Pain in the Ass!

236A/B followed by A/B

"You're irritating me!"

Version Damage Guard Startup Active Recovery Frame Adv. Attribute Calm Down!

Walk Stance - ALL - - - - - A 900 ALL 4 - - -10 - B 1000 ALL 8 - - -10 - SB 1000 ALL 4 - - -10 - Note: The attack performed depends on what version of "Calm Down" is used. Pressing A/B will do the same thing. All versions can be super cancelled.

During the walking animation, Adachi's non-Persona moves are replaced with a tackle followup. He can still do AOA, Throw, DP, Specials (including hop cancel) and Persona normals, but he cannot jump, dash nor roll.

Side Note: On the very last frames, if the opponent has switched sides with Adachi, the followup will correct itself and tackle the opponent. A: Ram attack which knocks the opponent away. B: When the move hits, Adachi will grab them and throw them backwards spinning. Useful tool when you want to extend combos and get out of the corner.

At a certain part on the hitbox, around the top part, it will not auto-grab the opponent but instead cause the opponent to slide which can be followed up, doing an extra chunk of damage in many corner combos.

There are a few character that can't / are really hard to cause slide on. Said characters are Kanji (can be done but it's pretty hard) Yukiko, Sho and Minazuki. SB: Same as B version, but the move leaves the opponent in a spinning state right next to you, allowing for microdash 5B to continue the combo or combo into Ghastly Wail as a finisher. It's also comboable into SB Megidola, although the timing can be strict, which is somewhat impractical. Can also cause slide but shouldn't be used for it as B does the same damage and proration but without the meter use.

It also has some invuln frames that is only weak against throws. Everything else will go right through. However, said invuln does not kick immediately nor does it last the whole duration. Adachi is only invuln the time he's flashing on blue.

This property is not carried to the tackle followup.