Adelheid(KOFXI): Unterschied zwischen den Versionen

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*'''Opponent shifts out fullscreen or simply jumps: use LDM:''' LDM can be used to punish shifts on reaction against the incoming opponent
*'''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, [https://youtu.be/Px3gdJHgigo?t=248 source: 26.07.2020 robot battle collection]


== Links ==
== Links ==

Version vom 27. Juli 2020, 21:51 Uhr

Adelheid
アーデルハイド
KOFXI adelheid full.png
Tiers & Ranking
Tier: S
Ratio Cost: 5 Points
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 nonexistant 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

KOFXI Adelheid S.png KOFXI Adelheid X.png KOFXI Adelheid T.png KOFXI Adelheid C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Adelheid R1S.png KOFXI Adelheid R1X.png KOFXI Adelheid R1T.png KOFXI Adelheid R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
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 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
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
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.
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 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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi adelheid 5A(c).png 4 2 +5 +4
5A(f) Kofxi adelheid 5A(f).png 4 4 +2 +1
5B(c) Kofxi adelheid 5B(c).pngKofxi adelheid 5B(c) 2.png 4 2 -1 -2 Leg has no hurtbox.
5B(f) Kofxi adelheid 5B(f).png 8 4 -1 -2
5C(c) Kofxi adelheid 5C(c) 1.pngKofxi adelheid 5C(c) 2.png 7/12* 4+4 +7 +6 Special Cancel on 2nd Hit. *=if first hit whiffs.
5C(f) Kofxi adelheid 5C(f).png 15 7 -1 -2
5D(c) Kofxi adelheid 5D(c).png 17 4 +5 +4
5D(f) Kofxi adelheid 5D(f).png 15 4 -5 -6
5E Kofxi adelheid 5E.png 11 6 KD -1
6B Kofxi adelheid 6B 1.pngKofxi adelheid 6B 2.png 7/27* 6+2 KD +6 2. Hit Overhead & Knockdown. *=if first hit whiffs. Cancel version is the same.
4B Kofxi adelheid 4B 1.pngKofxi adelheid 4B 2.pngKofxi adelheid 4B 3.pngKofxi adelheid 4B gif.gif 15 4+3+18* ? -16 Leg hurtbox during first hit not in counter hit state. Combos from heavy attacks. Hit 1-3 special cancel. *=3rd & 4th hit have same hitbox. 4th hit = hard knockdown. Cancel version is the same.
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi adelheid 2A.png 6 3 +4 +3 Special Cancel.
2B Kofxi adelheid 2B.png 5 4 +3 +2 Special Cancel.
2C Kofxi adelheid 2C.png 12 5 -3 -4 Special Cancel.
2D Kofxi adelheid 2D.png 9 6 KD -3 Special Cancel.
3A Kofxi adelheid 3A.png 15 6 KD +1 Launcher. Special Cancel. Cancel version is the same.
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 (Shot) Kofxi adelheid 236B 1.pngKofxi adelheid 236B 2.png 12 ? -5* -6* Projectile. *=Point Blank.
236B (cancel) Kofxi adelheid 236B cancel 1.pngKofxi adelheid 236B cancel 2.png 7 4+?* KD -14* Only works as a cancel, and only from certain attacks. Physical Hit & projectile appear at the same time. *=Hit/Projectile. *2=Point Blank.
236D (Shot) Kofxi adelheid 236D 1.pngKofxi adelheid 236D 2.png 11 ? -13 -14 Projectile.
236D (cancel) Kofxi adelheid 236D cancel 1.pngKofxi adelheid 236D cancel 2.png 10 3+3+?* KD -10* Juggle anywhere. Only works as a cancel, and only from certain attacks. Physical Hit & projectile appear at the same time. *=Hit/Projectile. *2=Point Blank.
236P Kofxi adelheid 236P 1.pngKofxi adelheid 236P 2.png 11 16 KD -36 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 ? KD / 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 ? KD / 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 KD -12 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 KD -4 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 ? KD -14* Projectile. Slower than C-Version. Invul F1-8. *=Point Blank.
641236C Kofxi adelheid 641236C 1.pngKofxi adelheid 641236C 2.png 16 ? KD -14* Projectile. Faster than A-Version. Invul F1-8. Projectile appears further from Adeheid than with 641236A. *=Point Blank.
2363214E Kofxi adelheid 2363214E 1.pngKofxi adelheid 2363214E 2.png 2 40 KD -14 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 KD -14 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

Special Attributes & Bugs

  • Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.

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

Links

Kazu vs Urasia (Uラシア)
Japanese Wiki

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