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''' || Intermediate | | '''Learning Difficulty''' || Intermediate | ||
|- | |- | ||
! align="center" colspan="2" | Stats | ! align="center" colspan="2" | Stats | ||
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== 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 | 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.<br> | 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> | ||
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{{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. | ||
* ''' | * '''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)'' | ||
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|version=C | |version=C | ||
|damage=102 | |damage=102 | ||
|impact=14+ | |impact=14+3 | ||
|spCost= | |spCost= | ||
|properties= | |properties= | ||
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|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 | |||
}} | }} | ||
}} | }} | ||
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|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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|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 | ||
}} | }} | ||
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|properties= | |properties= | ||
|description= | |description= | ||
A diving attack. | {{#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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|properties=Hard Armor 1-10 | |properties=Hard Armor 1-10 | ||
|description= | |description= | ||
{{#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. | "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> | ||
|cooldown=11 | |||
|properties=Soft Armor, Projectile, Homing | |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. | ||
* Ground version homes onto opponents a bit before it finishes travelling | * Ground version homes onto opponents a bit before it finishes travelling | ||
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{{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 | ||
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|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 | ||
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|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 | {{#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. | |||
}} | }} | ||
}} | }} | ||
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|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 | ||
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|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 | ||
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{{AttackData-YvK | {{AttackData-YvK | ||
|version=Sword strikes | |version=Sword strikes | ||
|damage=75x5 | |damage=75x5 | ||
|impact=3 | |impact=3 | ||
|spCost=100 EXTRA | |spCost=100 EXTRA | ||
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|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 | ||
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=== 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 | * Explain how Adol approaches neutral, ideally at close, mid and long range | ||
=== | === Offense === | ||
* Explain how Adol's | * Explain how Adol's offense works | ||
=== Defense === | === 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 === | === General Counterplay === | ||
Line 415: | Line 666: | ||
=== With accessories === | === With accessories === | ||
* '''A > d.A > RA jc > j.AB > j.S2 > j.S4 (1080 damage) | * '''A > d.A > RA jc > j.AB > j.S2 > j.S4''' (1080 damage) | ||
:''Airborne Medallion'' | :''Airborne Medallion'' | ||
:Reliable max range combo that uses Rising Attack. Leads to more damage than usual | :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 === | ||
* | * '''[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 === | === With accessories and assists === |
Latest revision as of 08:38, 18 May 2024
“ |
A compassionate young man who has dedicated his life to adventuring. |
” |
Adol | |
---|---|
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
Adol is a beginner-friendly gorilla who can always stay on the offensive thanks to his generally low recovery frames. However, |
Strengths | Weaknesses |
---|---|
|
|
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 |
---|
Charge Attack
[A] |
---|
Air Normal Link
j.ABC |
---|
Falling Attack
j.D |
---|
Rising Attack
Attack while dodging |
---|
Skills
Running Slash
S1 |
---|
Fire
S2 |
---|
Aerial Thrust
S3 |
---|
Tornado Slash
S4 |
---|
Sword Dance
S5 |
---|
Dominator
S6 |
---|
Lunar Dragon Blade
EXTRA Skill |
---|
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
Default color
Reference (if there's one)
Brave Sir Knight (Xanadu Next)
Reference (if there's one)