Akatsuki Blitzkampf/Adler

From Mizuumi Wiki
Jump to navigation Jump to search
Adler's official profile image


Adler's pre-made colors

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.


A more "shoto" - esque alternative to Elektrosoldat, Adler is fairly rushdown oriented with some shorter range and slower versions of many of Soldat's specials. Some of his normals function similarly, but Adler has far more of a high/low mixup game and better damage output in exchange for suffering greatly outside of optimal range. Unsurprisingly, he and Soldat are not far from each other in terms of tiers.

  • Armor Ratio = 1.025
  • Walking Speed = 5.5 dots/frame
  • Retreating Speed = 4.5 dots/frame

Normal Moves

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

A quick punch. Cancels into anything except C's

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

Gut punch. Can be cancelled into any command normal or special.

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

Generic kick in the face. Can be cancelled into any command normal or special.

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

Heavy "uppercut" punch, attack button kept pressed adds a second punch. Normal C is cancellable into any command normal or special.

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

The second punch in question. You can't do much off of it, but it's an overhead. Catch people offguard.

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 an overhead 4C kick, that knocks down. Both are uncancellable.

5[C] 1589~ High ? KD 0

Adler's overhead kick, the exact same animation as his 4C. Tech point too fast to be able to do anything off of it.

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

Another quick punch. Cancels into anything except C's

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

A kick with a decent range. Can be cancelled into any command normal or special.

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

A knockdown kick, holding the button adds another that doesn't combo or even connect on most characters. Neither of the kicks are cancellable.

2[C] 1000~ Low ? KD -8

A followup sweep. Can't hit after 2C. Note that, thanks to that attribute, the damage displayed is of it's own raw hit, which can be properly spaced - in fact, it hits further than 2C. Think of Baiken's Xrd 2D, if you're into that game.

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

Overhead knee kick that can cross up.

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

Overhead kick.

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

Heavy overhead punch that will slam an airborne opponent to the ground.

Command Normals

It wishes it was Soldat's 6C.
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 13 -4 -4

A flying kick, travels about half screen.

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

Heavy overhead kick, knocks down.

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.

  • A version is the smallest and fastest, traveling for about 2/3 of the screen before dissolving.
B 1100~ High/Low 19 -13 -1
  • B is bigger and more damaging, but goes slower and disappears at halfscreen point.
C 1200~ High/Low 27 +11 +7
  • C is the biggest, the toughest and the slowest, dissipating after covering 1/3 of the screen.
EX 1485~ High/Low 9 +25 +21

Adler fires a huge purple ball.

  • The ball goes even slower than C version of normal Kugel, but reaches half-screen and/or 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)

An anti-air flash kick with a built-in followup where Adler quickly descends foot first, great for starting loops and performing combos. The auto follow-up may hit on its own, and in both cases knocks down.

  • A version makes Adler rise straight up and then descend at a steep angle, it also has a longer untechable time, making it possible to combo into another special or EX. Unlike the other two, the first hit of this version will not hit crouching opponents.
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.
C 1736~ High 7 KD -12
  • C is the farthest (almost fullscreen), lowest and the most damaging version.
EX 3120~ High 4 KD Unsafe

Adler does three flash kicks in a row, then adds a follow-up.

  • Goes fullscreen, knocks down.
ブリッツボンベ - Blitzbombe
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 freezes with 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.

  • Can hit the opponent above.
  • Can be comboed from almost any normal attack.
  • All versions knock down.
B 1339~ High/Low 9 KD -12
C 1485~ High/Low 13 KD -8
EX 2209~ High/Low 9 KD -18

Adler freezes and discharges a powerful electric attack.

  • Does more damage and has more range (~1/3). Knocks down.
  • Like normal Bombe, EX variation can be easily comboed into.

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 for several of his combo options. Probably more viably from 214C > j.236B+C routes.

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. Easiest way to set up 236C oki.

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.

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.

  • 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 tutorial video. He's also one of the only characters who needs to worry about standing/crouching confirms, as he has BnBs for both. Adler players will need to remain vigilant to succeed as him.

https://youtu.be/7vLj7-LxW-U 10 minute tutorial on the arcade version (mainly different reflect combos). Check description for timestamps.

Dead links :(




Midscreen Combos

  • 2AAA2B 214C / 214B+C
~1700 dmg (2200 w/ j.C) Staple midscreen combo. Knocks down and sets up for oki.
  • 5B 214A, 5C 6B/214C
~2500 dmg (~3300 w/ j.C) Harder to confirm and requires a standing opponent. Will still score a knockdown and land you a
  • 2B, 6B/236A/B/214C
~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.
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
214C will knockdown but you'll eat it's blocked. You can reflector if you expect them to mash for a punish, or go for grab to try to throw break a throw punish.

Corner Combos

  • In the corner, Adler can combo after a 214A with a 5C6B, with a followup. If the opponent is crouching and you set up 214A to only hit on the second hit, you can do this twice. Otherwise, you can generally only do it once, ending with 2AA2B22C.
  • 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

  • 2A2B 214A, 5C6B, 2AA2B 22C (22B+C)
~2900 dmg (~4300 with super). Staple corner combo against standing. Meterless, decent damage, sets up for oki
  • j.C 5C 214A, 5C6B, 2AA2B 22C (22B+C)
~4200 dmg (~5500 w/super). Most damaging combo with starter, for only one bar. You'll want to go for this against standing opponents when you have the meter.

Crouching Opponents

  • j.C 5C 214C(1) 236B+C, Airthrow, 22C, 22C (22B+C)
~4400 dmg (~5550 dmg w/super). Simple, damaging combo against crouchers. Since 214 won't combo properly, use this instead. You'll generally want to cancel into the 236B+C as close to the ground as possible to allow ample time to go for the airthrow.
  • j.C 5C 236B 214B+C
~4800 dmg. Costs one bar as well, but shorter and just as easy to confirm. You can also go into 236 for an easier confirm and a negligible damage drop. Better combo than the above, but doesn't look as cool.
  • [CHARACTER SPECIFIC] j.C 5C 236B 236B+C, 214A, 5C6b, 5C6B, 2AA2B 22C (22B+C)
~5000 dmg. Still testing.

Reflector Combos


  • Reflector, 2B6B
~1600 dmg. Simple. Knocks down, knocks them away
  • Reflector, 214C.
~1700 damage. Requires a bit of a delay to connect both hits.


  • 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.

3 meter combos

  • Adler's Level 3 lets you get some nasty corner 6B loops for a sizable chunk of damage. Despite the effort required compared to other characters' Level 3s, Adler's is still worth the meter.

Corner, Standing

  • j.C 5C A+B+C, 5AB6B, [5AAB6B]*3, 5C 214A, 5C6B, 2AA2B 22C
~7550 dmg. Strong combo with the usual finish
  • j.C 5C 236A, A+B+C, (slight step forwards) 5AB6B, [5AAB6B]*3, 5C 214A, 5C6B, 2AA2B 22C
~7750 dmg. Slightly harder version with an extra fireball thrown in early.
  • j.C 5C 236B A+B+C, (step forwards) 5AB6B, [5AAB6B]*3, 5AAB 214A, 2A5B6B, 2AA2B 22C
~8050 dmg. Adler's highest damage potential. Hardest version requiring a very tight spacing to properly combo.

Corner, Crouching

  • j.C 5C A+B+C, (wait) 5AB6B, [5AAB6B]*2, 5AAAB 214A, [5C6B]*2, 2AA2B22C
~7550 dmg. Crouching variation. Slightly less damage, similar result. For the wait, you'll need to pause for the ball to circle slightly past Adler's leg, as going into the 5A too early will cause the combo to drop, as the ball won't circle around in time.
  • j.C 5C 236A, A+B+C, (slight step forwards) 5AB6B, [5AAB6B]*2, 5AAAB 214A, [5C6B]*2, 2AA2B22C
~7800 dmg. Crouching w/fireball variation. Not much harder.
  • j.C 5C 236B, A+B+C, (slight step forwards) 5AB6B, [5AAB6B]*2, 5AAAB 214A, [5C6B]*2, 2AA2B22C
~7900 dmg. Absolute hardest variation, that doesn't work against some characters (UNTESTED). Generally best to go with the more reliable one above.

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