Difference between revisions of "SNK Heroines: Tag Team Frenzy/Sylvie Paula Paula"

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=Special Moves=
=Special Moves=


5S -
5S - '''Denki Kaijin'''
 
* Sylvie sends out electricity in an arc toward the ground in front of her. This is decently fast, will cancel standard projectiles, and if it hits a standing opponent, it’ll crumple them, giving you room to follow up with stuff. You can hit this twice in a combo before the game decides to just tell you ‘no’. 50 damage. SP cost: 1 and ½ bars.


Without Spirit:
Without Spirit:


EX Item:
EX Item:
*
* The EX Denki Kaijin reaches out a lot farther than the standard version. It gets 3 hits, and still crumples a standing opponent. Like the regular version, it can only hit an opponent twice during a combo, but only one hit of the second attempt will connect. 90 damage.
 




2S - '''Kaiten Coil'''


6S -
* A reverse somersault kick. This is Sylvie’s anti-air. It gets 2 hits. The recovery of the move isn’t great, so you’re not going to get much without using an item or SP item for some form of lockdown after hitting it. As you’d expect, though, this has some startup invincibility to it. 100 damage. SP cost: 1 bar.


Without Spirit:
Without Spirit:


EX Item:
EX Item:
*
* Sylvie goes much higher with this version of the move. The EX gets 5 hits instead of the usual 3, but the recovery still isn’t great, so again, you’ll need assistance to keep it going for combos. Has invul like the standard version. 150 damage.
 
 


4S - '''Dischar-Jing!'''


4S -
* Sylvie ejects a spark in front of and above her head. It has a bit of startup behind it, but it’s good for juggles since it recovers quickly as a tradeoff. It also makes for a decent anti-air, if the situation fits. 80 damage. SP cost: 1 bar.


Without Spirit:
Without Spirit:


EX Item:
EX Item:
*
* The EX version of this actually has a slight bit more startup than the normal version, but if it hits, it sends the opponent flying and spinning backwards. It’s pretty easy to follow up on if you’re near a corner, and if you’re not, it’s great for corner carry. 100 damage.
 
 
2S -


Without Spirit:


EX Item:
*


2S - '''Bootie Bootie'''


j.S -
* Sylvie hops forward, delivering a series of three stomping kicks. The last of the kicks flattens the opponent into a hard knockdown state. Even if the other kicks don’t connect, the last one still flattens them. 80 damage. SP cost: 1 bar.


Without Spirit:
Without Spirit:


EX Item:
EX Item:
*
* The EX version of this does 5 hits instead of 3, and it becomes active much more quickly, with the end result still being the same as the normal version, flattening the opponent in a hard knockdown state. There’s a brief bit of startup invul on this version.  130 damage.


=Dream Finish=
=Dream Finish=

Revision as of 20:08, 15 October 2018

File:Characters sylvie thumb.png

Gameplay Overview

Normals

Notable normal: Dash Attack - Sylvie’s Dash Attack, while not reaching all that far, is one of the quick ones. You’ll use this a lot with her when you want to extend what she’s got going on, especially so when you’re closer to the corner.

Close

cl. L:

cl. H:

Far

Far L:


Far H:

Dash

Dash H:


Jump

j. L:

j. H:

Throws

Forward throw:

  • xxx dmg
  • Causes (soft or hard knockdown)


Back throw:

  • xxx dmg
  • Throws opponent


Air throw:

  • Throws opponent behind

SP

Assist:

Special Moves

5S - Denki Kaijin

  • Sylvie sends out electricity in an arc toward the ground in front of her. This is decently fast, will cancel standard projectiles, and if it hits a standing opponent, it’ll crumple them, giving you room to follow up with stuff. You can hit this twice in a combo before the game decides to just tell you ‘no’. 50 damage. SP cost: 1 and ½ bars.

Without Spirit:

EX Item:

  • The EX Denki Kaijin reaches out a lot farther than the standard version. It gets 3 hits, and still crumples a standing opponent. Like the regular version, it can only hit an opponent twice during a combo, but only one hit of the second attempt will connect. 90 damage.


2S - Kaiten Coil

  • A reverse somersault kick. This is Sylvie’s anti-air. It gets 2 hits. The recovery of the move isn’t great, so you’re not going to get much without using an item or SP item for some form of lockdown after hitting it. As you’d expect, though, this has some startup invincibility to it. 100 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • Sylvie goes much higher with this version of the move. The EX gets 5 hits instead of the usual 3, but the recovery still isn’t great, so again, you’ll need assistance to keep it going for combos. Has invul like the standard version. 150 damage.


4S - Dischar-Jing!

  • Sylvie ejects a spark in front of and above her head. It has a bit of startup behind it, but it’s good for juggles since it recovers quickly as a tradeoff. It also makes for a decent anti-air, if the situation fits. 80 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of this actually has a slight bit more startup than the normal version, but if it hits, it sends the opponent flying and spinning backwards. It’s pretty easy to follow up on if you’re near a corner, and if you’re not, it’s great for corner carry. 100 damage.


2S - Bootie Bootie

  • Sylvie hops forward, delivering a series of three stomping kicks. The last of the kicks flattens the opponent into a hard knockdown state. Even if the other kicks don’t connect, the last one still flattens them. 80 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of this does 5 hits instead of 3, and it becomes active much more quickly, with the end result still being the same as the normal version, flattening the opponent in a hard knockdown state. There’s a brief bit of startup invul on this version. 130 damage.

Dream Finish

5D

(name of move):


2D

(name of move):

Combos

IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.

Videos

External Links

Contributors

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina