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 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
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L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 4 | 2 | +5 | +4 | |
5A(f) | 4 | 4 | +2 | +1 | |
5B(c) | 4 | 2 | -1 | -2 | |
5B(f) | 8 | 4 | -1 | -2 | |
5C(c) | 7 | 4+4 | +7 | +6 | |
5C(f) | 15 | 7 | -1 | -2 | |
5D(c) | 17 | 4 | +5 | +4 | |
5D(f) | 15 | 4 | -5 | -6 | |
5E | 11 | 6 | KD | -1 | |
GC | 8 | 3 | KD | -13 | |
6B | 7/27* | 6+2 | KD | +6 | 2nd Hit overhead. *= if first hit whiffs. |
4B | 15 | 4+3+18 | KD | -16 | Special cancel hit 1-3. 4th hit hard knockdown. |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 6 | 3 | +4 | +3 | |
2B | 5 | 4 | +3 | +2 | |
2C | 12 | 5 | -3 | -4 | |
2D | 9 | 6 | KD | -3 | |
3A | 15 | 6 | KD | +1 | Launcher. |
small A | 4 | 8 | Same Hitbox as Jump A | ||
j.A | 6 | 12 | Same Hitbox as smalljump A | ||
small B | 8 | 8 | Same Hitbox as Jump B | ||
j.B | 8 | 16 | Same Hitbox as smallump B | ||
small C | 8 | 8 | Same Hitbox as Jump C | ||
j.C | 10 | 8 | Same Hitbox as smalljump C | ||
small u.D | 9 | 8 | |||
small D | 12 | 4 | Same Hitbox as Jump D | ||
j.D | 10 | 6 | Same Hitbox as smallump D | ||
small E | 12 | 4 | Same Hitbox as Jump E. Foot has a Hurtbox from F1. | ||
j.E | 8 | 4 | Same Hitbox as smallump E. | ||
236B(S) | 12 | -5* | -6* | Shot version. *=Point Blank. | |
236B(C) | 7 | 4+X | KD | -14* | Cancel version. *=Point Blank. |
236D(S) | 11 | -13* | -14* | Shot version. *=Point Blank. | |
236D(C) | 10 | 3+3+X | KD | -10* | Cancel version. Juggle anywhere. *=Point Blank. |
236P | 11 | 16 | KD | -36 | Reflects projectiles from F11, for 32F. |
63214A | 15 | KD | / | Command grab. Triggers on proximity. | |
63214C | 17 | KD | / | Command grab. Triggers on proximity. Different speed than A-version. | |
236236B | 8 | 2 | KD | -12 | invul F1-9. Negates projectiles F7-20. |
236236D | 5/42 | 21+6 | KD | -4 | 2nd hit Juggle anyhwhere. 1st hit hits low, is low profile & can crossup on incoming. Invul F1-4. Negates projectiles F41-55. |
641236A | 16 | KD | -14* | Projectile. Slower than C-Version. Invul F1-8. *=Point Blank. | |
641236C | 16 | KD | -14* | Projectile. Faster than A-Version. Invul F1-8. Projectile appears further from Adeheid than with 641236A. *=Point Blank. | |
2363214E | 2 | 40 | KD | -14 | F1-9 Invul. F10-41 upper body invul. 2363214-version calls in Adel's sister. While visible, 2363214E is locked (2141236E works ). |
2141236E | 2 | 40 | KD | -14 | F2-41 upper body invul. |
236T | / | 4 | / | / | Special Taunt. 4F total duration. No counterhit-state. Blocks 2363214E (but not 2141236E) while Adel's sister is on the screen. Only specific normals cancel into it (2A,2D,5E). |
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 |
236T cancel Frame Data
Move | Hit | Guard |
---|---|---|
2A>236T | +9 | +8 |
2D/5E>236T | KD | +16 |
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)
- His 236T (special taunt) only has 4F duration. It can be cancelled from only 4 normals: 2A,2D,5E + 2C (startup only). Since the duration is so short, this enables combos, eg. 2A > 236T > 5C.
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, 5A>236D
- 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
- Throw, dash, 2B whiff, meaty 5D: source: lunatic ryoji & maddo
Links
Okinawa-Kaz vs Urasia (Uラシア)
Japanese Wiki
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