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Akatsuki Blitzkampf/Adler

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An officer once belonging to a research association on German ancestral inheritance, commonly known as Ahnenerbe, that was involved in the excavation of Tibet's ancient legacy. However, with the discovery of the ancient city of Agartha, he uses that superior science to further his own ambitions. (From character selection screen)

Read the translation of his arcade mode!

Adler is an officer for the Gesellschaft, as head of the Armed Schutzstaffel: the army of the Ahnenerbe, composed of his clones, the Elektrosoldat. Host of his own Blitz Engine, Adler was guided by the mysterious head of the Perfecti Kyoudan cult to retrieve and understand the unique Blitz Engine hosted within Akatsuki, the officer frozen in the Artic after a failed expedition to protect the Engine. Little does he know, the operation is much well thought than initially assumed.


While visually he's similar to Elektrosoldat, Adler is a rushdown oriented character with moves more focused on getting in and running his incredible setplay with 236BC. Effectively a Urien function, Adler sacrifices neutral control for incredible pressure. He has access to the best setplay in the game with his EX fireball which works well with his multiple overheads and strong throw game. His 214X flip kick series can quickly close the distance and his strong assortment of normals lets him poke and anti-air very well. His neutral and defense are a bit lacking, and he can be quickly overwhelmed by other powerful rushdown characters. On top of that, his mixups only truly become effective once he gets the opponent in the corner. However, once his pressure starts, he becomes one of the most terrifying characters in the game.

Similar to: Urien

Strengths Weaknesses
  • Powerful Okizeme: Once Adler gets his setplay with 236X going, it can be very hard for a lot of the cast to deal with. It makes his mixups far more rewarding too, gaining full combos off his overheads that loop back into more setplay.
  • Strong Pokes: With moves like 2B and 6B, Adler's normals serve him well in neutral.
  • Powerful Throws: Both his ground and air throws are among the best in the game, leading to strong oki even when teched.
  • Really Good Reversal: While it costs meter, 214BC is a great reversal at only frame 4 with a lot of range and works as an assured corner escape even when blocked.
  • Weak Midscreen Presence: Adler's main mixups come from the corner and 236BC. Without these two conditions, his mixups are unrewarding and his combos are worse.
  • High Skill Floor: Adler is one of the harder characters in the game to pick-up since many of his combos have high execution, be it from crouch confirms or confirms off EX fireball setups. Additionally, getting the most use out of his setplay and knowing how to counter reflectors takes skill and experience.
  • Slow Neutral: Adler's fireball can't be used for much real zoning, at best it can stop the opponent from blindly approaching. 214C can be used to force his way in but it's unsafe without spending meter on 236BC, and even then it's still punishable if mistimed and doesn't lead to pressure even if timed correctly.

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX, Air OK) - Blitzkugel: Fireball, more for setplay than neutral
214A/B/C (EX OK) - Flak Tritt: Flips up with a kick then does a divekick
22A/B/C (EX OK) - Blitzbombe: Discharges electricity from his body
Level 3 Super
A+B+C - Blitzgeist: Creates a spinning ball projectile around his body, good for combos and pressure
Unique Attacks
c.5[C], f.5[C], 2[C], 6B, 4C
Stats & vitals

  • Armor Ratio = 1.025
  • Walking Speed = 5.5 dots/frame
  • Retreating Speed = 4.5 dots/frame
  • Jump Startup = 3F
  • Backdash Duration = 18F
Quick combo reference

Basic BNB: 2A > 2B > 214C

Metered BNB: 2A > 2B > 214BC

Notes on Ausf. Achse

Universal Changes

Combos over 40 hits will automatically launch the opponent. The only time this matters is 236BC loops against Blitztank.

Character Changes

He has slightly slower movement speed.

The distance of the divekick portion (second hit) of 214X is slightly reduced.

Complete Changelog

Normal Moves

Damage Guard Startup Adv Hit Adv Block
500~ High/Low 4 0 0

A quick punch. Fairly typical jab, can anti-air some aerials.

5B (close)
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 5 0 -2

Gut punch. Only useful as combo filer.

5B (far)
Damage Guard Startup Adv Hit Adv Block
900~ High/Low 7 -4 -6

Upwards kick. Very useful anti-air although it's mediocre as a poke. Can convert into a combo or tick throw setup.

5C (close)
Version Damage Guard Startup Adv Hit Adv Block
5C 1200~ High/Low 6 0 -4

Heavy uppercut punch, keep attack button pressed to add a second punch. His only cancellable C normal.

5[C] 1787~ High/Low ? +4 0

The second punch in question. You can't do much off of it, but it's a really fast overhead. Can link into 214BC when meaty and into a jab when spaced well in the corner.

5C (far)
Version Damage Guard Startup Adv Hit Adv Block
5C 1000~ High/Low 12 KD -9

A turnaround kick, holding the attack button adds another kick. Has the most range of his normals and is more active than it looks, making it an effective counter poke but not great for much else.

5[C] 1589~ High ? KD 0

Added in overhead kick. Functionally the same as his 4C but even more reactable.

Damage Guard Startup Adv Hit Adv Block
400~ High/Low 4 0 0

Another quick punch. Typical crouch jab, use for abare.

Damage Guard Startup Adv Hit Adv Block
800~ Low 7 -4 -6

A low kick with a decent range. Adler's main poke and a good combo starter.

Version Damage Guard Startup Adv Hit Adv Block
2C 1000~ Low 8 KD -10

A sweep identical to Soldat's, holding the button adds another sweep. Not too useful outside of the slight low profile.

2[C] 1000~ Low ? KD -8

A followup sweep. Can't hit after 2C outside of specific routes that aren't worth doing. This actually has slightly more range than 2C by itself which may catch an opponent off guard. It has very high pushback making it effectively safe.

Damage Guard Startup Adv Hit Adv Block
500~ High 4 -4 -4

Overhead knee kick that crosses up consistently. Outside of that, it's main use is as a quick air to air.

Damage Guard Startup Adv Hit Adv Block
1000~ High 5 VB VB

Long forwards kick. Decent air to air but not easy to land with.

Damage Guard Startup Adv Hit Adv Block
1500~ High 7 VB VB

Heavy overhead punch that will slam an airborne opponent to the ground. Tied for the fastest heavy aerial in the game and is unexpectedly disjointed. Amazing air to air and will even beat some anti-airs, albeit not many. Also your main landing aerial.

Command Normals

Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 13 -4 -4

A sobat kick, travels about a quarter of the screen. Minus but safe outside of specific situations, allowing you to play RPS after. Very good poke and good move to cancel into when you can't confirm a combo.

Damage Guard Startup Adv Hit Adv Block
1400~ High 27 KD 0

Heavy overhead kick, knocks down. Can be comboed off when used in tandem with 236BC. Unlike other overheads it's very reactable and isn't plus on block. Still a key part of his mixups since it's hard to see through 236BC.

Special moves

ブリッツクーゲル - Blitzkugel
236+A/B/C/B+C (Air OK!)
Version Damage Guard Startup Adv Hit Adv Block
A 1000~ High/Low 11 -5 -9

Adler shoots a purple projectile that disappears after travelling a certain distance or after hitting the opponent. Aerial versions have the same properties, but are less damaging than their ground counterparts and go slightly further.

  • A version is the smallest and fastest, traveling for about 2/3 of the screen before dissolving. Main version for neutral but even then it's not a great projectile. Can be tked for his max range fireball.
B 1100~ High/Low 19 -13 -1
  • B is bigger and more damaging, but goes slower and disappears at halfscreen point. Decent blockstring ender but not much use otherwise.
C 1200~ High/Low 27 +11 +7
  • C is the biggest, the toughest, and the slowest, dissipating after covering 1/3 of the screen. Can be decent for meterless setplay and if the opponent is especially respectful it can reset pressure. It also is good at stopping opponents from just blindly jumping in. However, characters like Sai and Wei are capable of punishing the startup on reaction with their long-range attacks.
EX 1485~ High/Low 9 +25 +21

Adler fires an extra big, slow, and multi-hitting kugel. This move is critical to Adler's gameplan and sets up his oppressive setplay. While it can be reflectored, there are gaps between the hits that allow him to punish opponents who try to stop it. It also allows him to extend corner combos for huge damage and combo off his overhead.

  • The ball goes even slower than C version of normal Kugel, but reaches half-screen and does 4 hits before dissipating.
  • Unlike normal versions, aerial EX Kugel does the same damage as ground one.
  • You can have three of those on screen at the same time and keep shooting normal Kugels.
フラクトリット - Flak Tritt
Version Damage Guard Startup Adv Hit Adv Block
A 1391~ High 7 KD -12 (UV)

A flip kick into a divekick where Adler quickly descends foot first. Great for combos and the occasional use in neutral. The divekick part may hit on its own, and in both cases knocks down.

  • A rises straight up and then descends at a steep angle. On hit it causes a ground bounce. Unlike the other two, the first hit of this version will not hit crouching opponents. This move leads to Adler's best combos, but because of it not hitting crouching opponents and the abysmal horizontal range, it's incredibly hard to confirm. Hits the highest and can anti-air. While it is unsafe at max height, generally it will be safe on block.
B 1564~ High 7 KD -12
  • B version's rising part moves forward and doesn't go as high, thus making the whole move to go for about 2/3 of the screen. Less used version since C serves the same function but better. Can be spaced to be safe but this is really hard.
C 1736~ High 7 KD -12
  • C is the farthest (almost fullscreen), lowest and the most damaging version. This is your main meterless combo ender and can also be used to catch opponents walking forwards off guard. However, this is incredibly unsafe and is not a great neutral skip. THe second hit can be canceled into 236BC but this doesn't jail and unless well timed it can be reflectored for a punish. In the corner the first hit jails into 236BC, giving him a way to access plus frames.
EX 3120~ High 4 KD Very Unsafe

Adler does three flash kicks in a row then adds the divekick. This is Adler's main invincible reversal. It's incredibly fast, big, and hits hard. Because of this, it's also a good punish on moves that are normally safe.

  • Goes fullscreen, knocks down.
  • Has a very long animation but is hard to punish for some characters.
ブリッツボンベ - Blitzbombe
Of course Framedisplay doesn't show this. Why would it ever cooperate?
Of course Framedisplay doesn't show this. Why would it ever cooperate?
Version Damage Guard Startup Adv Hit Adv Block
A 1045~ High/Low 5 KD -16

A lesser version of Soldat's level 3 super. Adler puts his hands into the ground while discharging an electric attack. All versions OTG. Damage, range and hits scale with button strength. Depending on the route, you can do multiple and even finish off with a 22B+C. They're also decent anti-airs. It is considered a projectile, so if it gets reflectored it won't trigger the counter.

  • A is the fastest, least damaging, and most unsafe. Generally only used for anti-airs.
B 1339~ High/Low 9 KD -12
  • B is in the middle and is relatively easy to combo into. When done on grounded opponents in the corner, it can lead to a short combo extension. Used for OTG damage when there isn't enough time for C.
C 1485~ High/Low 13 KD -8
  • C is the slowest and safest version. It's decent to do on block for chip damage thanks to its high pushback. Leads to a combo on cornered opponents which is better than B but harder to confirm.
EX 2209~ High/Low 9 KD -18

Adler freezes and discharges a powerful electric attack. This is mainly used as a combo ender to get a kill when it would otherwise be impossible. It also has use as a reversal but it's not fully invincible on startup, meaning active moves will beat it. It's also not as fast as 214BC and while new players may have trouble punishing it, experienced players will know how to deal with it.

Universal Mechanics


Standing Reflector
Damage Guard Startup Adv Hit Adv Block
500~ N/A 1 KD +3

Adler performs a gut kick - surprisingly not a reused move - that launches the opponent. Can be followed up with regular routes, or an air throw if you're really cool.

Crouching Reflector
Damage Guard Startup Adv Hit Adv Block
400~ N/A 1 KD +3

Adler performs his 2[C]. In the corner, it can lead to powerful combo options.

Jumping Reflector
Damage Guard Startup Adv Hit Adv Block
500~ 1 1 KD +3

Adler performs his 6B, but in the air. 236C > Air throws. Cool stuff.


Ground Throw
Damage Guard Startup Adv Hit Adv Block
1971~ N/A 1 KD N/A

Adler does a series of gut punches before throwing. This move's significance is that it doesn't throw the opponent very far away, like most other throws do, and gives a long knockdown. This leads to an assured safe jump, crossup setup, or you can start 236BC setplay.

Air Throw
(Air) A+B
Damage Guard Startup Adv Hit Adv Block
2000~ N/A 1 KD N/A

Adler performs a backbreaker ala Guile by slamming the opponent's back onto his knee. This throw is untechable and leaves the opponent close to Adler, letting him get OTG 22X. His routes also give him lots of opportunities to combo into it.

Super Move

ブリッツガイスト - Blitzgeist
Damage Guard Startup Adv Hit Adv Block
600~ per hit All 6 1 1

Adler poses and a purple ball starts circling around him, damaging the foe upon impact. Effectively a stronger version of Rose's Soul Satellite. While it leads to cool combos and great pressure sequences, Adler is generally better off saving his meter for 236BC and 214BC.

  • Disappears after 5 full circles (no matter if it hit the opponent or not).
  • While the ball is out, you won't gain any super meter.
  • REALLY useful for his flashier combos, involving loops. Check out the combo section.

General Strategy


Adler generally has to play more patient in neutral but he has ways to quickly get in. His main pokes are 2B and 6B. 2B is a decently long poke and can be canceled into a special or command normal, with 6B being the main one to cancel into although it can also be safely canceled into 236+X. However, it doesn't have quite the range that other poking tools have in the game. 6B is Adler's longest poke, as it goes a pretty good distance and will even low crush some moves. However, 6B is negative on both hit and block. However, you can play RPS after landing it (see under Pressure and Setplay). Adler's 236+X, while not the best projectile for it, can also be used in neutral. 236+A can be used like a regular fireball albeit with somewhat limited range, and the slower fireballs can be used to discourage opponents from coming in, be followed behind, or to make something safe. Unfortunately, the fireballs can be low profiled by many moves with sweeps in particular going under it. This isn't normally a problem if it's spaced, but some characters like Sai and Anonym have low profile moves that move forward far enough to punish it. In these situations, you can punish them with a 214+A since it will low crush or with a reflector. You can also perform a TK fireball to catch jumps or vertical moves, but the long recovery can make it risky. 214+X can also be used in neutral. 214+A is safe on block but doesn't go too far and can easily be reflectored. 214+C goes the farthest, so it can be used as a long range punish or to catch an opponent off guard. However, it is incredibly unsafe on block. It can be canceled into 236+B+C to be made safe, but if the opponent reflectors it too then it can still sometimes be punished (the cancel can be made to be a true blockstring in corner except versus Mycale). 214+B effectively has the same use as 214+C, just slightly less distance.


Adler has a fairly decent anti-air game. f.5B is Adler's go to anti-air, as it's long ranged and when spaced well will rarely be beaten. If spaced especially well it'll even be safe from reflectors (except Tank's). If you manage to actually hit it then f.5B can be canceled into 6B for a short juggle into 214+C/B+C, making it fairly rewarding if you get it. It's also good at keeping the opponent locked in corner if they try to jump out. His other main option is 22+A/B. It's harder to use, as it's shorter ranged, but it can be buffered from A/B normals. 22+B is slower so it has to be used preemptively, but is more rewarding than 22+A since it can lead to a short juggle into 214+C. However, it tends to lose versus especially good landing aerials, and will never be safe from reflectors. Note, 22+A/B can also be used as a counter poke but that's a more niche use.

Air Game

Adler has a pretty strong air game overall. His j.A is a decent landing aerial but is most used for it's ability to crossup more than anything else, since his other aerials are better at landing and air to air. j.B is a long kick that is a good air to air, but has a big hurtbox to go with it. j.C is the main aerial. It's also good at air to air as it's surprisingly fast and doesn't increase his hurtbox size. It's also a good jump in, once again thanks in part to it not increasing his hurtbox much but also thanks to it having a good angle and being fairly active. It also just looks cool and hits hard so great move overall. Adler also has one of better air throws in the game, as his air throw causes a pretty long untechable knockdown. From it you can either get assured 22+C OTG damage, or get a safe jump. This makes it a valuable air to air tool, as well as making his air reset game scarier than other characters.

Combo Game

Adler is the only character in the game who really cares about standing or crouching confirms. This is because his 214+A whiffs on crouchers, forcing Adler players to have to learn BnBs for both situations. This is one aspect of Adler that makes him more difficult and technical than he would be otherwise. Additionally, his combos are incredibly variable depending on the starter, and while there is something of a general rhythm, gaining a master over all of Adler's situational combos can be tough.

Pressure and Setplay

This will be split into multiple sections due to the many different things Adler can do on offense.


After landing a 6B, regardless if it hits or is blocked, you get an RPS situation with the following options (these can also apply to a blocked 214+A):

Backdash: Avoids the situation entirely, although the opponent can punish it with a hard read.
Neutral Jump: Will avoid all attempts to punish it except any frame 4 or faster moves. If the opponent picks a move with high recovery it's possible to even punish them for it with a landing aerial.
Throw: Will tech throws if the opponent tries to read a reflector or block, and will also just throw the opponent if they choose to block.
Reflector: Beats any punish attempts with faster moves and allows you to punish them for it.
2A Mash: Beats some slower punishes and any attempts to punish the backdash. Also will just work if the opponent decides to block.

j.A Crossup

Adler's j.A is a quick and simple crossup. There's lots of situations where you can go for it, but it's especially easy to go for after his throws.

Meaty c.5[C] Overhead

Adler's c.5[C] is an overhead, but it's not normally possible to combo off of it. However, it's possible to be next to the opponent on knockdown, whiff c.5C and do a meaty c.5[C]. On Akatsuki, Adler, Soldat, Murakumo, and Kanae (also Perfecti in AA), this can be linked with relative ease into 214+B+C in midscreen, and into even more damaging options in corner. This combo can work on the rest of the cast, but it must be timed to hit very late as otherwise it won't link. This can be hit confirmed by looking at the character's health bar. What makes this setup extra deadly though is that it can be used to condition the opponent. Since you have to whiff c.5C first, instead of holding it to do the overhead which would get predictable fast, you can whiff c.5C then go for a throw or a low. This can be mashed on, but the opponent risks getting hit by the overhead to do that. You can also simply whiff c.5C and block to bait reversals. Additionally, if the opponent doesn't tech, then whiffed c.5C into 2B will hit meaty, making the mixup harder to deal with. If the opponent doesn't tech and you do the c.5[C] too early and whiff, then you go into RPS (look above). These c.5[C] mixups can also be combined with 236+B+C (look below).

236+C Setplay

After a corner combo, forego the 22+C ender and do 236+C instead. You generally should start by doing landing j.C after it. If the opponent attempts to reflect the projectile and j.C, it'll be a reflector safe jump so you can reflector them back. After conditioning with j.C, you can go for empty jump throw or empty jump low. However, this setup is weak to being reversaled, so be wary of that and attempt to bait a reversal if you think it's coming. Note, if the opponent doesn't tech at the end of the combo, then you get a safe jump and empty low is more viable.

236+B+C Setplay

After a corner combo, rather than foregoing the 22+C, cancel it into 236+B+C. Similarly, you'll want to start by conditioning with j.C. Once they expect it, you can go for empty jump low, although empty jump throw won't work with this setup. However, with 236+B+C you can go for 4C overhead. If the opponent gets hit by it, thanks to the 236+B+C you'll be able to get a short juggle after it (i.e. 4C > 236+B+C Hits > f.5B > 6B > 2A > 22+C). You can also combine this with c.5[C] overhead, and if it hits the 236+B+C will let you get a ground combo after it, leading to a lot of damage. However, the opponent might try to reflect the fireball. When reflected, the opponent is immune to attacks and throws. Luckily, there is a small gap between each reflect where the opponent won't be hit by the fireball that you can take advantage of. During these gaps, there's a tight window where you can throw or attack the opponent and punish them (note if you attack and hit their reflector you will get punished). However, this too can be countered by a smart opponent, as they can take advantage of the invincible frames to throw you instead if you get too close, or at least get a throw tech. This situation can be avoided entirely by spacing the fireball, easiest done after a 4C, from where you can go for a dash forward throw, air throw if they try to jump, or simply go for a high low. The weakness of doing this however is that it is even more susceptible to reversals or the opponent simply mashing or throwing you, although the opponent has to take a fairly big risk for these.

Untechable Throw Setup

By doing a very specific corner combo and setup, Adler is capable of creating a situation which is effectively an unblockable. First you do ... 214A > c.5C > 6B > 2A > 5A > 2A > 5A > 2A > 2A > 2B > delay 236C. After that, you dash forward and throw. If the opponent tries to tech the throw, their hurtbox gets extended into the 236+C, which is so plus on hit that even though you whiff a throw, there's still enough time to combo into 5A and the rest of a combo. If they try to attack, the same thing happens. If done very precisely, this will even beat reflector, although if not tight enough the opponent can reflector the projectile and punish you. This setup works regardless if the opponent techs or not, so don't worry about that. However, this setup is susceptible to being reversaled, so you have to be ready to bait that. The best counter play to this is to up back. From there, Adler can react and either air throw or do an air attack, making it become a hit throw 50/50. However, if you read that the opponent is going to up back, then you can 236+B which will catch them jumping meaty and can lead to a combo if it does hit. However, this obviously means that you don't get the full setup, so if the opponent manages to read that you're going to try to read them, or just doesn't up back because they don't know, then you'll just get normal pressure.

Instant Overhead j.A

On Murakumo, Fritz, and Wei, Adler's j.A can be used as an instant overhead. It's hard to setup but you need an active 236+B+C on the opponent when they're waking up. Because their hurtboxes get bigger when they're in blockstun, the j.A will hit them while they block 236+B+C. From here the rest of the hits of 236+B+C will land, and you can link into j.C in the same jump to a full combo. Since none of these characters have good reversal attacks, you don't need to fear being reversaled much during this setup. j.A also works as an instant overhead on Blitztank without even the projectile being out. However, you do need the 236+B+C for it to work since j.A won't break Tank's armor, leaving you wide open to be air thrown without it.


Adler has relatively decent defensive options. Besides universal options, he has 214+B+C and 22+B+C. 214+B+C is very good as it comes out at frame 4, has huge range, and will always get you out of the corner even if baited, but if properly baited it's a back hit punish which will hurt a lot. 22+B+C is also invincible, but not fully invincible, meaning it can be stuffed by particularly active moves. It's also slow so it's easy to safe jump. However, if the opponent doesn't know how to punish it properly, then you can get away with doing it more frequently. It's also possible for to go for a wakeup 214+A since it's fast low crushes, although since the low crush isn't frame 1 it can be meatied. Similarly, 22+A can be used on wakeup since it comes out very fast and may low profile some moves, but is susceptible to being meatied.


Adler is a pressure focused offensive character with great setplay and vortex ability. However this comes at the cost of a weak neutral, hard combo conversions, weak defense, and a high skill requirement to use him at his full potential. However when mastered, he is an incredibly difficult character to deal with, and once he gets going, it can be near impossible to stop him.

Other Resources

Adler tutorial video.

https://youtu.be/7vLj7-LxW-U 10 minute tutorial on the arcade version (mainly different reflect combos). Check description for timestamps. Overall has a lot more information than the first tutorial video.

Dead links :(




Midscreen Combos

  • 2A > 2B > 214C
~1700 dmg. Staple midscreen combo. Knocks down and sets up for oki.
  • 2A > 2B > 22C (1) > 214+B+C
~_ dmg. Meter variation of the midscreen combo. 22C can be omitted.
  • 5B > 214A > c.5C > 214C
~2500 dmg. Harder to confirm and requires a standing opponent but does more damage. Will still score a knockdown and setup oki.
  • 5B > 214A > 5A > 6B > 5A > 214C
"~_ dmg. Harder but even higher damage version of the 214A combo.
  • 2B > 6B/236A/236B
~1500/2200 dmg. Even more difficult combo to confirm due to Adler's 2B being a cancellable low that doesn't chain into anything.
Going into 6B won't score a knockdown, but is much safer if blocked. Can go into RPS.
236A won't score a knockdown either, but will do more damage in exchange for being less safe. 236B won't combo but is safer
  • 214A (Second Hit Only) > 5B > 6B > 214C
~_ dmg. Combo for the rare occasion you land just the second hit of 214A.
  • f.5B (anti-air) > 6B > 214C/214+B+C
~_ dmg. Anti-air combo that's relatively easy to hit confirm since it's still advantageous if 6B gets blocked.
  • c.5[C] (Meaty) > 214+B+C
~_ dmg. Meaty overhead combo in midscreen.
  • c.5B > 214A > c.5B > 214A > 22B OR 2B > 214C
~_ dmg. Max damage meterless midscreen combo, although it's even harder than his other routes. Doesn't work in Ausf Achse unfortunately.

Corner Combos

  • You can also tack on ~200 more damage to your corner combos if you catch your opponents getting hit by a 236C, as it's very easy to follow up with due to its long hitstun.

Standing Opponents

  • 2A > 2B > 214A > 5A > 5A > 5B > 6B > 2A > 2B > 22C (> 22+B+C/236+B+C)
~_ dmg. Staple corner combo against standing opponents. Meterless, decent damage, sets up for oki, can also start 236+B+C setplay. 22C can be changed to 236C to start up 236C setplay. 22C ender gives a safe jump with j.C if the opponent techs.
  • 2A > 2B > 214A > 5A > 5A > 5A > 5B > 6B > j.A+B > 22C (> 22C/22+B+C/236+B+C)
~_ dmg. Tank specific combo. Does great damage if you can land it.
  • 2A > 2B > 214A > c.5C > 6B > [2A > 5A] x 2 > 2A > 2A > 2B > Delay 236C
~3048 dmg. Combo for the untechable throw setup, still deals decent damage despite being a setup combo.

Crouching Opponents

  • 5A > 5B > 22C > 2A > 2A > 2B > 236C
~_ dmg. Meterless crouching combo, does ok damage if you don't have meter.
  • 2A > 2A > 22B > 2A > 2A > 2B > 236C
~_ dmg. Alternative meterless crouching combo, doesn't require 2B to confirm.
  • 2A > 2B > 214C (1) > j.236+B+C > j.A > Delay j.B > 5A > 5B > 22C (> 22+B+C/236+B+C)
~_ dmg. Basic combo on crouching characters, deals decent damage and sets up for oki, a safejump, or does extra damage.
  • 2A > 2B > 214C (1) > j.236+B+C > c.5C > 6B > 5A > 5B > 22C (> 22+B+C/236+B+C)
~_ dmg. More optimal version of the above combo. Slightly harder but does slightly more damage.
  • 2A > 2B > 214C (1) > j.236+B+C > j.A > Delay j.B > j.A+B > 22C (> 22+B+C/236+B+C)
~_ dmg. Air throw route, does more damage and also sets up a safejump, oki, and can give extra damage.
  • c.5[C] (Meaty) > 5A...
High damage meaty overhead combo, but this only works on Murakumo and in AA Perfecti.
  • 236+B+C On Top of Opponent > 4C > 5B > 6B > 2A > 22C (> 22+B+C/236+B+C)
~3389 dmg. 4C overhead combo when you have an oki 236+B+C out. Not the best damage but it's good for when you get the 4C juggle.
  • 236+B+C On Top of Opponent > j.A Instant Overhead > 236+B+C Hits > j.C > 5A...
Instant overhead combo route, does pretty high damage when you land it.

236+B+C Loop

  • 2A > 2B > [236+B+C > 5A > 5A > 5A > 5B] x 0-2 > 236+B+C > (5A > 5A > 5B > 214A > 5A > 5A > 5B > 6B > 5A > 5B > 22C) OR (214A Second Hit Only > c.5C > 6B > 2A > 2B > 6B > 2A > 2B > 22C)
~_ dmg. Universal version of the 236+B+C corner loop. Deals great damage but is not really worth spending 3 bars on, although it deals good enough damage with two bars. The second version listed is for crouching opponents.
  • 2A > 2B > [236+B+C > j.A > j.B > 5A > 5A > 5A > 5B] x 0-2 > 236+B+C > j.A > j.B > 5A > 5A > 5B > 214A > 5A > 5A > 5B > 6B > 5A > 5B > 22C
~_ dmg. Higher damage version of the 236+B+C loop. Requires a standing opponent and it only works on Sai, Kanae, Fritz, Wei, Anonym, Blitztank, and Murakumo.
  • (j.C >) c.5C > 236B > [236+B+C > j.A > j.B > 5A > 5B > 236A] x 0-2 > 236+B+C > j.A > j.B > 5A > 5A > 5B > 214A > 5A > 5A > 5B > 6B > 5A > 5B > 22C
~_ dmg. Highest damage version of the 236+B+C loop, but very difficult to do. Requires a standing opponent and only works on Wei, Elektrosoldat, Adler, Blitztank, and Murakumo.

Reflector Combos


  • Reflector > Delay 214C/214+B+C
~1700 dmg (~_ w/ 214+B+C). Requires a bit of a delay to connect all hits.
  • Reflector > 214A > 2B > 214C

~2163 dmg. Higher damage reflector combo, also has good corner carry.

  • Air Reflector > Land > (j.A+B > 22C) OR (j.A > Delay j.B > c.5C > 214C)
~_ dmg. Air reflector combo options, you can prioritize oki (first option) or damage (second option).


  • Reflector, 5B6B, 5C6B, 2AA2B22C (22B+C)
~3000 dmg (~4300 w/super). You'll want to change up the normal you use to chain into 6B based on distance. If you're too far from the corner after the reflector, use 2B. If you're still too far from the corner that after the first 6B that you get far 5C instead, use 5B.

Level 3 combos

  • Adler's Level 3 lets you get some nasty 6B loops for a sizable chunk of damage. Despite the crazy amount of damage and flashiness, Adler is better off spending his meter on his EX moves, although the level 3 is definitely worth going for every once in a while.

Corner, Standing

  • 2A > 2B > A+B+C > 5A > 5B > 6B > [5A > 5A > 5B > 6B] x 3 > 5A > 5A > 5B > 214A > 5A > 5A > 5B > 6B > 5A > 5B > 22C
~7675 dmg. Basic level 3 loop. Deals high damage and is relatively easy.
  • (j.C >) c.5C > 236B > A+B+C > 5A > 5B > 6B > 5A > 5A > 5A > 5A > 5B > 6B > [5A > 5B > 6B] x 2 > 5A > 5A > 5A > 5A > 5B > 214A > 5A > 5A > 5A > 5B > 6B > (5A > 5B > 22C) OR (j.A+B > 22C > 22C).
~8126/8224 dmg. Level 3 loop limited to Blitztank. Deals great damage. The first ender is easier but does less damage, the second ender does more damage and can give a safe jump.

Corner, Crouching

  • 2A > 2B > A+B+C > 5A > 5B > 6B > [5A > 5A > 5B > 6B] x 3 > 5A > 5A > 5B > 214A (Second Hit) > c.5C > 6B > 2A > 2B > 6B > 2A > 2B > 22C
~7394 dmg. Level 3 loop on crouching opponents, deals very slightly less damage.

Ausf Achse Combos

This will only lists combos that changed.

  • Reflector Combos
  • Reflector > 214A > 22A/B
Close reflector combo, does decent damage.
  • Reflector > 2B > 6B > 22A
Far from the opponent corner reflector combo. Nice conversion to have.
  • Reflector > 2A > 6B > 2A > 22C
Close to the opponent corner reflector combo. Does mildly more damage.
  • Air Reflector > 2A > 214C
Air reflector combo, not much different from just doing 214C but requires a little more timing.
  • Air Reflector > 5A > 5B > 22C
Air reflector combo in the corner. Won't get this often so you don't need to learn it.

Frame Data

KD - Knockdown
VB - Variable

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
                  5AB  |  25   |   5     |   KD   |     -    |
                  jAB  |  23   |   3     |   KD   |     -    |
                  5BC  |  17   |   7     |   KD   |    +3    |
                  2BC  |  17   |   7     |   KD   |    +3    |
                  jBC  |  16   |   6     |   KD   |    +3    |                       
              Normals  ---------------------------------------
                   5A  |  15   |   4     |    0   |     0    |
                   2A  |  15   |   4     |    0   |     0    |
                  c5B  |  20   |   5     |    0   |    -2    |
                  f5B  |  26   |   7     |   -4   |    -6    |
                   2B  |  26   |   7     |   -4   |    -6    |
                  c5C  |  25   |   6     |   +0   |    -4    |
                c5[C]  |       |         |   +4   |    +0    |
                  f5C  |  36   |   12    |   KD   |    -9    |
                f5[C]  |       |         |   KD   |     0    |
                   2C  |  33   |   8     |   KD   |   -10    |
                 2[C]  |       |         |   KD   |    -8    |
                  j.A  |  19   |   4     |   -4   |    -4    |
                  j.B  |  24   |   5     |   VB   |    VB    |
                  j.C  |  26   |   7     |   VB   |    VB    |
      Command Normals  ---------------------------------------
                   6B  |  28   |   13    |   -4   |    -4    |
                   4C  |  42   |   27    |   KD   |     0    |
             Specials  ---------------------------------------
                236+A  |  46   |   11    |   -5   |    -9    | 
                236+B  |  46   |   19    |  -13   |    -1    |
                236+C  |  46   |   27    |  +11   |    +7    |
                214+A  |  48   |    7    |   KD   |          |
                214+B  |  50   |    7    |   KD   |   -12    |
                214+C  |  50   |    7    |   KD   |   -12    |
                 22+A  |  42   |    5    |   KD   |   -16    |
                 22+B  |  46   |    9    |   KD   |   -12    |
                 22+C  |  50   |   13    |   KD   |    -8    |
       EX and Level 3  ---------------------------------------
              236+B+C  |  26   |    9    |  +25   |   +21    |
              214+B+C  |  88   |    4    |   KD   |          |
               22+B+C  | 108   |    9    |   KD   |   -18    |
                A+B+C  |  16   |    6    |        |          | superflash 60F


  • The term Adler, the German word for the bird of prey "eagle", is both the last name of many people and an emblematic bird (notably in heraldry, bannistics, numismatics etc.) featured on many blazons since the feudal age, including the Nazi flag and the present German Bundeswappen and at times on the flags of Austria and Germany. (from Wikipedia article)
  • Ahnenerbe was a real Nazi-era government study group that billed itself as a "study society for Intellectual Ancient History". It was developed to research the anthropological and cultural history of the Aryan race, and later lent itself to experimentation and voyages intent on proving that prehistoric and mythological Nordic populations had once ruled the world. (from Wikipedia article)
  • Agartha is a legendary city that is said to reside in the Earth's core. It is related to the Hollow Earth theory and is a popular subject in Esotericism. (further reading)

Marilyn Sue
System Specifics