-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The Last Blade 2/Akari Ichijo: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
(63 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{The Last Blade 2 Character Intro|char=Akari Ichijo|sub=0|content= | |||
==Overview== | ==Overview== | ||
Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy | Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy | ||
<br> | |||
<div class="movelist-toggles"> | |||
| | <div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | ||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Power --> | |||
! | {{ProConTable | ||
| | |pros= | ||
* | * faster meter gain gain, higher overall damage making small pokes add up quickly. | ||
* | * Can shut down most air approaches thanks to the threat eating a DM from her anti air when she has meter/desperation | ||
| | |cons= | ||
* | * combos are more difficult than speed, 4B linked to 6C is needed for her stronger combos | ||
* | * Akari is airborne for a few frames of all of her wake up animations. If your opponent has an air throw they can throw you during this window and loop it on each wake-up. True for all modes. | ||
}}</div> | |||
! | <div id="movelist-2" class="movelist"><!-- Speed--> | ||
| | {{ProConTable | ||
* | |pros= | ||
* | * can extend combos thanks to 4B being a chain combo normal | ||
| | * one of a few characters than can combo into fandango (22A/B) making her damage potential higher than average. | ||
* | *DM has more horizontal range than power, allowing it to be combod into farther away. | ||
|cons= | |||
* slower meter gain than power | |||
! | }}</div> | ||
| | <div id="movelist-3" class="movelist"><!-- EX --> | ||
* | {{ProConTable | ||
* | |pros= | ||
| | * 2A confirm to dm | ||
* | * anti air is as big of a threat as power mode when she has meter/desperation | ||
* DM shares the same range increase as speed, and does nearly a bar of health by itself. | |||
|cons= | |||
* No meter gained for blocked normals, damage taken increased 1.3x}} | |||
</div> | |||
}} | |||
==Normals== | ==Normals== | ||
===Standing=== | ===Standing=== | ||
Line 45: | Line 46: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S8/0 | |damage=P12/1 S8/0 | ||
|startup= | |startup=7 | ||
|active=2 | |active=2 | ||
|recovery=14 | |recovery=14 | ||
Line 65: | Line 66: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S8/0 | |damage=P12/1 S8/0 | ||
|startup= | |startup=7 | ||
|active=2 | |active=2 | ||
|recovery=13 | |recovery=13 | ||
Line 85: | Line 86: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S16/0 | |damage=P26/3 S16/0 | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
Line 105: | Line 106: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P50/6 S23/0 | |damage=P50/6 S23/0 | ||
|startup= | |startup=P20 S16 | ||
|active=4 | |active=4 | ||
|recovery=29 | |recovery=29 | ||
Line 125: | Line 126: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P24/4 S16/0 | |damage=P24/4 S16/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
|state= | |state= | ||
|frame advantage=+12/-8 | |frame advantage=+12/-8 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 145: | Line 146: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=13 | ||
|active=4 | |active=4 | ||
|recovery=4 | |recovery=4 | ||
Line 165: | Line 166: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P17/2 S14/0 | |damage=P17/2 S14/0 | ||
|startup= | |startup=10 | ||
|active=7 | |active=7 | ||
|recovery=23 | |recovery=23 | ||
Line 174: | Line 175: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Low priority kick that causes a wallbounce. Sets up all your damaging juggles. Never throw it out on its own (unless you have a punish) | |description=Low priority kick that causes a wallbounce. Sets up all your damaging juggles. Never throw it out on its own (unless you have a punish). Note that hitting on its later frames makes follow ups more difficult due to the recovery. This can be in issue in speed/ex, in power mode it doesn’t come up as often. | ||
}} | }} | ||
}} | }} | ||
Line 185: | Line 186: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=21 | |damage=21 | ||
|startup= | |startup=22 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
Line 205: | Line 206: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=21 | |damage=21 | ||
|startup= | |startup=28 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 238: | Line 239: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Use this move as a meme only when your opponent's HP is down to a pixel. It's unblockable in the air, though it can be deflected. If you successfully KO your opponent with this move, congratulations! It would feel like winning the lottery. :D | ||
}} | }} | ||
}} | }} | ||
Line 250: | Line 251: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 259: | Line 260: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=A very fast but long range jab which hits low for good measure. An incredible normal in general. Links into itself up to 4 times. Use it | |description=A very fast but long range jab which hits low for good measure. An incredible normal in general. Links into itself up to 4 times, links to 4B up close for damaging conversions. Use it | ||
}} | }} | ||
}} | }} | ||
Line 270: | Line 271: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=15+17+2+? | |damage=15+17+2+? | ||
|startup= | |startup=8 | ||
|active=4-1-1-1-1 | |active=4-1-1-1-1 | ||
|recovery=48 | |recovery=48 | ||
Line 299: | Line 300: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P10/1 S9/0 | |damage=P10/1 S9/0 | ||
|startup= | |startup=8 | ||
|active=2 | |active=2 | ||
|recovery=11 | |recovery=11 | ||
Line 319: | Line 320: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P19/2 S14/0 | |damage=P19/2 S14/0 | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=28 | |recovery=28 | ||
Line 335: | Line 336: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Akari_jA.png | |image=LB2_Akari_jA.png | ||
|caption= | |caption= | ||
|name=jA | |name=jA | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=6 | ||
|active=2 | |active=2 | ||
|recovery=N/A | |recovery=N/A | ||
Line 355: | Line 356: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Akari_jB.png | |image=LB2_Akari_jB.png | ||
|caption= | |caption= | ||
|name=jB | |name=jB | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/2 S13/0 | |damage=P26/2 S13/0 | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery=N/A | |recovery=N/A | ||
Line 380: | Line 381: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=2 | ||
|active=6 | |active=6 | ||
|recovery=N/A | |recovery=N/A | ||
Line 389: | Line 390: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Horrible hitbox, but that 1f startup can't be ignored. Despite the hitbox being not the best it’s her best air to air thanks to the speed of it | |description=Horrible hitbox, but that 1f startup can't be ignored. Despite the hitbox being not the best it’s her best air to air thanks to the speed of it. Pretty reliable as a cross up. | ||
}} | }} | ||
}} | }} | ||
Line 400: | Line 401: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=8 | ||
|active=2 | |active=2 | ||
|recovery=N/A | |recovery=N/A | ||
Line 424: | Line 425: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S19/0 | |damage=P26/3 S19/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
Line 444: | Line 445: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S19/0 | |damage=P26/3 S19/0 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=41 | |recovery=41 | ||
Line 467: | Line 468: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=33 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 474: | Line 475: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Can follow with 8C otg for extra damage with good timing. Recovery time is for a missed throw | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Akari_CD2.png|2nd part | LB2_Akari_CD2.png|2nd part | ||
Line 489: | Line 490: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=59 | |damage=59 | ||
|startup= | |startup=40-60 | ||
|active=2 | |active=2 | ||
|recovery=44 | |recovery=44 | ||
Line 510: | Line 511: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=19 | |damage=19 | ||
|startup= | |startup=23 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 520: | Line 521: | ||
|tech= | |tech= | ||
|description=* Available in EX as well. | |description=* Available in EX as well. | ||
* An overhead that causes a stagger (vs crouching opponent blocking) launches otherwise. Average speed for an overhead (most universal overheads share the same startup) but can still catch opponents off guard thanks to how diverse Akari's toolkit is. | * An overhead that causes a stagger (vs crouching opponent blocking) launches otherwise. Average speed for an overhead (most universal overheads share the same startup) but can still catch opponents off guard thanks to how diverse Akari's toolkit is. In a corner you can confirm a 4B into whatever followup you like, midscreen you can reset with a 5A/2A, 236A or try to tech chase | ||
}} | }} | ||
}} | }} | ||
Line 532: | Line 533: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=8 | |damage=8 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=25 | |recovery=25 | ||
Line 541: | Line 542: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Moves akari forward marginally. Despite this it can miss in chain combos from farther out, making 2A a better option for some combos. | ||
}} | }} | ||
}} | }} | ||
Line 554: | Line 555: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=11+19 | |damage=11+19 | ||
|startup= | |startup=13 | ||
|active=5-5 | |active=5-5 | ||
|recovery=13 | |recovery=13 | ||
Line 579: | Line 580: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P12 S11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 589: | Line 590: | ||
|tech= | |tech= | ||
|description= | |description= | ||
* Akari launches a blue fireball | * Akari launches a blue fireball. Decent for zoning use and some combos, travels full screen. | ||
* Cannot be blocked in the air | |||
}} | }} | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
Line 595: | Line 597: | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 606: | Line 608: | ||
|description= | |description= | ||
* B version is stronger, but travels a shorter distance | * B version is stronger, but travels a shorter distance | ||
* Cannot be blocked in the air | |||
}} | }} | ||
}} | }} | ||
Line 611: | Line 614: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Akari_d,u+C.png | |image=LB2_Akari_d,u+C.png | ||
|caption= | |caption=Ever wanted to make people stop jumping? | ||
|name=Astro-Revolve | |name=Astro-Revolve | ||
|input=28C | |input=28C | ||
Line 617: | Line 620: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 747: | Line 750: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 764: | Line 767: | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 781: | Line 784: | ||
|version=C | |version=C | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 791: | Line 794: | ||
|tech= | |tech= | ||
|description= | |description= | ||
* '''Reifu Anchuu Mosaku''' (C version) Akari hits opponent with a talisman temporarily | * '''Reifu Anchuu Mosaku''' (C version) Akari hits opponent with a talisman temporarily mixing up the opponents buttons. I.e. A might be Deflect instead of light attack etc. | ||
* Drains some super meter | * Drains some super meter | ||
}} | }} | ||
Line 804: | Line 807: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 872: | Line 875: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup=P25/S26 | ||
|active= | |active= 1 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-30 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* Akari hops and hits low to summon a demon centipede. If it hits, the centipede will come from the ground to carry opponet, while Akari rides the centipede on | |description=* Akari hops and hits low to summon a demon centipede. If it hits, the centipede will come from the ground to carry opponet, while Akari rides the centipede on its side. Has slightly more horizontal range in speed than in power. Can connect from any B attack (minus 6B) as a ground combo in any mode, and from 4B in juggle. Has 1F more startup in speed/ex than it does in power, this does not effect combos though. | ||
}} | }} | ||
}} | }} | ||
Line 894: | Line 897: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 903: | Line 906: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* A legion of demons or spirits come to trample opponent and Akari. Opponent will take damage, Akari will not. Has some use as anti air, but mostly used in juggles. Horizontal range is slightly less | |description=* A legion of demons or spirits come to trample opponent and Akari. Opponent will take damage, Akari will not. Has some use as anti air, but mostly used in juggles. Horizontal range is slightly less than 5A. Fast enough to combo from anything cancelable on the ground if you’re in range. 4A 4A 5A 632146B can work in power | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Akari_hcb+f+B2.png|2nd part | LB2_Akari_hcb+f+B2.png|2nd part | ||
Line 915: | Line 918: | ||
===Any Mode=== | ===Any Mode=== | ||
* '''Juggling with 4B more than twice in a combo is generally frowned upon''' | * '''Juggling with 4B more than twice in a combo is generally frowned upon''' | ||
* | * 4B, 4B | ||
: 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) | : 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) short dash forwards between 4B hits. | ||
* Dash A/B, 236B | * Dash A/B, 236B | ||
* Dash A/B, | * Dash A/B, 421X | ||
* 2C, 28C 28B/C. 28C is a link | * 2C, 28C 28B/C. 28C here is a link for power mode | ||
* j.B, 2B, 28C, 28C, 8C | * j.B, 2B, 28C, 28C, 8C | ||
* j.B, 6C, 4B | * j.B, 6C, 4B, 28C, 28B 5C | ||
* j.B, 4B, 2B | * j.B, 4B, 2B(1) 2146AB | ||
* j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode. | * j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode. | ||
* Grounded portion of combos works from any jump in attack | * Grounded portion of combos works from any jump in attack | ||
* 28C 28D, j2C/jCD | * 28C 28D, j2C/jCD | ||
* 2Ax4 | |||
===Power Mode=== | ===Power Mode=== | ||
* | * 6C, 2146AB | ||
* 6C, 632146B corner | |||
* | * learning to link into 4B and the 4B, 6C link is important for her stronger combos in power. | ||
* learning to link into 4B and the 4B, 6C link is important for her stronger combos in power. | * 2A, 4B, 6C, dash 4B 236A. Good damage from a strong low poke. | ||
* 2C, 4A, 4B, 6C dash 4B 236A | * 2C, 4A, 4B, 6C dash 4B 236A | ||
* 4/5A, 2A, 4B, 6C dash 4B 2146AB | * 4/5A, 2A, 4B, 6C dash 4B 2146AB | ||
Line 937: | Line 941: | ||
* whatever into 4B, 6C, dash 28C 28C 2146AB | * whatever into 4B, 6C, dash 28C 28C 2146AB | ||
===EX Mode | ===EX Mode=== | ||
* 2A 2A 28C(1) 2146AB | |||
* 5A 2B(1) BC, 632146B (corner only) | * 5A 2B(1) BC, 632146B (corner only) | ||
* 5A 2A 2B(1) 632146B | * 4A 5A 2A 2B(1) 632146B | ||
* 4A 5A 5A 632146B (easier than the above combo) | * 4A 5A 5A 632146B (easier than the above combo) | ||
* 5A 2A 4B 5A 2A 6C 28C 28C 2146AB works anywhere but deep in a corner. Fancy confirm for fun, doing an extended chain into Dm is slightly more damage. | * 5A 2A 4B 5A 2A 6C 28C 28C 2146AB works anywhere but deep in a corner. Fancy confirm for fun, doing an extended chain into Dm is slightly more damage. | ||
*chain combo to 6C 4B | *chain combo to 6C 4B 28C(1) 2146AB (corner) you need to hold the dm to have it connect. | ||
*All speed combos work in ex | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
* | * 2C (link) 28C(1) 2146AB | ||
* | * 5A/5B, 632146B | ||
* j.B, 6C, 4B ( | * j.B, 6C, 4B 632146B (corner) | ||
* 5A, 28C, 28C, 2146AB | * 5A, 28C, 28C, 2146AB | ||
* 4A, 4A, 5A 632146B | |||
===Speed | ===Speed=== | ||
* | * 4A 5A 5A 5B 6C 8C otg | ||
* BC, 236A | * BC, 236A | ||
* | * 5A, 2A, 2B(1), 4B, 5A, 2A, 5B 2146AB | ||
* Dash A/B 5B, 236B | * Dash A/B 5B, 236B | ||
* | * 4A 5A 5A 5B 6C, dash 4B, 2146AB | ||
* | * 4A 5A 2A 2B(1) 6C, 4B, 236A, 9CD (corner) | ||
* A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner) | * A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner) | ||
* 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A | * 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A Bnb outside a corner. You can end with 4B 2146AB with meter/desperation. | ||
* 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner) | * 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner) | ||
* chain into 6C 4B 22B(1) 4B, dash 4B, dash 5A 2A 4B, 5A 2A 6C 4B 28C 28B corner. Above combo is more consistent, this is for showing off. | |||
* Point blank 4A/5A 2A 4B 22A/B or 4A/5A 4B 22A/B. Setup into a true 50/50 for fandango. On hit 4B has enough hitstun the opponent is forced to block high or low, deflecting isn’t possible if cancelled into fandango immediately. Applies to ex mode as well. | |||
===Super Speed Combos=== | ===Super Speed Combos=== |
Latest revision as of 06:30, 14 February 2024
Overview
Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
4B |
---|
5C |
---|
6C |
---|
3B |
---|
8C |
---|
Special Taunt
Taunt Button |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
Air
jA |
---|
jB |
---|
jC |
---|
j2C |
---|
Dashing
66A |
---|
66B |
---|
Universal Mechanics
Throw |
---|
Power
B+C |
---|
Speed
B+C |
---|
Speed Chain
A>A |
---|
A>B>C |
---|
Special Moves
Messianic Blast 236A/B |
---|
Astro-Revolve 28C |
---|
Rice Patty Demon Dicer 623X |
---|
Koumyou Gojuugo 421A/B/C |
---|
Pure Princess Parry 63214A |
---|
Changing Troll 63214B |
---|
Transforming Troll 63214C |
---|
Desperation Moves
Sextex Synthesis 2146AB |
---|
Super Desperation Moves
100 Demon Sabbath 632146B |
---|
Combos
Any Mode
- Juggling with 4B more than twice in a combo is generally frowned upon
- 4B, 4B
- 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) short dash forwards between 4B hits.
- Dash A/B, 236B
- Dash A/B, 421X
- 2C, 28C 28B/C. 28C here is a link for power mode
- j.B, 2B, 28C, 28C, 8C
- j.B, 6C, 4B, 28C, 28B 5C
- j.B, 4B, 2B(1) 2146AB
- j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode.
- Grounded portion of combos works from any jump in attack
- 28C 28D, j2C/jCD
- 2Ax4
Power Mode
- 6C, 2146AB
- 6C, 632146B corner
- learning to link into 4B and the 4B, 6C link is important for her stronger combos in power.
- 2A, 4B, 6C, dash 4B 236A. Good damage from a strong low poke.
- 2C, 4A, 4B, 6C dash 4B 236A
- 4/5A, 2A, 4B, 6C dash 4B 2146AB
- 6C dash 4B dash jCD
- whatever into 4B, 6C, dash 28C 28C 2146AB
EX Mode
- 2A 2A 28C(1) 2146AB
- 5A 2B(1) BC, 632146B (corner only)
- 4A 5A 2A 2B(1) 632146B
- 4A 5A 5A 632146B (easier than the above combo)
- 5A 2A 4B 5A 2A 6C 28C 28C 2146AB works anywhere but deep in a corner. Fancy confirm for fun, doing an extended chain into Dm is slightly more damage.
- chain combo to 6C 4B 28C(1) 2146AB (corner) you need to hold the dm to have it connect.
- All speed combos work in ex
Power and EX Mode
- 2C (link) 28C(1) 2146AB
- 5A/5B, 632146B
- j.B, 6C, 4B 632146B (corner)
- 5A, 28C, 28C, 2146AB
- 4A, 4A, 5A 632146B
Speed
- 4A 5A 5A 5B 6C 8C otg
- BC, 236A
- 5A, 2A, 2B(1), 4B, 5A, 2A, 5B 2146AB
- Dash A/B 5B, 236B
- 4A 5A 5A 5B 6C, dash 4B, 2146AB
- 4A 5A 2A 2B(1) 6C, 4B, 236A, 9CD (corner)
- A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner)
- 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A Bnb outside a corner. You can end with 4B 2146AB with meter/desperation.
- 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner)
- chain into 6C 4B 22B(1) 4B, dash 4B, dash 5A 2A 4B, 5A 2A 6C 4B 28C 28B corner. Above combo is more consistent, this is for showing off.
- Point blank 4A/5A 2A 4B 22A/B or 4A/5A 4B 22A/B. Setup into a true 50/50 for fandango. On hit 4B has enough hitstun the opponent is forced to block high or low, deflecting isn’t possible if cancelled into fandango immediately. Applies to ex mode as well.
Super Speed Combos
- A + B + C + A + B + C + A + B + 236C
- A + B + C + A + B + C + C + B + 236A
- A + B + C + 2C + A + 2C + 6BC
- A + B + C + 2C + A + BC + A + 236B
Guard cancel
- 421D, 4B, dash 4B 236A. Use 4B 28C 28B if opponent is put in a corner
- 421D, 4B, dash 4B 2146AB (with desperation)
- 412D, 28C, 28B otg 5C (easiest)