Adelheid(KOFXI): Unterschied zwischen den Versionen

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Keine Bearbeitungszusammenfassung
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]


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