Adler's official profile image
Background
The mad scientist of the now destroyed Gesselschaft, Adler returns in EN-Eins Perfektewelt by transmigrating into the body of an Elektrosoldat. Now calling himself "Super Adler" (yes that's real), he sets out to continue his research and find the truth behind Agartha.
Introduction
Adler is a high aggression character, wanting to be in the face of his opponent as much as possible to apply as much pressure as he can. Adler has strong tools to do this too, with attacks like 6B having good range and being safe. Additionally, he has strong corner carry, very good corner combos, and decent neutral game. However, for Adler to be pushed to his potential, he needs to be in the opponents face for his best combos to land, and requires a very reactionary playstyle. Furthermore, he can't get anything off his overhead besides 22X OTG damage, hurting his mixups.
- Armor Ratio = 1.025 (second highest)
- Forward Speed = 5.5 dots/f (fourth fastest unbuffed)
- Backwards Speed = 4.5 dots/f (third fastest unbuffed)
- Jump Startup = 3F (second fastest unbuffed)
- Backdash Duration = 24F (fourth longest)
Pros
- Strong offensive pressure
- OK mixups
- Incredibly strong corner combos
- Good corner carry
- OK neutral
- Has the best level 3 in the game
- OK movement
Cons
- Doesn't get anything off his overhead
- Requires a lot of good reactions
- Needs to be right in the face of the opponent for his best combos to land
- Lower armor rating
All damage values below were tested on Akatsuki with 1.000 armor ratio, full life on both sides, and power level 0 (remember about "Health difference", "Guts", and "Power Level" systems)
Normal Moves
5A
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
500
|
High/Low
|
4
|
0
|
0
|
Typical 5A, hits somewhat high
|
|
5AA
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
4
|
-4
|
-4
|
|
|
5AAA
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
4
|
-4
|
-4
|
Not particularly great, doesn't have much range
|
|
5AAAA
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
7
|
KD
|
-4
|
Has good range but shouldn't really be used.
|
|
5B
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1000
|
High/Low
|
6
|
-2
|
-4
|
Pretty good, has a deceivingly large amount of range
|
|
5BB
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
7
|
-10
|
-12
|
Pretty good, goes fairly far forward, making it slightly easier to confirm into 214A
|
|
5BBB
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
7
|
-4
|
-8
|
Bad finisher, shouldn't ever be used.
|
|
5C
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1200
|
High/Low
|
12
|
KD
|
-9
|
Mediocre move, has decent range but won't see too much use
|
|
5CC
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
840
|
High
|
20
|
KD
|
0
|
Pretty good since it's even on block unlike most 5CCs. Also hits overhead.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
400
|
High/Low
|
4
|
0
|
0
|
|
|
2B
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
800
|
Low
|
7
|
-3
|
-5
|
Pretty good, has good range.
|
|
2C
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1000
|
Low
|
8
|
KD
|
-10
|
Has good range on a sweep.
|
|
2CC
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
400
|
Low
|
18
|
KD
|
-8
|
Good for adding extra damage on 2C, but not much else.
|
|
j.A
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Damage
|
Guard
|
Startup
|
Adv Hit
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Adv Block
|
525
|
High
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4
|
+0
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+0
|
Works as a crossup aerial and works as a safe jump. Short range though.
|
|
j.B
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1050
|
High
|
5
|
VA
|
VA
|
Has long range and is good for both landing and air to airs.
|
|
j.C SUPER ADLER PUNCH! SUPER ADLER PUNCH!
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1575
|
High
|
7
|
VA
|
VA
|
The fastest j.C in the game, but also the shortest ranged. Very good for air combos, and also catching opponents in the air. Can also be used for landing but isn't great at it.
|
|
Command Normals
アルヒバルト - Archibald 4B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
900
|
High/Low
|
7
|
-4
|
-6
|
A long ranged kick. Hits further than most of Adler's moves. However, won't see much use in favor of 6B, even though 4B can be canceled, because it hits a little too far to be confirmed into anything meaningful.
|
|
ヒュープシュラウバ = Hubschrauber 6B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1000
|
High/Low
|
13
|
-2
|
-4
|
A forward moving kick similar to Soldat's 6C. However, it doesn't bounce back on block or launch opponents. This makes it useful for pressuring opponents and getting small amounts of damage in neutral. It also has very good range, and is completely safe when spaced.
|
|
ズィヒェル = Sichel 4C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1400
|
High
|
7
|
KD
|
0
|
Adler's overhead. Its alright, but Adler gets nothing but 22X OTG damage off of it. Its also one of two overheads in the game that's still even/plus on block.
|
|
Special Moves
ブリッツクーゲル - Blitzkugel (Air OK!) 236A/B/C/D A version A version B version B version C version C version EX version EX version Jumping version Jumping version
|
-
|
-
|
-
|
-
|
-
|
Adler's projectile. Decent for neutral and stopping other projectiles, and 236C/D are good for oki setups. However, EX 236 is one of Adler's main combo tools.
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
1000
|
High/Low
|
12 (11 on j.236+A)
|
-5
|
-9
|
- His weakest projectile. Best projectile in neutral as it goes the farthest.
|
B
|
1100
|
High/Low
|
19
|
+3
|
-1
|
- Second strongest. Least used projectile since its not as good in neutral or oki.
|
C
|
1200
|
High/Low
|
28 (27 on j.236+C)
|
+7
|
+11
|
- Strongest projectile. Used in oki situations since it lingers so long and is so plus
- Aerial version lasts for an incredibly long time, longer than the grounded version.
|
EX
|
600 x 4
|
High/Low
|
9
|
KD
|
+18
|
- Very good move, and very important move in Adler's kit.
- Launches opponents upwards, allowing Adler to get some cool combos off it
- Can keep an opponent in a blockstring, allowing Adler to do a full block string, go into this move, then continue the blockstring with another full string. Can lead to guard breaks.
|
|
フラクトリット - Flak Turret 214A/B/C/D A version A version B version B version C version C version EX version EX version
|
-
|
-
|
-
|
-
|
-
|
Adler's main combo tool, and also an occasional whiff punish.
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
800 x 2
|
High/Low
|
7
|
KD
|
-3
|
- Adler's main combo move since it launches the opponent up on the second hit
- Has short range so you're required to be close to the opponent to get combos
- Has a slight gap in-between the first and second hit.
|
B
|
900 x 2
|
High/Low
|
7
|
KD
|
-10
|
- Least used version.
- Doesn't have a gap in the middle but is also unsafe on block
- Can't be comboed out of, but does less damage than 214C.
|
C
|
1000 x 2
|
High/Low
|
7
|
KD
|
-14
|
- Main meterless finisher.
- Does the most damage
- Can't be comboed out of and is unsafe
|
EX
|
800 x 9 + 1000
|
High/Low
|
4
|
KD
|
-20
|
Adler does a 214X but with 9 kicks instead of one.
- 5F of invincibility
- His highest damaging EX move
- Hard to combo into as it will drop after two or more hits on a juggle state opponent.
- His best EX for reversals
|
|
ブリッツボンベ - Blitzbombe 22A/B/C/D Normal version Normal version EX version EX version
|
-
|
-
|
-
|
-
|
-
|
Adler creates an electric shock similar to Elektrsoldat's A+B+C. Mainly used for OTG damage and occasionally an anti-air.
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
800 x 2
|
High/Low
|
5
|
KD
|
-15
|
- Weakest version.
- Comes out the fastest, making it the best to use on techable attacks for OTG damage
|
B
|
700 x 3
|
High/Low
|
9
|
KD
|
-12
|
- Least used version.
- Isn't particularly slow but not particularly safe or fast either
- Doesn't do as much damage as C version.
- Has some use as combo filler for extra damage over using 22A
|
C
|
600 x 4
|
High/Low
|
13
|
KD
|
-8
|
- Second most used version.
- Deals the most damage
- Very slow startup
- Has the most range, allowing it to occasionally be used as an anti-air
- Good for OTG damage on untechable situations
|
EX
|
500 x 9
|
High/Low
|
9
|
KD
|
-21
|
Adler creates an extra big electric shock, that hits many times
- 8F of invincibility
- Scales well due to having so many hits
- Is practically safe on block since it has so much push back
- Mainly used for getting extra OTG damage, or in midscreen combos
|
|
Universal Mechanics
Throws
Forward Throw 4/5/6+A+B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
2000
|
N/A
|
5
|
KD
|
N/A
|
Adler grabs the opponent and pummels that several times before kicking them right in front of them. Adler can use it for 22X damage if the opponent misses the tech, and even if they get the tech, he can use 236C to setup an oki situation.
|
|
Air Throw j.4/5/6+A+B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
2000
|
N/A
|
4
|
KD
|
N/A
|
Adler lifts the opponent above his head and slams them into the ground. This throw is untechable, and while they get thrown far away from him, in corner, they don't get thrown away from him at all. This means he can get assured OTG damage, including 22X.
|
|
Reflectors
Standing Reflector 4/5/6+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
800
|
High/Low
|
7
|
KD
|
-2
|
This has a number of ways to combo after it, including 214A, 5B, and 22X. This means Adler has a lot of combo options off his reflector.
|
|
Crouching Reflector 1/2/3+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
600
|
N/A
|
7
|
KD
|
N/A
|
Has slightly less options, but can still go into 214A and 22X.
|
|
Jumping Reflector 7/8/9+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
700
|
N/A
|
6
|
KD
|
N/A
|
Can basically combo into anything from this.
|
|
Dash Attack
66X
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1000
|
High/Low
|
7
|
KD
|
-10
|
A very good dash attack. Covers a huge amount of range and is very active, making it a good option to occasionally throw out when an opponent wouldn't be expecting it.
|
|
Super Moves
ブリッツガイスト - Blitzgeist A+B+C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1000 x 10
|
High/Low
|
6
|
VA
|
VA
|
Adler creates a spinning ball of energy, that follows him wherever he goes
- 7F of invincibility
- It can be comboed into, and if you're skilled enough, he has loops with it that lead to 8K combos
- Also good as a reversal as your opponent is forced to block and not just go in recklessly, and its fully invincible during startuop
|
|
ベルクブレッヒャー = Bergbrecher A+B+D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
3000 + 2500
|
High/Low
|
9
|
KD
|
-18
|
Adler dashes forward and hits the opponent twice with a slash and a punch.
- 10F of invincibility
- Adler has consistent ways to combo into it with EX 236.
- Fairly average Kanzen Shinsatsu, no special effects or properties.
|
|
General Strategy
Neutral
Combo Game
Offensive Pressure
Okizeme
Reversal Options
Overview
Other Resources
Combos
- Note: Some of his combos won't work unless you let 22A/B hit a specific number of times
Midscreen Combos
- 5A > 5B > 5BB > 214A > 5A > 5B > 5BB > 214C > 22X > 22X
- 5A > 5B > 5BB > 22A > 214D > 22X > 22X
- 5A > 5B > 5BB > 214A > 22A/B > 236BC > 66X
- 5A > 5B > 5BB > 214A > 22A/B > 236BC > 214C > 22X > 22X
- 5A > 5B > 5BB > 214A > 5A > 5B > 5BB > 22C > 22D
- 5A > 5B > 5BB > A+B+C > A+B+C hits first time > 5B > 5BB > 6B > A+B+C hits > 5B > 5BB > 6B > A+B+C hits (ends) > 5A > 5B > 5BB > 214A > 5A > 5B > 214C > 2B > 22X > 22X
Corner Combos
- 5A > 5B > 5BB > 22A (one hit) > 236BC > j.B > j.C > 66X > 5B > 5BB > 22X > 22X
- 5A > 5B > 5BB > 22A (one hit) > 236BC > j.B > j.C > j.A+B > 2B > 22X > 22X
- 5A > 5B > 5BB > 214A > 5A > 5B > 5BB > 236A > 236BC > j.A+B > 2B > 22X > 22X
- 5A > 5B > 5BB > 214A > 5A > 5B > 5BB > 236A > 236BC > 66X > 5B > 5BB > 22X > 22X
- 5A > 5B > 5BB > 214A > 5A > 5B > 5BB > 236A > 236BC > A+B+D > A+B+D
Frame Data
KD - Knockdown
VB - Variable
*UV - vaule(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage |
Attack | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors ---------------------------------------
4/5/6+A+B | | | KD | -- |
j.4/5/6+A+B | | | KD | -- |
5+B+C/D | | | KD | |
c.B+C/D | | | KD | |
j.B+C/D | | | KD | |
Normals ---------------------------------------
5A | 15 | 4 | +0 | +0 |
5AA | | | | |
5AAA | | | | |
5AAAA | | | | |
5B | | | | |
5BB | | | | |
5BBB | | | | |
5C | | | | |
5CC | | | | |
c.A | 15 | 4 | +0 | +0 |
c.B | | | | |
c.C | | | KD | |
j.A | 15 | 4 | +0 | +0 |
j.B | | | | |
j.C | | | VB | VB |
Command Normals ---------------------------------------
4B | | | KD | |
6B | | | KD | |
4C | | | | |
Specials ---------------------------------------
236+A | | | | |
236+B | | | | |
236+C | | | | |
j.236+A | | | | |
j.236+B | | | | |
j.236+C | | | | |
214+A | | | | |
214+B | | | | |
214+C | | | | |
22+A | | | | |
22+B | | | | |
22+C | | | | |
EX, Level 3, Kanzen Sekai ---------------------------------------
236+D | | | KD | | ?F invincible
j.236+D | | | KD | | ?F invincible
214+D | | | KD | | ?F invincible
22+D | | | KD | -- | ?F invincible
A+B+C | | | KD | -- | superflash ?F, ?F invincible
A+B+D | | | KD | -- | superflash ?F, ?F invincible
Trivia
General
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Characters
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Mechanics
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