Ys vs. Sora no Kiseki: Alternative Saga/Adol: Difference between revisions

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| '''Tankiness Rating''' || Average (1.03%)
| '''Tankiness Rating''' || Average (1.03%)
|-
|-
| '''Difficulty''' || Easy
| '''Learning Difficulty''' || Intermediate
|-
|-
! align="center" colspan="2" | Stats
! align="center" colspan="2" | Stats
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{{TOClimit|3}}
{{TOClimit|3}}


== Introduction ==
== Introduction ==
Ys has always being known for being a fast-paced series, ever since its debut in 1987. Thus, it makes sense for its protagonist, Adol, to act as Ys vs. Trails' resident gorilla. Thanks to his above average mobility, chasing his opponents is fairly easy, which lets him get into his preferred range: right into his opponent's face. Once there, he can unleash an onslaught of attacks, most of which have very little recovery. '''Fire''', his projectile Skill, comes to mind as an excellent offensive tool thanks to its criminally low recovery, letting Adol easily reset pressure. He can easily hitconfirm his openings into '''Aerial Thrust''', his main launcher, in order to deal pretty good damage without having to sacrifice his SP. All of this makes him very dangerous at close range. On top of that, his ranged presence is slightly better than other rushdowns thanks to '''Fire''' and '''Dominator''', an armored Skill that comes with great horizontal range. However, these options either leads to poor damage or are very expensive, making Adol quite weaker at further ranges.
Ys has always being known for being a fast-paced series, ever since its debut in 1987. Thus, it makes sense for its protagonist, Adol, to act as Ys vs. Trails' resident gorilla. Thanks to his above average mobility, chasing his opponents is fairly easy, which lets him get into his preferred range: right into his opponent's face. Once there, he can unleash an onslaught of attacks, most of which have very little recovery. '''Fire''', his projectile Skill, comes to mind as an excellent offensive tool thanks to its criminally low recovery, letting Adol easily reset pressure. He can easily hitconfirm his openings into '''Aerial Thrust''', his main launcher, in order to deal decent good damage without having to sacrifice too much SP. All of this makes him very dangerous at close range. On top of that, his ranged presence is slightly better than other rushdowns thanks to '''Fire''' and '''Dominator''', an armored Skill that comes with great horizontal range. However, these options either leads to poor damage or are very expensive, making Adol quite weaker at further ranges. While he does have some damaging routes at max range, they are extremely costly in resources, as well as very difficult to perform.


Adol is recommended for players who loves playing gorillas in other games. He is also perfect for all Ys fans who wants to feel right at home while playing/learning the game.
Adol is recommended for players who loves playing gorillas in other games. He is also perfect for all Ys fans who wants to feel right at home while playing/learning the game.<br>
'''Similar to:''' Mario


{{ProConTable
{{ProConTable
|intro= '''Adol''' is a beginner-friendly gorilla who can always stay on the offensive thanks to his generally low recovery frames.
|intro= '''Adol''' is a beginner-friendly gorilla who can always stay on the offensive thanks to his generally low recovery frames. However,
|pros=
|pros=
* '''Suffocating Pressure:''' Adol has very little recovery on most of his attacks, making him very dangerous at close range.
* '''Suffocating Pressure:''' Adol has very little recovery on most of his attacks, making him very dangerous at close range.
* '''Good Mobility:''' Adol's movement stats are above average. This helps him chase opponents when on the offensive.
* '''Good Mobility:''' Adol's movement stats are above average. This helps him chase opponents when on the offensive.
* '''Great Combos:''' Adol's combos deals good damage while remaining very SP efficient. This is fairly rare in Ys vs Trails.
* '''Flexible:''' Adol's kit is well rounded enough for him to run a variety of different builds.


|cons=
|cons=
* '''Short Range:''' Adol's sword isn't very long, making his range somewhat shorter than usual.
* '''Short Range:''' Adol's sword isn't very long, making his range somewhat shorter than usual.
* '''Steep Execution Curve:''' Adol's max range routes can be difficult to learn/pull off, especially if one wants to squeeze out as much damage as possible.
}}
}}
''All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)''
''All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)''
Line 75: Line 75:
|image5=YvK_Adol_E.png
|image5=YvK_Adol_E.png
|caption5=E
|caption5=E
|name=ABCDE
|name=Ground Normal Link
|input=ABCDE
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
Line 96: Line 97:
  |version=C
  |version=C
  |damage=102
  |damage=102
  |impact=14+5
  |impact=14+3
  |spCost=
  |spCost=
  |properties=
  |properties=
Line 116: Line 117:
  |properties=
  |properties=
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''A:'''
|startup=4
|active=6
|recovery=6
|frcStart=8
|frcEnd=15
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''B:'''
|startup=3
|active=6
|recovery=9
|frcStart=8
|frcEnd=17
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''C:'''
|startup=3
|active=6
|recovery=6
|frcStart=9
|frcEnd=14
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''D:'''
|startup=4
|active=7
|recovery=8
|frcStart=9
|frcEnd=18
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''E:'''
|startup=5
|active=7
|recovery=5
}}
<hr>
Very fast normal link. In most circumstances, only the first 2 hits will combo, although the entire string remains very good in pressure.
Very fast normal link. In most circumstances, only the first 2 hits will combo, although the entire string remains very good in pressure.
* '''C''', '''D''' and '''E''' will only hit opponents in front of Adol starting frame 5
  }}
  }}
}}
}}
Line 127: Line 168:
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
|version=Ground/Air
|subtitle=[A] / j.[A]
  |damage=122
  |damage=122
  |impact=7
  |impact=7
|spCost=
|properties=Soft Armor
}}
{{AttackData-YvK
|header=no
|version=Dash
|subtitle=d.[A]
|damage=122
|impact=6
  |spCost=
  |spCost=
  |properties=Soft Armor
  |properties=Soft Armor
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|active=6
|recovery=7
|frcStart=17
|frcEnd=19
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=7
|active=6
|recovery=7
|frcStart=11
|frcEnd=19
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Dash:'''
|startup=6
|active=5
|recovery=4
|frcStart=10
|frcEnd=14
}}
<hr>
Simple but very effective Charge Attack. Somewhat easy to insert in a combo, it lets Adol rapidly gain SP as he attacks.
Simple but very effective Charge Attack. Somewhat easy to insert in a combo, it lets Adol rapidly gain SP as he attacks.
* Gives 24 SP on contact
* Gives 24 SP on contact
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|image3=YvK_Adol_jC.png
|image3=YvK_Adol_jC.png
|caption3=j.C
|caption3=j.C
|name=j.ABC
|name=Air Normal Link
|input=j.ABC
|data=
|data=
   {{AttackData-YvK
   {{AttackData-YvK
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  |properties=
  |properties=
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''j.A:'''
|startup=3
|active=6
|recovery=8
|frcStart=9
|frcEnd=16
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''j.B:'''
|startup=2
|active=7
|recovery=10
|frcStart=9
|frcEnd=19
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''j.C:'''
|startup=3
|active=11
|recovery=5
|frcStart=16
|frcEnd=18
}}
<hr>
Fairly standard air string, albeit very fast. Good air-to-air and combo fodder. j.C knocks opponents back on hit, but it's still possible to combo after
Fairly standard air string, albeit very fast. Good air-to-air and combo fodder. j.C knocks opponents back on hit, but it's still possible to combo after
  }}
  }}
Line 185: Line 288:
  |properties=
  |properties=
  |description=
  |description=
A diving attack. Unlike most of them, this one only hits once Adol touches the ground. The second hit is a shockwave that knocks down the opponent
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=6
|isProjectile=true
|active=8
|recovery=6
}}
* Red bar represents the moment Adol starts falling
<hr>
A diving attack. This one only hits once Adol touches the ground. The second hit is a shockwave that knocks down the opponent
* Impact frames obtained while as low to the ground as possible
* Impact frames obtained while as low to the ground as possible
  }}
  }}
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|image=YvK_Adol_Rising.png
|image=YvK_Adol_Rising.png
|name=Rising Attack
|name=Rising Attack
|input=Attack while dodging
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
  |damage=102
  |damage=102
  |impact=9
  |impact=8
  |spCost=1 AP
  |spCost=1 AP
  |properties=Hard Armor 1-10
  |properties=Hard Armor 1-10
  |description=
  |description=
"Universal" Rising Attack. It's a basic launcher that has the merit of being armored all the way through. Can be jump or dash cancelled in order to combo
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=8
|active=8
|recovery=10
}}
<hr>
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
  }}
  }}
}}
}}
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  {{AttackData-YvK
  {{AttackData-YvK
  |damage=240, 30
  |damage=240, 30
  |impact=4
  |impact=4, 5
  |spCost=<abbr title="Base, Skill Earrings I to IV">10 / 9 / 9 / 8 / 8</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">10 / 9 / 9 / 8 / 8</abbr>
|cooldown=34
  |properties=Soft Armor
  |properties=Soft Armor
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=4
|active=7
|recovery=3
|specialRecovery=8
|frcStart=15
|frcEnd=21
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=4
|active=7
|recovery=5
}}
<hr>
* Placeholder
* Placeholder
  }}
  }}
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  |impact=5
  |impact=5
  |spCost=<abbr title="Base, Skill Earrings I to IV">5 / 5 / 5 / 4 / 4</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">5 / 5 / 5 / 4 / 4</abbr>
  |properties=Soft Armor, Projectile
|cooldown=11
  |properties=Soft Armor, Projectile, Homing
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=5
|isProjectile=true
|recovery=10
|specialRecovery=5
|frcStart=9
|frcEnd=19
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=6
|isProjectile=true
|recovery=6
}}
<hr>
Short range projectile with criminally low recovery, making it excellent for pressure. Its low recovery also grants it some combo utility.
Short range projectile with criminally low recovery, making it excellent for pressure. Its low recovery also grants it some combo utility.
* Impact frame assumes points blank
* Ground version homes onto opponents a bit before it finishes travelling
* Frame data assumes points blank
  }}
  }}
}}
}}
Line 244: Line 397:
{{MoveData
{{MoveData
|image=YvK_Adol_S3.png
|image=YvK_Adol_S3.png
|caption=Ground version
|image2=YvK_Adol_S3_Air.png
|caption2=Air version
|name=Aerial Thrust
|name=Aerial Thrust
|input=S3
|input=S3
Line 251: Line 407:
  |impact=7
  |impact=7
  |spCost=<abbr title="Base, Skill Earrings I to IV">20 / 18 / 17 / 16 / 15</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">20 / 18 / 17 / 16 / 15</abbr>
|cooldown=46
  |properties=Hard Armor 1-4, Soft Armor
  |properties=Hard Armor 1-4, Soft Armor
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|active=1
|inactive2=3
|active3=1
|inactive4=3
|active5=1
|inactive6=3
|active7=1
|inactive8=3
|active9=1
|inactive10=5
|recovery=10
|specialRecovery=1
|frcStart=34
|frcEnd=39
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=7
|active=1
|inactive2=3
|active3=1
|inactive4=3
|active5=1
|inactive6=3
|active7=1
|inactive8=3
|active9=1
|inactive10=5
|recovery=6
}}
<hr>
Pretty good anti-air that also works as Adol's main launcher. Fairly easy to combo into thanks to its fast startup, although Adol will struggle to continue the combo at further ranges.
Pretty good anti-air that also works as Adol's main launcher. Fairly easy to combo into thanks to its fast startup, although Adol will struggle to continue the combo at further ranges.
* Air version hits below Adol
* Air version hits below Adol
Line 267: Line 458:
  |impact=7
  |impact=7
  |spCost=<abbr title="Base, Skill Earrings I to IV">25 / 23 / 22 / 20 / 19</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">25 / 23 / 22 / 20 / 19</abbr>
|cooldown=37
  |properties=Hard Armor 1-4, Soft Armor
  |properties=Hard Armor 1-4, Soft Armor
  |description=
  |description=
Adol's cheapest combo ender. Despite that, it still does good damage for its cost, and as such is the one he'll find himself use the most.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|active=19
|recovery=1
|total=26
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=7
|active=19
|recovery=5
}}
<hr>
Another great anti-air in Adol's arsenal. Its extremely short recovery also makes it great in combos, especially with Jump Medallion equipped. The air version also makes for a good combo ender.
  }}
  }}
}}
}}
Line 282: Line 488:
  |impact=8+2
  |impact=8+2
  |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr>
|cooldown=64
  |properties=Hard Armor 1-40
  |properties=Hard Armor 1-40
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=2
|active=38
|inactive2=1
|active3=5
|recovery=12
|specialRecovery=2
|frcStart=52
|frcEnd=59
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=2
|active=42
|recovery=13
}}
<hr>
Adol's reversal. Very expensive, but still does good damage on hit.
Adol's reversal. Very expensive, but still does good damage on hit.
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Line 298: Line 523:
  |impact=8+5
  |impact=8+5
  |spCost=<abbr title="Base, Skill Earrings I to IV">40 / 36 / 34 / 32 / 30</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">40 / 36 / 34 / 32 / 30</abbr>
|cooldown=62
  |properties=Hard Armor 1-60
  |properties=Hard Armor 1-60
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=5
|active=36
|recovery=17
|specialRecovery=1
|frcStart=53
|frcEnd=58
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=4
|active=37
|recovery=11
|total=51
}}
<hr>
A cheaper, but slower reversal. Its excellent horizontal range makes it useful as a combo ender.
A cheaper, but slower reversal. Its excellent horizontal range makes it useful as a combo ender.
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Line 313: Line 556:
  {{AttackData-YvK
  {{AttackData-YvK
  |version=Sword strikes
  |version=Sword strikes
  |damage=75x5, 90x17
  |damage=75x5
  |impact=3
  |impact=3
  |spCost=100 EXTRA
  |spCost=100 EXTRA
Line 322: Line 565:
  |version=Beam
  |version=Beam
  |damage=90x17
  |damage=90x17
  |impact=
  |impact=82
  |spCost=
  |spCost=
  |properties=Invincible, Projectile
  |properties=Invincible, Projectile
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=3
|active=4
|inactive2=6
|active3=4
|inactive4=2
|active5=5
|inactive6=1
|active7=5
|inactive8=2
|active9=5
|inactive10=46
|active11=34
|recovery=13
|total=129
}}
<hr>
Fairly unremarkable EXTRA Skill. While Adol can combo out of it, this is rarely worth doing, as most of Adol's combos puts him airborne. On top of it, the air version will always fail to fully connect since the beam will always be fired in a straight line.
Its combo utility is enhanced with paired with Elena. During her assist effect, Lunar Dragon Blade will cause a hard knockdown if used as early as possible. This lets Adol follow up with a full combo for increased damage.
* The opponent can still cast Skills or use their assist during the freeze
* The opponent can still cast Skills or use their assist during the freeze
* Adol can aim the laser beam while it's out
* Adol can aim the laser beam while it's out
Line 345: Line 608:
=== Recommended Support ===
=== Recommended Support ===
* Assist that synergise well with Adol's toolkit goes here. Explain why
* Assist that synergise well with Adol's toolkit goes here. Explain why
'''Honorable Mentions:'''
* '''Elena''' - Lets Adol get a hard knockdown with his EXTRA Skill, leading to a full combo




== General Strategy ==
== General Strategy ==
=== Neutral ===
=== Neutral ===
* Explain how Adol is played in neutral at a fundamental level
* Explain how Adol approaches neutral, ideally at close, mid and long range


=== Pressure ===
=== Offense ===
* Explain how Adol's pressure works fundamentally
* Explain how Adol's offense works


=== Defense ===
=== Defense ===
* List what Adol's unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
* Explain how Adol can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot


=== General Counterplay ===
=== General Counterplay ===
Line 377: Line 643:
| jc || Jump Cancel.
| jc || Jump Cancel.
|-
|-
| d./dash || Dash air attacks. Done by pressing the dodge button while standing still
| wc || Walk Cancel.
|-
| d./dash || Dash air attacks. Done by pressing the dodge button while standing still.
|-
|-
| (X) || Optional input.
| (X) || Optional input.
Line 385: Line 653:


=== Solo ===
=== Solo ===
* '''AB > S3 jc > j.A > j.S2, d.ABC > j.S4''' (1.7k damage)
:Grounded BnB. Fairly reliable.
* '''AB > S3 jc > j.[A] > j.S2 > j.S4''' (1.4k damage)
* '''AB > S3 jc > j.[A] > j.S2 > j.S4''' (1.4k damage)
:Grounded BnB. Charge Attack needs to be delayed on teching opponents.
:More SP efficient variant of the previous combo. Charge Attack should be delayed on teching opponents.


* '''A > d.AB > j.S2 > S4''' (870 damage)
* '''A > d.AB > j.S2 > j.S4''' (870 damage)
:Max range combo. Notice the significant damage decrease.
:Max range combo. Notice the significant damage decrease.
* '''AB > S2 > EX, d.A > j.S2 > j.S4''' (2.8k damage)
:Sample EX combo. Make sure to drift towards the opponent during EX for an easier combo.


=== With accessories ===
=== With accessories ===
* Combo (damage)
* '''A > d.A > RA jc > j.AB > j.S2 > j.S4''' (1080 damage)
:''Specify which accessories are required for this combo to work''
:''Airborne Medallion''
:Combo description
:Reliable max range combo that uses Rising Attack. Leads to more damage than usual
 
* '''AB > S2 > EX, d.A > RA jc > j.A > j.S2, d.ABC > S4''' (3.3k damage)
:''Airborne Medallion''
:Sample combo using Rising Attack. Gives 500 more damage than the regular route.
 
* '''A > d.A > RA~S4 jc > j.AB > j.S2, d.ABC > j.S5''' (2k damage)
:''Airborne Medallion, Jump Medallion''
:More advanced route at max range, which leads to more damage. S4 must be performed before Rising Attack becomes active, otherwise the opponent will be too high for Adol to continue the combo.


=== With assists ===
=== With assists ===
* Combo (damage)
* '''[A] > S1, Assist, EX > S3 jc > j.A > j.S2, d.ABC > j.S4''' (3k damage)
:''Specify which assist is required for this combo to work''
:''Elena''
:Combo description
:Sample combo using Elena, starting from a Charge Attack. Can do more damage depending on which accessories are currently equipped.


=== With accessories and assists ===
=== With accessories and assists ===

Latest revision as of 08:38, 18 May 2024

A compassionate young man who has dedicated his life to adventuring.
He is a legendary swordsman with flaming red hair and piercing eyes.
There are over one hundred travelogues that chronicle his adventures.


Adol
YvK Adol Profile.png
Playstyle Rushdown
Preferred Range Close
Tankiness Rating Average (1.03%)
Learning Difficulty Intermediate
Stats
HP 10304
AP 26
STR 948
DEF 924
BRK 556
DUR 3495
SPD 95
AGL 101
SP Gain 217

Introduction

Ys has always being known for being a fast-paced series, ever since its debut in 1987. Thus, it makes sense for its protagonist, Adol, to act as Ys vs. Trails' resident gorilla. Thanks to his above average mobility, chasing his opponents is fairly easy, which lets him get into his preferred range: right into his opponent's face. Once there, he can unleash an onslaught of attacks, most of which have very little recovery. Fire, his projectile Skill, comes to mind as an excellent offensive tool thanks to its criminally low recovery, letting Adol easily reset pressure. He can easily hitconfirm his openings into Aerial Thrust, his main launcher, in order to deal decent good damage without having to sacrifice too much SP. All of this makes him very dangerous at close range. On top of that, his ranged presence is slightly better than other rushdowns thanks to Fire and Dominator, an armored Skill that comes with great horizontal range. However, these options either leads to poor damage or are very expensive, making Adol quite weaker at further ranges. While he does have some damaging routes at max range, they are extremely costly in resources, as well as very difficult to perform.

Adol is recommended for players who loves playing gorillas in other games. He is also perfect for all Ys fans who wants to feel right at home while playing/learning the game.
Similar to: Mario


Playstyle
Adol is a beginner-friendly gorilla who can always stay on the offensive thanks to his generally low recovery frames. However,
Strengths Weaknesses
  • Suffocating Pressure: Adol has very little recovery on most of his attacks, making him very dangerous at close range.
  • Good Mobility: Adol's movement stats are above average. This helps him chase opponents when on the offensive.
  • Flexible: Adol's kit is well rounded enough for him to run a variety of different builds.
  • Short Range: Adol's sword isn't very long, making his range somewhat shorter than usual.
  • Steep Execution Curve: Adol's max range routes can be difficult to learn/pull off, especially if one wants to squeeze out as much damage as possible.

All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)


Movelist

Normal attacks

Ground Normal Link
ABCDE
YvK Adol A.png
A
A
YvK Adol B.png
B
B
YvK Adol C.png
C
C
YvK Adol D.png
D
D
YvK Adol E.png
E
E
Version Damage Impact SP Cost Cooldown Properties
A 102 4 - - -
B 102 7+3 - - -
C 102 14+3 - - -
D 102 22+5 - - -
E 102 30+5 - - -
A:
Total: 15
B:
Total: 17
C:
Total: 14
D:
Total: 18
E:
Total: 16

Very fast normal link. In most circumstances, only the first 2 hits will combo, although the entire string remains very good in pressure.

  • C, D and E will only hit opponents in front of Adol starting frame 5


Charge Attack
[A]
YvK Adol Charge.png
Version Damage Impact SP Cost Cooldown Properties
Ground/Air
[A] / j.[A]
122 7 - - Soft Armor
Dash
d.[A]
122 6 - - Soft Armor
Ground:
Total: 19
Air:
Total: 19
Dash:
Total: 14

Simple but very effective Charge Attack. Somewhat easy to insert in a combo, it lets Adol rapidly gain SP as he attacks.

  • Gives 24 SP on contact


Air Normal Link
j.ABC
YvK Adol jA.png
j.A
j.A
YvK Adol jB.png
j.B
j.B
YvK Adol jC.png
j.C
j.C
Version Damage Impact SP Cost Cooldown Properties
A 102 3 - - -
B 102 8+2 - - -
C 102 16+3 - - -
j.A:
Total: 16
j.B:
Total: 18
j.C:
Total: 18

Fairly standard air string, albeit very fast. Good air-to-air and combo fodder. j.C knocks opponents back on hit, but it's still possible to combo after

Falling Attack
j.D
YvK Adol jD.png
Damage Impact SP Cost Cooldown Properties
102x2 5, 8 - - -
Total: 19
  • Red bar represents the moment Adol starts falling

A diving attack. This one only hits once Adol touches the ground. The second hit is a shockwave that knocks down the opponent

  • Impact frames obtained while as low to the ground as possible


Rising Attack
Attack while dodging
YvK Adol Rising.png
Damage Impact SP Cost Cooldown Properties
102 8 1 AP - Hard Armor 1-10
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

Running Slash
S1
YvK Adol S1.png
Damage Impact SP Cost Cooldown Properties
240, 30 4, 5 10 / 9 / 9 / 8 / 8 34 Soft Armor
Ground:
Total: 21
Air:
Total: 15

  • Placeholder
Fire
S2
YvK Adol S2 Ground.png
Ground version
Ground version
YvK Adol S2 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
70x2 5 5 / 5 / 5 / 4 / 4 11 Soft Armor, Projectile, Homing
Ground:
Total: 19
Air:
Total: 11

Short range projectile with criminally low recovery, making it excellent for pressure. Its low recovery also grants it some combo utility.

  • Ground version homes onto opponents a bit before it finishes travelling
  • Frame data assumes points blank
Aerial Thrust
S3
YvK Adol S3.png
Ground version
Ground version
YvK Adol S3 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
570 7 20 / 18 / 17 / 16 / 15 46 Hard Armor 1-4, Soft Armor
Ground:
Total: 39
Air:
Total: 34

Pretty good anti-air that also works as Adol's main launcher. Fairly easy to combo into thanks to its fast startup, although Adol will struggle to continue the combo at further ranges.

  • Air version hits below Adol
Tornado Slash
S4
YvK Adol S4.png
Damage Impact SP Cost Cooldown Properties
495 7 25 / 23 / 22 / 20 / 19 37 Hard Armor 1-4, Soft Armor
Ground:
Total: 26
Air:
Total: 30

Another great anti-air in Adol's arsenal. Its extremely short recovery also makes it great in combos, especially with Jump Medallion equipped. The air version also makes for a good combo ender.

Sword Dance
S5
YvK Adol S5.png
Damage Impact SP Cost Cooldown Properties
120x2, 90x6, 290 8+2 50 / 45 / 43 / 40 / 38 64 Hard Armor 1-40
Ground:
Total: 59
Air:
Total: 56

Adol's reversal. Very expensive, but still does good damage on hit.

  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Dominator
S6
YvK Adol S6.png
Damage Impact SP Cost Cooldown Properties
113x7, 226 8+5 40 / 36 / 34 / 32 / 30 62 Hard Armor 1-60
Ground:
Total: 58
Air:
Total: 51

A cheaper, but slower reversal. Its excellent horizontal range makes it useful as a combo ender.

  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Lunar Dragon Blade
EXTRA Skill
YvK Adol EXTRA.png
Version Damage Impact SP Cost Cooldown Properties
Sword strikes 75x5 3 100 EXTRA - Invincible
Beam 90x17 82 - - Invincible, Projectile
Total: 129

Fairly unremarkable EXTRA Skill. While Adol can combo out of it, this is rarely worth doing, as most of Adol's combos puts him airborne. On top of it, the air version will always fail to fully connect since the beam will always be fired in a straight line.

Its combo utility is enhanced with paired with Elena. During her assist effect, Lunar Dragon Blade will cause a hard knockdown if used as early as possible. This lets Adol follow up with a full combo for increased damage.

  • The opponent can still cast Skills or use their assist during the freeze
  • Adol can aim the laser beam while it's out


Builds

Note: These builds are mostly here in order to guide new players into how to exploit Adol's potential to its fullest. Don't be afraid to experiment!

Recommended accessories

  • Good accessories for Adol goes here. Explain why this build is good for him

Recommended Skills

  • S1
  • S2
  • S3
  • S4

Recommended Support

  • Assist that synergise well with Adol's toolkit goes here. Explain why

Honorable Mentions:

  • Elena - Lets Adol get a hard knockdown with his EXTRA Skill, leading to a full combo


General Strategy

Neutral

  • Explain how Adol approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Adol's offense works

Defense

  • Explain how Adol can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot

General Counterplay

  • List some general Adol counterplay. This includes, but isn't limited to, knowledge checks or gimmicks


Combos

Combo Terminology Table

Symbol Meaning
> Cancel from the previous move to the following move.
, Link from the previous move to the following move.
dl./delay Delay before using the following move.
X(w)/whiff Whiff the following move (do not hit).
jc Jump Cancel.
wc Walk Cancel.
d./dash Dash air attacks. Done by pressing the dodge button while standing still.
(X) Optional input.
{X}*N Repeat (sequence) N number of times.

Solo

  • AB > S3 jc > j.A > j.S2, d.ABC > j.S4 (1.7k damage)
Grounded BnB. Fairly reliable.
  • AB > S3 jc > j.[A] > j.S2 > j.S4 (1.4k damage)
More SP efficient variant of the previous combo. Charge Attack should be delayed on teching opponents.
  • A > d.AB > j.S2 > j.S4 (870 damage)
Max range combo. Notice the significant damage decrease.
  • AB > S2 > EX, d.A > j.S2 > j.S4 (2.8k damage)
Sample EX combo. Make sure to drift towards the opponent during EX for an easier combo.

With accessories

  • A > d.A > RA jc > j.AB > j.S2 > j.S4 (1080 damage)
Airborne Medallion
Reliable max range combo that uses Rising Attack. Leads to more damage than usual
  • AB > S2 > EX, d.A > RA jc > j.A > j.S2, d.ABC > S4 (3.3k damage)
Airborne Medallion
Sample combo using Rising Attack. Gives 500 more damage than the regular route.
  • A > d.A > RA~S4 jc > j.AB > j.S2, d.ABC > j.S5 (2k damage)
Airborne Medallion, Jump Medallion
More advanced route at max range, which leads to more damage. S4 must be performed before Rising Attack becomes active, otherwise the opponent will be too high for Adol to continue the combo.

With assists

  • [A] > S1, Assist, EX > S3 jc > j.A > j.S2, d.ABC > j.S4 (3k damage)
Elena
Sample combo using Elena, starting from a Charge Attack. Can do more damage depending on which accessories are currently equipped.

With accessories and assists

  • Combo (damage)
Specify which equippable items are required for this combo to work
Combo description


Colors

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Brave Sir Knight (Xanadu Next)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd