRAL AERIAL- REFUGE IN MADNESS
Adachi seemingly crosses his arms in midair. Instantly afterwards, Police Tape floods out of his sleeves and wraps around most of his body. Most notably, the tape also covers up Adachi's mouth and eyes. Ooh, poetic, poetic. This whole animation is much quicker than it sounds, taking only about .3 seconds.
The effect of this gothic-looking move is simple: While Adachi is wrapped in Tape,
he cannot take damage. He still gets knocked back, but he doesn't take any damage whatsoever. This move unfortunately cannot be canceled out of, but it has little startup or ending time, meaning this move is much more...maneuverable than it sounds. (For lack of a better word)
Anyway, Adachi stays wrapped up for about
2 seconds. If he lands on the ground while wrapped, he'll simply lay on the floor, now acting as a much smaller target. However, he cannot move, recover, do anything during those 2 seconds. Add that to Adachi's already light weight, and it's perhaps not the best idea to use this while defending against knockback-houses. It's Adachi's main defense for Damage-rackers, and that's it. A pretty risky move in general, but an extremely valuable one if used right.
M. IZANAGI NEUTRAL AERIAL- TORNADO SLICE
Magatsu Izanagi takes to the air and.....does a horizontal spin attack with his blade.
Yeah, in case you couldn't tell yet, Magatsu isn't exactly a fountain of uniqueness, is he? Nevertheless, this move is extremely quick, rivaling that of his Up Tilt. It deals
2% for each of the 3 times it hits. Has slightly better knockback than his Up Tilt, but slightly less priority.
ADACHI FORWARD AERIAL- CIRCUT BREAKER
While in the air, Adachi points out his gun and fires a shot! Wait, but this particular shot seemed to be angled a bit.... in fact, it seems to be going slightly into the background, and...
*BREAK*
Holy crap, Adachi just
broke a hole in your TV. And he's not going to pay for damages either. That B
astard! Also, you might want to get a newer TV, since the hole Adachi made now has
a giant wire dangling from it. This wire is about 1 Ganondorf long, and hangs straight down. At the very end of the wire is
a spark of electricity, about the size of a Pokeball. Naturally, this little spark happens to be the only way to damage the foe with this attack. This spark deals
2% damage with mediocre knockback, about enough to hit the foe twice. After a good
1 second, the nice little shadows from Magatsu Mandala will pull the wire back in and patch the hole back up instantly. Naturally, the spark at the end of the wire can still damage foes as it's being pulled up.
A blantant trap/obstacle at it's finest, no doubt. Adachi can only have 1 of these out at a time, but that doesn't make it any less spammable.
M. IZANAGI FORWARD AERIAL- BRUTAL STAB
With almost instant startup, Magatsu thrusts his sword forward. This stab deals
4% damage with mediocre knockback, and has okay priority. There's some ending lag though. If you want to leave the attack is it is, do nothing. However, pressing A again after the first stab makes Magatsu follow this attack up with 3 more quick stabs. These can be easily comboed into the first stab, and deal
2% damage each. They have around the same knockback and priority as well. Problem is, the animation for the last 3 stabs is kind of long, about
.7 seconds. It can leave you kind of open if you use the follow up stabs after you accidentally miss a foe.
ADACHI BACKWARDS AERIAL- SIMPLE SHOT
Behold, the most boring move in Adachi's moveset. Adachi crosses his arms, like Falco during his Nspec. However, his gun is put in the opposite hand, pointing his gun backwards. He then fires, you guessed it, a single simple shot from his pistol. Kinda disappointing, no?
This bullet has low priority, but is fairly quick, and deals
4% damage. Not too shabby of an attack, especially since it's a projectile. It goes as half the distance as Falco's laser, if you wanted to know.
M. IZANAGI BACKWARDS AERIAL- FALSE SEPPUKU
Being the absolute low point for creativity in this set, Magatsu Izanagi quickly stabs himself with his blade. You may think this is one of those self-damaging moves, but you'd be wrong. He actually formed a small hole in his stomach upon sending his blade through it. This blade is about half it's normal size when sticking out through Adachi's back. It deals
2% damage with mediocre knockback and priority. Also, it has some hefty ending lag. So what's the use for this move? Well......
M. IZANAGI SECRET BACKWARDS AERIAL- REAL SEPPUKU
OHSHI- MINDGAYMEZ!!!!11
Pressing A twice upon this move's startup animation (It's a bit tricky to time right, but you should get the hang of it.) will change this move to something more useful. (Albeit riskier.)
You may think this is one of those self-damaging moves....and you'd be absolutely correct. M. Izanagi won't wuss out this time, and will actually stab himself with the blade. This deals a whopping
20% damage to Adachi, complete with a *SCREAM!* sound from the audience. (And Adachi wincing in pain for a bit.) Naturally, the blade sticking out from M. Izanagi's back is now extremely powerful, now being drenched in demon blood. It deals an unholy
30% damage to a foe, with good horizontal knockback. However, the ending time is still pretty crappy, and the blade's hitbox is now a good deal smaller.
ADACHI UP AERIAL- GLASS RAIN
Adachi swiftly fires upwards and...oh god, he blew a hole in your TV set again. Except this time, he shot the front of it. Directly above Adachi's head now rains down
tiny little shards of glass, 10 to be exact. Each shard deals
1% damage with no knockback, and has almost zero priority. However, it's a good damage racker, the other thing Adachi is proficient at besides being a coward.
M. IZANAGI UP AERIAL- DISK BLADE
Don't expect much to fancy here. M. Izanagi starts spinning his blade along it's handle, vertically. This causes the blade to take up a disk-like shape along Magatsu's side, and obviously hurts a bit. The blade hits 3 times during it's rather clunky
.5 second length, doing
3% damage each hit with good knockback and priority. It's ending lag is pretty undisruptive.
ADACHI DOWN AERIAL- MAGATSU CAR PORTAL
Adachi suddenly starts levitating like some sort of god, and immediately points his finger up. Shortly after,
a succession of 3 cars pop out of the ground, one at a time. Only the very front of the cars pop out of the ground, and they're afterwards pulled back into the ground after .3 seconds. The range at which the cars pop out is roughly 1.5 battlefield platforms altogether, with each car being about a kirby in width.
Each of these half-cars deal
6% damage on contact with mediocre upwards knockback. Yet another one of Adachi's ever-essential spacing/stage controlling moves, this can prove to be one of his more annoying ones. Note that this leaves Adachi open for about 1 second, since he's still floating in the air during this attack.
M. IZANAGI DOWN AERIAL- ASSASSIN STRIKE
Kinda similar to his Upair, but not really. Magatsu Izanagi points his blade down and starts crawling on it like some crazy stripper. He sets his fingers on the hilt of the blade, and thrusts the sword down 3 times while falling down. Each hit from this attack deals
3% damage with good downwards knockback and priority. The lag is mostly unpunishable, though he does have one downside if he happens to hit the ground with this move. He'll stab the ground with his blade, and will take .3 seconds to pull it out. Not exactly
too bad, but the lag is still there. Use with caution.
Also, remember how I said this can be used in conjunction with Magatsu's Upspec? Yeah it should be self-explanatory at this point. Just come out of the portal while stabbing down, and BAM, your opponent should be shatting bricks.
GRAB- POLICE BIND
Adachi swiftly shoots out 2 lines of police tape from his sleeve, going a short distance in front of him, slightly shorter than the grappling hook. Anyone caught in the tape will get tied up, and thus grabbed by Adachi. Obviously. This can be used as a tether recovery in mid-air, though I have no idea why you would do that. His Up B has much more range.
By the way, Magatsu Izanagi has no grabs. Just wanted to let you know.
His pummel has him whipping the foe with his pistol, for
1% damage each.
FORWARD THROW- EXTRA PUSH
Adachi turns the opponent around and, oh no! He's about to push them, just like how he pushes people into the TV! Though halfway through, he realizes that there's no TV to push the opponent in, so he just pushes them to the ground. This deals
10% damage with some upwards knockback.
BACKWARDS THROW- FINAL SHOT
Adachi gets behind the victim's back and holds a gun to their head. He says "Good bye" and then fires his pistol into their cranium. This deals a nasty
16% damage, but no knockback, as the foe simply falls to the ground. However, this move can be escaped from halfway through, much like kirby's Fthrow. Upon enough struggling in part of the opponent, the foe may slip away from Adachi's grasp, leaving Adachi shocked and confused for
.3 seconds. Be cautious with this move, obviously.
UP THROW- MAGATSU JUNK PORTAL
Adachi throws the opponent in the air and crosses his arms. From there, a shadow from the background will hold the victim in place, and 6 portals will appear around the foe. Nothing really happens if you don't do anything, but if you constantly press A during this 1 second or less (however long it takes for the foe to break out), random pieces of junk will fly out from the portals. They each do
1% each, and you'll usually end up damaging them by 10%. Though you can obviously rack that up some more if you have some really slick fingers. Universally, there's little knockback afterwards.
DOWN THROW- MAGATSU HELL HOLE
A portal opens on the ground, and Adachi pushes the foe into it. Now's a good time to escape from your foe, as your opponent will be dealt
8% damage while absorbed by the portal for
1 second. They'll then be spit out from the same portal afterwards, with minimal upwards knockback.
Oh now you've done it. Now the worst has happened.
Upon using a smash ball, Adachi starts crouching down and screaming in pain. A short while after, Adachi will turn pitch black with glowing yellow eyes, and float up into the air. A mysterious voice goes, "
ALL HUMANS...WILL BECOME SHADOWS. AND I SHALL DESCEND UPON THE UNITED WORLD... AS THE MASTER OF ORDER."
Suddenly, waves of black water surrounds shadow Adachi, as he absorbs the shadows of Magatsu Mandala. The screen will briefly white out, and will then show the evil god himself,
AMENO SAIGIRI in the background.
"
NOW, LET EVERYTHING VANISH INTO THE SWEET FOG OF ILLUSION." Ameno states.
Ameno will begin to flood the stage with fog, obscuring the screen, until all becomes obscured save a few spots. After 6 seconds, Ameno state's "
WHY DO YOU KEEP FIGHTING? ISN'T THIS WHAT YOU WANT!?" and he'll then tone the fog down, enough to see the action once again. "
FINE THEN. HAVE IT YOUR WAY" Ameno yells, from which you're now free to control Ameno for 10 seconds using this attack list:
B- Nebula Occulus: Ameno will sweep the entire stage with a gigantic laser beam from it's eye. This beam deals a whopping
20% damage with good horizontal knockback.
SIDE B- Quake: Causes the ground to shake for 1 second. Getting hit while the ground is shaking is akin to getting hit by DK's Down B. Opponents will take
10% damage with great upwards knockback
DOWN B- Agneyastra: Meteorites will rain down from the sky. Each meteor is about a kirby in size, and 10 of them rain down during the entire attack. They each do
10% fire damage, with good all-around knockback.
After 10 seconds, and all the opponents aren't dead yet, Ameno will put on a shocked look on his eye.
"VERY WELL THEN..." he says, as he starts to dissolve into stardust. Afterwards, Adachi will fall from the sky, and back into the fray.
Well, in case you couldn't get all of the BLATANTLY OBVIOUS giveaways along the moveset, you should know that Adachi is a heavily defensive character. Of course, his idea of a great defense is a great offense, and that's where Magatsu Izanagi (and Shadows to a lesser extent) comes into play.
The most common, and thus "default" way to play Adachi is to set up a "wall." That is, Adachi's own little fortress in the corner of a stage. They're usually set up using Police Lines as a starting point, and let you get creative from there on. You can choose to use a "solid" wall, which has Adachi hiding behind Police Lines, while he summons a Shadow as a bodyguard. The "solid" wall is then further cemented by using his Up B and Fair along the police line, among other spammy attacks.
However, a more "offensive" wall can also be used if you're feeling more technical(and less risky, with the shadows and all). Simply set up some Police Lines, and have Magatsu Izanagi do most of the fighting for you. While M. Izanagi isn't completely invincible, and he can only be out for a limited time, it's still highly effective due to M. Izanagi's brutal Combos and Knockback.
However, "walls" can get kind of predictable after a while, as even they are far from impenetrable. Thus, walls should be used as a common distraction at higher level play. But heck, a good Adachi player can still get by just fine without using walls. Adachi can approach people with ease, due to M. Izanagi's good priority and attacks. However, it's still important to keep a Adachi in a defensive position most of the time, as he's not exactly the most durable person in the world.
Eh, but most of all, Adachi is a character than rewards creativity. He's generally defensive as a whole, but has many little moves to fit any situation. He's pretty hard to use, especially since he dies so easily, and some of his best moves have big drawbacks. But in the right hands, he can be a near unstopabble beast.
tl;dr: Adachi is a really versatile, if not awkward, character, who puts a very large emphasis on Defense. He has some elements of a stage controller, combo character, and projectile whor
e. He's pretty fragile, but can be very effective if used right.
SITUATIONALS
Ledge Attack- Adachi shoots his pistol a short distance on the ground while rising up. This deals
2% damage.
Ledge Attack(Over 100%)- Shoots the ground 3 times. Each does
2% damage as usual, just....3 times.
Rising Attack- Adachi yells "DAMMIT!" and kicks his foot around upon rising up. Deals
3% damage and hits twice around him.
ADACHI TAUNTS
Up- Adachi takes out 2 cabbages from his suit and munches on one. He then puts them both away.
Side- Adachi holds his stomach and starts pretending (?) to barf.
Down- (You knew this was coming) Adachi faces the screen and puts on a sinister face. He then says "Bit
ches and Whor
es.
M. IZANAGI TAUNTS
Up- Magatsu holds himself together, and then does a WRRYYYYYYYYY stance.
Side- Magatsu spins his blade around, and performs a proud-looking stance.
Down- Magatsu sticks his blade into the ground and hops on top of it. He starts looking ahead strongly.
VICTORIES
1- Adachi looks uneasy as he caresses his stomach. Little shadow blobs start dancing around him, for some reason.
2- Adachi talks on the phone, presumably with Ryoutaro Dojima. He speaks in a calm, happy manner, while he tries to hide all the shadows surrounding him away.
3- This time, the losers don't appear. Instead, a single TV stands in the background, as Adachi innocently walks by with a bag of cabbages
Lose- Adachi puts on a happy and innocent face, and he claps lovingly for the victor.
EXTRA ANIMATIONS
Standing- Adachi stands up calmly, holding his pistol with 1 hand, and puts his free hand to his side.
Standing (Over 100%)- Adachi starts looking a bit insane; he starts hunching down, akin to his actual battle stance. He's a bit of a smaller target like this, due to the lower stance.
Enterance- Adachi jumps in from a TV-shaped portal.