Adelheid(KOFXI)
Zur Navigation springen
Zur Suche springen
Adelheid アーデルハイド | |
![]() | |
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 (236236B) 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.
- The 63214P command grab might look unassuming and doesn't lead to much, but is a useful tool that will hit more often than you would expect, and should be used during pressure.
- 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 5A(c)>236D (juggle anywhere) as an anti-air against smalljumps, but the 5A hitbox makes this quite difficult.
Colors
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
A | B | C | D |
![]() |
![]() |
![]() |
![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
![]() |
![]() |
![]() |
![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
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 | Only cancels into 236K |
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.C | 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. Does not give meter to the opponent. 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)
- (Practice mode only) If supers are spammed after 2363214E until Adel's sister leaves the screen, the next 2363214Es will not trigger her to appear and the move can be used with no cooldown for about 30 seconds.
- Adelheid's 2C only cancels into 236K. Whether this is intentional or a bug is unknown.
- 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
- 3A > delay 236236D
- 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
- 2B>6B>236D, 63214P whiff, meaty 5D
236263D Crossups
Note: thanks to Olaf for those
- Corner: kill with 63214P, backdash, superjump forward, 236236D (crossup)
- Corner: kill with 236B (physical hit), jump up, 236236D (crossup)
Matchups
vs Oswald
- Use 63214P to punish blocked rekkas if you don't want to spend meter on 236236D or LDM.
Strategy against Adelheid
Countering Sklagen (LDM)
- VIdeo from Rock showing how to punish LDM during startup
- Video from Rock showing how to punish LDM with a Guard Cancel Roll
Videos
very strong Adel play on point vs Yanjirou
Okinawa-Kaz vs Urasia (Uラシア)
Links
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber