This match proves bullying is a serious problem in Persona and the Narukami has to be stopped.
On a serious note it seems Narukami can shut down most of what Adachi can do with air Zio, stop any and all J.C spamming with 2B if Adachi manages to get past Zio, and make Adachi take a massive amount of risks just to get an inch.
For Adachi the only way to not suffer completely is to prevent Narukami from doing anything from the moment the round starts, pretty much all of Narukami's normals will beat Adachi's out properly spaced, you can't really 2D Air Zio except off of a read because the projectile will either tag you or Narukami will recover fast enough to tag your Persona, and Adachi is in a much worse place with a broken Persona.
Facing a Yu who knows how to properly space 5B, and knows about Adachi's gimmicks will lead you to many lost Persona cards, it comes out fast, will stuff your Persona normals before it's active frames, and is better than any of your non-persona normals. The main way to beat 5B is to sweep or gunshot, both require a read to actually use except gunshot which is mainly a "stay away from me" move or to tag his Persona in neutral.
Because Narukami can pretty much shut down Adachi's air offensive, Adachi is forced to play a more defensive ground based punish game, then use any punishes to swing the momentum in his favor, and as far as I can tell that's the only way to win this matchup, capitalizing on even the smallest mistakes, this matchup is at Narukami's pace. You need to play slow until he makes a mistake, or you make a read then prevent him from doing anything else, bully him back so to speak.
Knowing how to protect Magatsu Izanagi is crucial in this match, if you get Persona broke you are out of options, you could say that for every Adachi matchup but it's really important against Narukami, you -don't- want him to be free to approach you.
Using DP against Narukami is really really bad, as far as I can tell. On wakeup he can easily safe jump over you with J.2B for a free punish, although I believe this has to be done late to cross-up the DP. In blockstrings jump cancels will easily avoid DP if you're trying to mash, and Narukami has no real reason to commit to anything dangerous because of your lack of reversals.
But it isn't all bad for Adachi, with 50 meter Adachi shuts down air Zio as an option, as Atom Smasher will punish, also he can use 2D almost free because he can punish breaking the Persona with C Atom Smasher, with 25 meter Adachi can use SB Pain in the ass! to punish moves do to its invincibility, if Persona broken, for a hefty cost you can lock Narukami down at range by using SB Gunshot twice in a row, most of the time they'll block instead of continuing to approach if you have the meter for more shots, this isn't really Narukami specific though.
Overall I think this matchup is heavily in Narukami's favor, he doesn't have to take any risks, approaching him is costly in Persona cards, probably your most valuable resource next to life, Adachi's options without them are few and far between, and if you want to make an awakening comeback Narukami can just zone you out, even without Zio thanks to the great range of his normals and the reliance on your Persona.