Adelheid(KOFXI)
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Adelheid アーデルハイド | |
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Tiers & Ranking | |
Tier: | A |
Ratio Cost: | 5 Points (old) |
Properties | |
Damage Modifier: | 1.11 |
Stun Modifier: | 1.25 |
Crouch height (Tier): | F |
Quick Guide
- Adelheid is a powerful but very fragile character, with one of the lowest stun values in the game, and almost no defensive options without meter.
- He can deal very high stun combo damage and is therefore excellent to shift to to finish a stun combo.
- Adel should be played as Leader since he has one of the best LDMs in the game: it is relatively safe on block, has just 2F startup, extremely high damage and great utility.
- Playing Adel in 2nd position is also fine because of his stun combo synergy, but less advisable than playing him as Leader.
Neutral
- If Adel has meter, he can take his time in neutral and use 236B/D fireballs, threatening the opponent with his Kreis super (236263B) or LDM.
- If Adel has no meter, he should take the initiative, since his anti-air and other defensive options are basically nonexistent in this situation.
- To approach, try using j.B or j.E.
Offense
- Most of Adel's normals are useless in offense, try to focus on j.B, 2B, 5C, (cancel)6B, 2D and 3A.
- (Small)jump j.B is a good option to jump in, it hits very fast and leads to a mixup between 2B (which in turn leads into combos) or the 63214P command grab.
- 3A can be used as a frame trap after 2B. Since 3A launches, it leads to a full combo.
- 236B/D changes its properties when cancelled into and will become a physical hit. This move should not be done on block, since it is very unsafe.
- The cancel-version of 236D causes massive stun, hard knockdown and has juggle anywhere - use it as a combo ender, eg 2B>2B>6B>236D.
- After Adel's normal throw, he can use walk forward > roll to do left/right okizeme with 5C(2), which gives plenty of time to hit confirm into 6B>236D.
Defense
- If you have at least 1 stock, use Kreis (236236B) as an anti-air on reaction. The move loses to certain low hits, so do not overabuse it too much on wakeup.
- If playing Adel as a Leader, as soon as you have 2 stocks, the enemy must play your game. Due to the crazy startup of 2F, you can almost always use LDM on reaction, even on full screen, against jumps.
- If you are left without meter, try breaking free from pressure with 2-frame jump attacks (regardless of whether they hit) or try a very early j.E to beat jump-in attempts (this is a risky strategy however). You can also try using 5AC(c)>236D (juggle anywhere) as an anti-air against smalljumps, but the 5A hitbox makes this quite difficult.
Colors
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A | B | C | D |
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R1 + ![]() |
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E+A | E+B | E+C | E+D |
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L1 + ![]() |
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Start+A | Start+B | Start+C | Start+D |
Frame Data
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 |
Special Attributes & Bugs
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- Adelheid's front roll goes further than normal (163px instead of 160px)
- Adelheid's back roll goes further than normal (166px instead of 160px)
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
Okizeme
- LDM Crossup on incoming, source: 26.07.2020 robot battle collection
Links
Okinawa-Kaz vs Urasia (Uラシア)
Japanese Wiki
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