Adelheid(KOFXI): Unterschied zwischen den Versionen

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Zeile 4: Zeile 4:
| portrait = [[Image:KOFXI adelheid full.png]]
| portrait = [[Image:KOFXI adelheid full.png]]
|tier_rank = S
|tier_rank = S
|ratio_rank = 5 Punkte
|ratio_rank = 5 Points
|health = 101
|health = 101
|stun_gauge = 80
|stun_gauge = 80
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI Adelheid S.png]]
|[[Datei:KOFXI Adelheid S.png]]
Zeile 65: Zeile 65:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 112: Zeile 112:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Special Cancel auf dem 2. Hit
| style="background-color:#F9F9F9;" |Special Cancel on 2nd Hit
|-
|-
| style="background-color:#F9F9F9;" |'''5C(f)'''
| style="background-color:#F9F9F9;" |'''5C(f)'''
Zeile 176: Zeile 176:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Combot aus leichten Angriffen.
| style="background-color:#F9F9F9;" |Combos from light attacks.
|-
|-
| style="background-color:#F9F9F9;" |'''4B'''
| style="background-color:#F9F9F9;" |'''4B'''
Zeile 184: Zeile 184:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Letzter Hit macht Hard Knockdown.
| style="background-color:#F9F9F9;" |Combos from heavy attacks. Last hit hard knockdown.
|-
|-
| style="background-color:#F9F9F9;" |'''4B(cancel)'''
| style="background-color:#F9F9F9;" |'''4B(cancel)'''
Zeile 197: Zeile 197:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 220: Zeile 220:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Trifft tief
| style="background-color:#F9F9F9;" |hits low
|-
|-
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |'''2C'''
Zeile 236: Zeile 236:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Trifft tief
| style="background-color:#F9F9F9;" |hits low
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Sprungangriffe
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |'''smalljump A'''
Zeile 252: Zeile 252:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Jump A
| style="background-color:#F9F9F9;" |Same Hitbox as Jump A
|-
|-
| style="background-color:#F9F9F9;" |'''jump A'''
| style="background-color:#F9F9F9;" |'''jump A'''
Zeile 258: Zeile 258:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump A
| style="background-color:#F9F9F9;" |Same Hitbox as  smalljump A
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump B'''
| style="background-color:#F9F9F9;" |'''smalljump B'''
Zeile 264: Zeile 264:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Jump B
| style="background-color:#F9F9F9;" |Same Hitbox as Jump B
|-
|-
| style="background-color:#F9F9F9;" |'''jump B'''
| style="background-color:#F9F9F9;" |'''jump B'''
Zeile 270: Zeile 270:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smallump B
| style="background-color:#F9F9F9;" |Same  Hitbox as smallump B
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump C'''
| style="background-color:#F9F9F9;" |'''smalljump C'''
Zeile 276: Zeile 276:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Jump C
| style="background-color:#F9F9F9;" |Same Hitbox as Jump C
|-
|-
| style="background-color:#F9F9F9;" |'''jump C'''
| style="background-color:#F9F9F9;" |'''jump C'''
Zeile 282: Zeile 282:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smallump C
| style="background-color:#F9F9F9;" |Same Hitbox as smallump C
|-
|-
| style="background-color:#F9F9F9;" |'''(small)jump up C'''
| style="background-color:#F9F9F9;" |'''(small)jump up C'''
Zeile 294: Zeile 294:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Jump D
| style="background-color:#F9F9F9;" |Same Hitbox as Jump D
|-
|-
| style="background-color:#F9F9F9;" |'''jump D'''
| style="background-color:#F9F9F9;" |'''jump D'''
Zeile 300: Zeile 300:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smallump D
| style="background-color:#F9F9F9;" |Same Hitbox as smallump D
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump E'''
| style="background-color:#F9F9F9;" |'''smalljump E'''
Zeile 306: Zeile 306:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie Jump E. Fuß hat Hurtbox ab F1 (bug?).
| style="background-color:#F9F9F9;" |Same Hitbox as Jump E. Foot has a Hurtbox from F1.
|-
|-
| style="background-color:#F9F9F9;" |'''jump E'''
| style="background-color:#F9F9F9;" |'''jump E'''
Zeile 312: Zeile 312:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smallump E.
| style="background-color:#F9F9F9;" |Same Hitbox as smallump E.
|-
|-
|}
|}
Zeile 318: Zeile 318:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''236B (Schuss)'''
| style="background-color:#F9F9F9;" |'''236B (Schuss)'''
Zeile 331: Zeile 331:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Projektil.
| style="background-color:#F9F9F9;" |Projectile.
|-
|-
| style="background-color:#F9F9F9;" |'''236B (cancel)'''
| style="background-color:#F9F9F9;" |'''236B (cancel)'''
Zeile 339: Zeile 339:
| style="background-color:#F9F9F9;" |4+?*
| style="background-color:#F9F9F9;" |4+?*
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Geht nur als cancel aus bestimmten Normals. Hit und Projektil kommen gleichzeitig heraus. *=Hit/Projektil.
| style="background-color:#F9F9F9;" |Only works as a cancel, and only from certain attacks. Physical Hit & projectile appear at the same time. *=Hit/Projectile.
|-
|-
| style="background-color:#F9F9F9;" |'''236D (Schuss)'''
| style="background-color:#F9F9F9;" |'''236D (Schuss)'''
Zeile 347: Zeile 347:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Projektil.
| style="background-color:#F9F9F9;" |Projectile.
|-
|-
| style="background-color:#F9F9F9;" |'''236D (cancel)'''
| style="background-color:#F9F9F9;" |'''236D (cancel)'''
Zeile 355: Zeile 355:
| style="background-color:#F9F9F9;" |3+3+?*
| style="background-color:#F9F9F9;" |3+3+?*
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Geht nur als cancel aus bestimmten Normals. Beide Hits haben Juggle Anywhere. *=Hit/Hit/Projektil.
| style="background-color:#F9F9F9;" |Juggle anywhere. Only works as a cancel, and only from certain attacks. Physical Hit & projectile appear at the same time. *=Hit/Projectile.
|-
|-
| style="background-color:#F9F9F9;" |'''236P'''
| style="background-color:#F9F9F9;" |'''236P'''
Zeile 364: Zeile 364:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Reflektiert ab F11 für 32F Projektile. Counterhit-State bis zum Ende der Recovery.
| style="background-color:#F9F9F9;" |Reflects projectiles from F11, for 32F. Counterhit-State until end.
|-
|-
| style="background-color:#F9F9F9;" |'''63214A'''
| style="background-color:#F9F9F9;" |'''63214A'''
Zeile 372: Zeile 372:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Unblockable. Geht auch als Combo. Kleine Hitbox in Teilen der Recovery.
| style="background-color:#F9F9F9;" |Unblockable grab. Can be comboed. Small hurtbox during parts of recovery. Different travel time than C-version.
|-
|-
| style="background-color:#F9F9F9;" |'''63214C'''
| style="background-color:#F9F9F9;" |'''63214C'''
Zeile 380: Zeile 380:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Unblockable. Geht auch als Combo. Kleine Hitbox in Teilen der Recovery.
| style="background-color:#F9F9F9;" |Unblockable grab. Can be comboed. Small hurtbox during parts of recovery. Different travel time than A-version.
|-
|-
| style="background-color:#F9F9F9;" |'''236236B'''
| style="background-color:#F9F9F9;" |'''236236B'''
Zeile 388: Zeile 388:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Unverwundbar F1-9 (bis zum Ende der Active Time). Blockt Projektile F7-20. Achtung: 2C,2D und 5E können nicht in diesen Move gecancelt werden.
| style="background-color:#F9F9F9;" |invul F1-9 (until end of active time). Negates projectiles F7-20. Note: 2C,2D & 5E cannot be cancelled into this move (bug related to 236B/D cancel properties?).
|-
|-
| style="background-color:#F9F9F9;" |'''236236D'''
| style="background-color:#F9F9F9;" |'''236236D'''
Zeile 395: Zeile 395:
| style="background-color:#F9F9F9;" |21+6
| style="background-color:#F9F9F9;" |21+6
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Unverwundbar F1-4 (der gesamte Startup). 1. Hit trifft tief, ist low Profile und kann bei incoming Crossen. Blockt Projektile F41-55. Achtung: 2C,2D und 5E können nicht in diesen Move gecancelt werden.
| style="background-color:#F9F9F9;" |Invul F1-4 (during startup). 1st hit hits low, is low profile & can crossup on incoming. Negates projectiles F41-55. Note: 2C,2D & 5E cannot be cancelled into this move (bug related to 236B/D cancel properties?).
|-
|-
| style="background-color:#F9F9F9;" |'''641236A'''
| style="background-color:#F9F9F9;" |'''641236A'''
Zeile 404: Zeile 404:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Projektil. Langsamer als C-Version. Unverwundbar F1-8.
| style="background-color:#F9F9F9;" |Projectile. Slower than C-Version. Invul F1-8.
|-
|-
| style="background-color:#F9F9F9;" |'''641236C'''
| style="background-color:#F9F9F9;" |'''641236C'''
Zeile 412: Zeile 412:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Projektil. Schneller als A-Version. Unverwundbar F1-8. Projektil erscheint etwas weiter von Adelheid weg als bei 641236A.
| style="background-color:#F9F9F9;" |Projectile. Faster than A-Version. Invul F1-8. Projectile appears further from Adeheild than with 641236A.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214E'''
| style="background-color:#F9F9F9;" |'''2363214E'''
Zeile 420: Zeile 420:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F1-9 Unverwundbar. F10-41 Oberkörper unverwundbar. Die 2363214-Version ruft Adels Schwester rein. So lange sie sichtbar ist, kann man 2363214E nicht nochmal benutzen (2141236E geht aber).
| style="background-color:#F9F9F9;" |F1-9 Invul. F10-41 upper body invul. 2363214-version calls in Adel's sister. While she is visible, 2363214E is locked (2141236E works however).
|-
|-
| style="background-color:#F9F9F9;" |'''2141236E'''
| style="background-color:#F9F9F9;" |'''2141236E'''
Zeile 428: Zeile 428:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |F2-41 Oberkörper unverwundbar.
| style="background-color:#F9F9F9;" |F2-41 upper body invul.


|}
|}


'''236K-Tabelle'''
'''236K-Table'''
{|class="wikitable" style="text-align: center;"
{|class="wikitable" style="text-align: center;"
|-
|-
! Move !! 236K Schuss? !! 236K Hit?
! Move !! 236K Projectile? !! 236K Hit?
|-
|-
| 2A || ja || ja(bei delay)
| 2A || yes|| yes(with delay)
|-
|-
| 5A || nein || ja
| 5A || no|| yes
|-
|-
| 3A || nein || ja
| 3A || no|| yes
|-
|-
| 2B || nein || ja
| 2B || no|| yes
|-
|-
| 5B || nein || ja
| 5B || no|| yes
|-
|-
| 6B || nein || ja
| 6B || no|| yes
|-
|-
| 4B || nein || ja
| 4B || no|| yes
|-
|-
| 5C || nein || ja
| 5C || no || yes
|-
|-
| 2C || ja || nein
| 2C || yes|| no
|-
|-
| 5D || nein || ja
| 5D || no|| yes
|-
|-
| 2D || ja || nein
| 2D || yes|| no
|-
|-
| 5E || ja || nein
| 5E || yes|| no
|-
|-
|}
|}
== Normals ==
2B: Special-Cancel.
5C: Hat 2 Hits. Schwerer Normal der Wahl (der Rest ist viel zu langsam). Der 2. Hit hat Special Cancel (der 1. nicht). Als Meaty (z.B. nach Wurf > Rolle > Crossup) massiver Vorteil, trifft der 2. Hit als Meaty kann man einen 2B linken (leider nutzlos).
2D: brauchbarer(?) Sweep.
j.B: Brauchbarer Jump-in. Kein Crossup(!)
== Command Normals ==
*3A: launcht den Gegner und öffnet ihn für juggles (auch als Chain). Combot aus keinem Ground-Normal, außer einem Back-Hit (!) 5C.
*6B(1. Hit): Special Cancel. Hit-Stun reicht für eine schnelle Quick-Shift-Combo. Chaint und combot aus leichten und schweren Angriffen.
*6B(2. Hit): Hard Knockdown.
*4B(1. und 2. Hit): Special Cancel. Viel Hit-Stun, ermöglicht stärkere Quick-Shift Combos. Chaint aus leichten und schweren Angriffen, combot aber nur aus schweren Angriffen.
*4B(3. Hit): Special Cancel. Sehr wenig Hit-Stun, Quick-Shift-Combo nicht möglich. Combot dennoch in Specials und SUpers.
*4B(4. Hit): Hard Knockdown & Slide.
== Specials ==
*236K: Reppuken, der zu einem 2-Hit Knockdown-Move wird, sollte man ihn aus einer Combo ausführen. Dieser 2. Hit hat Juggle-anywhere-Eigenschaft, das heißt, dass z.B. ein 5C(Anti-Air Hit) > 236D combot. Die B-Version hat Super-Cancel, D-Version dafür 2 Hits und mehr Schaden. Beide Versionen comboen auch aus leichten Angriffen.
*63214P:: Wall Press. Unblockbar. Combot aus schweren Angriffen und Command-Normals.
*236P: Reflector. Genauere Properties unbekannt.
*236Taunt: Ruft die Schwester rein. Verbessert den Leader Super (full invul?)


== Combos ==
== Combos ==
''Anmerkung: 2B > 6B Combos machen den gleichen oder besseren Schaden als C(2) > 4B Combos.''
''Note: 2B > 6B Combos deal the same or better damage than C(2)>4B Combos.''
*3A > LDM


*Corner 3A > delay 236B > link LDM
*2B (> 2B,) > 6B(1Hit), then:
 
*2B (> 2B,) > 6B(1Hit), dann:
**236D
**236D
**236236D
**236236D
Zeile 507: Zeile 473:
**Quick Shift Combo
**Quick Shift Combo


*C(2) > 4B(2-3Hits), dann:
*C(2) > 4B(2-3Hits), then:
**236D
**236D
**236236D
**236236D
**641236P
**641236P
**LDM
**LDM
**Quick Shift Combo (nur nach 4B(2 Hits))
**Quick Shift Combo (only after 4B(2 Hits))
 
*3A > LDM


'''Anti-Air'''
*Corner 3A > delay 236B > link LDM: very high damage, used for punishes, eg. after stun.
*5A > 236D


'''Back-Hit Combos'''
*5A > 236D: anti-air.
*Back-Hit mit Gegner in der Ecke, Quick-Shift zu Adelheid, j.D,\/,5C(2 Hits),3A, link 6B(1 Hit) > 236D. 50% Schaden, fast immer Stun.


===Quick-Shift Combos===


'''Quick-Shift Combos'''
*Back-Hit with opponent in corner, Quick-Shift to Adelheid, j.D,\/,5C(2 Hits),3A, link 6B(1 Hit) > 236D. 50% damage, almost always stuns.


*'''midscreen 3A, QS Oswald,\/, 3A, max delay 214C,236B,236E:''' Ace-Setup.
*'''midscreen 3A, QS Oswald,\/, 3A, max delay 214C,236B,236E:''' Ace-Setup.




== Strategie ==
== Strategy ==


'''Anti Airs: 5A,5B,2C,5E, 236K'''
'''Anti Airs: 5A,5B,2C,5E, 236K'''


*'''2B > 3A:''' Frame-Trap, kann in LDM confirmed werden (3A öffnet den Gegner für Juggles).
*'''2B > 3A:''' Frame-Trap, can be confirmed into LDM (3A enables juggles).


*'''236236D als Reversal > shift-in, Combo:''' danach kann gecombot werden. 236236D stellt außerdem den Gegner auf, falls dieser geduckt war (macht Shift-in combos einfacher). Bei Air-Hit ???
*'''Reversal 236236D > shift-in, Combo:''' the first hit of 236236D has massive hit stun and enables combos. 236236D also puts the opponent into standing position, which makes shift in combos easier.


*'''Auf Hit oder Block 2B > 2B > 6B(1 Hit) > Quick Shift (kein Jump-in) > Landung hinter dem Gegner.''' Besonders nützlich mit Oswald für sein Mid-Screen, back-turned Ace-Setup: 2B,2A,214C(2 Hits),236D,236A(Whiff), turn-around 3A, may delay 214C,236B,236E.
*'''On hit or block 2B > 2B > 6B(1 Hit) > Quick Shift (no Jump-in or whiff jump-in) > land behind opponent.''' useful with eg. Oswald for his midscreen, back-turned ace setup: 2B,2A,214C(2 Hits),236D,236A(Whiff), turn-around 3A, may delay 214C,236B,236E.


*'''Gegner Shiftout fullscreen > auf Reaktion LDM:''' trifft hereinspringenden Charakter (!)
*'''Opponent shifts out fullscreen or simply jumps: use LDM:''' LDM can be used to punish shifts on reaction against the incoming opponent


== Links ==
== Links ==
[https://www.youtube.com/watch?v=ck30c0BxnnY Kazu vs Urasia (Uラシア)]<br>
[https://www.youtube.com/watch?v=ck30c0BxnnY Kazu vs Urasia (Uラシア)]<br>
[http://seesaawiki.jp/w/givingleaf1/d/%a5%a2%a1%bc%a5%c7%a5%eb%a5%cf%a5%a4%a5%c9 Japanische Wiki]
[http://seesaawiki.jp/w/givingleaf1/d/%a5%a2%a1%bc%a5%c7%a5%eb%a5%cf%a5%a4%a5%c9 Japanese Wiki]


{{KOFXI_Navi}}
{{KOFXI_Navi}}

Version vom 22. Mai 2020, 12:34 Uhr

Adelheid
アーデルハイド
KOFXI adelheid full.png
Tiers & Ranking
Tier: S
Ratio Cost: 5 Points
Properties
Damage Modifier: 101
Stun Modifier: 80
Crouch height (Tier): F

Colors

KOFXI Adelheid S.png KOFXI Adelheid X.png KOFXI Adelheid T.png KOFXI Adelheid C.png
X
A B C D
KOFXI Adelheid R1S.png KOFXI Adelheid R1X.png KOFXI Adelheid R1T.png KOFXI Adelheid R1C.png
R1 +⃞ R1 + X R1 + △ R1 + ⃝
E+A E+B E+C E+D
KOFXI Adelheid L1S.png KOFXI Adelheid L1X.png KOFXI Adelheid L1T.png KOFXI Adelheid L1C.png
L1 +⃞ L1 + X L1 + △ L1 + ⃝
Start+A Start+B Start+C Start+D

Frame Data

Standing Attacks
Attack Hitbox Startup Active Adv Cancel Note
5A(c) Kofxi adelheid 5A(c).png 4 ? ?
5A(f) Kofxi adelheid 5A(f).png 4 ? ?
5B(c) Kofxi adelheid 5B(c).png 4 ? ?
5B(f) Kofxi adelheid 5B(f).png 8 ? ?
5C(c) Kofxi adelheid 5C(c) 1.pngKofxi adelheid 5C(c) 2.png 7 ? ? S Special Cancel on 2nd Hit
5C(f) Kofxi adelheid 5C(f).png 15 ? ?
5D(c) Kofxi adelheid 5D(c).png 17 ? ?
5D(f) Kofxi adelheid 5D(f).png 15 ? ?
5E Kofxi adelheid 5E.png 11 ? ?
3A Kofxi adelheid 3A.png 15 ? ? S Launcher
3A(cancel) Kofxi adelheid 3A(cancel).png ? ? ? S Launcher
6B Kofxi adelheid 6B 1.pngKofxi adelheid 6B 2.pngKofxi adelheid 6B 3.png 7 ? ? S 2. Hit Overhead & Knockdown.
6B(cancel) Kofxi adelheid 6B(cancel) 1.pngKofxi adelheid 6B(cancel) 2.png ? ? ? S Combos from light attacks.
4B Kofxi adelheid 4B 1.pngKofxi adelheid 4B 2.pngKofxi adelheid 4B 3.png 15 ? ? S Combos from heavy attacks. Last hit hard knockdown.
4B(cancel) Kofxi adelheid 4B(cancel) 1.pngKofxi adelheid 4B(cancel) 2.pngKofxi adelheid 4B(cancel) 3.png ? ? ? S
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi adelheid 2A.png 6 ? ? S
2B Kofxi adelheid 2B.png 5 ? ? S hits low
2C Kofxi adelheid 2C.png 12 ? ? S
2D Kofxi adelheid 2D.png 9 ? ? S hits low
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi adelheid jump A.png 4 8 Same Hitbox as Jump A
jump A Kofxi adelheid jump A.png 6 12 Same Hitbox as smalljump A
smalljump B Kofxi adelheid jump B.png 8 8 Same Hitbox as Jump B
jump B Kofxi adelheid jump B.png 8 16 Same Hitbox as smallump B
smalljump C Kofxi adelheid jump C.png 8 8 Same Hitbox as Jump C
jump C Kofxi adelheid jump C.png 10 8 Same Hitbox as smallump C
(small)jump up C Kofxi adelheid jump up C.png 9 8
smalljump D Kofxi adelheid jump D.png 12 4 Same Hitbox as Jump D
jump D Kofxi adelheid jump D.png 10 6 Same Hitbox as smallump D
smalljump E Kofxi adelheid jump E.png 12 4 Same Hitbox as Jump E. Foot has a Hurtbox from F1.
jump E Kofxi adelheid jump E.png 8 4 Same Hitbox as smallump E.
Specials & Supers
Move Hitbox Startup Active Adv Cancel Note
236B (Schuss) Kofxi adelheid 236B 1.pngKofxi adelheid 236B 2.png 12 ? ? S Projectile.
236B (cancel) Kofxi adelheid 236B cancel 1.pngKofxi adelheid 236B cancel 2.png 7 4+?* ? S Only works as a cancel, and only from certain attacks. Physical Hit & projectile appear at the same time. *=Hit/Projectile.
236D (Schuss) Kofxi adelheid 236D 1.pngKofxi adelheid 236D 2.png 11 ? ? S Projectile.
236D (cancel) Kofxi adelheid 236D cancel 1.pngKofxi adelheid 236D cancel 2.png 10 3+3+?* ? S Juggle anywhere. Only works as a cancel, and only from certain attacks. Physical Hit & projectile appear at the same time. *=Hit/Projectile.
236P Kofxi adelheid 236P 1.pngKofxi adelheid 236P 2.png 11 16 ? - Reflects projectiles from F11, for 32F. Counterhit-State until end.
63214A Kofxi adelheid 63214A 1.pngKofxi adelheid 63214A 2.pngKofxi adelheid 63214P 2.png 15 ? ? - Unblockable grab. Can be comboed. Small hurtbox during parts of recovery. Different travel time than C-version.
63214C Kofxi adelheid 63214C 1.pngKofxi adelheid 63214C 2.pngKofxi adelheid 63214P 2.png 17 ? ? - Unblockable grab. Can be comboed. Small hurtbox during parts of recovery. Different travel time than A-version.
236236B Kofxi adelheid 236236B 1.pngKofxi adelheid 236236B 2.pngKofxi adelheid 236236B 3.pngKofxi adelheid 236236B 4.png 8 2 ? - invul F1-9 (until end of active time). Negates projectiles F7-20. Note: 2C,2D & 5E cannot be cancelled into this move (bug related to 236B/D cancel properties?).
236236D Kofxi adelheid 236236D 1.pngKofxi adelheid 236236D 2.pngKofxi adelheid 236236D 3.png 5/42 21+6 ? S Invul F1-4 (during startup). 1st hit hits low, is low profile & can crossup on incoming. Negates projectiles F41-55. Note: 2C,2D & 5E cannot be cancelled into this move (bug related to 236B/D cancel properties?).
641236A Kofxi adelheid 641236A 1.pngKofxi adelheid 641236A 2.png 16 ? ? - Projectile. Slower than C-Version. Invul F1-8.
641236C Kofxi adelheid 641236C 1.pngKofxi adelheid 641236C 2.png 16 ? ? - Projectile. Faster than A-Version. Invul F1-8. Projectile appears further from Adeheild than with 641236A.
2363214E Kofxi adelheid 2363214E 1.pngKofxi adelheid 2363214E 2.png 2 40 ? - F1-9 Invul. F10-41 upper body invul. 2363214-version calls in Adel's sister. While she is visible, 2363214E is locked (2141236E works however).
2141236E Kofxi adelheid 2141236E 1.pngKofxi 2141236E 2.png 2 40 ? - F2-41 upper body invul.

236K-Table

Move 236K Projectile? 236K Hit?
2A yes yes(with delay)
5A no yes
3A no yes
2B no yes
5B no yes
6B no yes
4B no yes
5C no yes
2C yes no
5D no yes
2D yes no
5E yes no

Combos

Note: 2B > 6B Combos deal the same or better damage than C(2)>4B Combos.

  • 2B (> 2B,) > 6B(1Hit), then:
    • 236D
    • 236236D
    • 641236P
    • LDM
    • Quick Shift Combo
  • C(2) > 4B(2-3Hits), then:
    • 236D
    • 236236D
    • 641236P
    • LDM
    • Quick Shift Combo (only after 4B(2 Hits))
  • 3A > LDM
  • Corner 3A > delay 236B > link LDM: very high damage, used for punishes, eg. after stun.
  • 5A > 236D: anti-air.

Quick-Shift Combos

  • Back-Hit with opponent in corner, Quick-Shift to Adelheid, j.D,\/,5C(2 Hits),3A, link 6B(1 Hit) > 236D. 50% damage, almost always stuns.
  • midscreen 3A, QS Oswald,\/, 3A, max delay 214C,236B,236E: Ace-Setup.


Strategy

Anti Airs: 5A,5B,2C,5E, 236K

  • 2B > 3A: Frame-Trap, can be confirmed into LDM (3A enables juggles).
  • Reversal 236236D > shift-in, Combo: the first hit of 236236D has massive hit stun and enables combos. 236236D also puts the opponent into standing position, which makes shift in combos easier.
  • On hit or block 2B > 2B > 6B(1 Hit) > Quick Shift (no Jump-in or whiff jump-in) > land behind opponent. useful with eg. Oswald for his midscreen, back-turned ace setup: 2B,2A,214C(2 Hits),236D,236A(Whiff), turn-around 3A, may delay 214C,236B,236E.
  • Opponent shifts out fullscreen or simply jumps: use LDM: LDM can be used to punish shifts on reaction against the incoming opponent

Links

Kazu vs Urasia (Uラシア)
Japanese Wiki

Navigation