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.
Normal Moves
c.L
c.L
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
5L
30
-
-
-
-
-
-
-
0
This is your go to move in close quarters, or after an IAD j.H. Since it's +1 on block, you can clip your opponent's jump startup and frame trap your opponents if you do it quickly. The timing is very strict, so you have to get the timing down.
5LL
-
-
-
-
-
-
-
-
-
??
5LLL
-
-
-
-
-
-
-
-
-
??
c.H
c.H 5H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
-
-
-
-
-
-
-
-
It's a typical launcher. Isn't very good for anti-airing because of its limited range. You'll mostly use this move in combos.
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
-
-
-
-
-
-
-
-
A decently ranged poke. It's 0 on block, so you can throw it out safely when needed. Its low blockstun allows for frame traps like f.L 5S. Far L into Far H is also a natural frame trap.
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
-
-
-
-
-
-
-
0
??
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
-
-
-
-
-
-
-
-
??
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
50
-
-
-
-
-
-
-
-
??
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
80
-
-
-
-
-
-
-
-
Wall-bounce on hit.
Universal Mechanics
Forward Throw
Forward Throw 5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
??
Back Throw
Back Throw 4G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
??
Air Throw
Air Throw j.5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
SKD
-
-
??
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
-
-
-
-
-
-
-
-
Requires SP Item.
Special Moves
5S
Denki Kaijin 5S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
50
-
-
-
-
-
-
-
1½
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.
EX
90
-
-
-
-
-
-
-
0
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.
2S
Kaiten Coil 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
100
-
-
-
SKD
-
-
-
1
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.
EX
150
-
-
-
SKD
-
-
-
-
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.
4S
Dischar-Jing! 4S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
-
-
-
SKD
-
SKD
-
1
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.
EX
100
-
-
-
HKD
-
HKD
-
-
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.
j.S
Bootie Bootie 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
-
-
-
-
-
SKD
-
1
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.
EX
130
-
-
-
SKD
-
SKD
-
0
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.
Dream Finish
5D
Paula Experiment
Sylvie jumps into the air and discharges electricity around herself. This actually hits on both sides, but if the opponent knows what’s up, they can Guard Cancel roll and come up on the other side blocking the move. A standard roll will get blown up by this, though. For what it’s worth, Sylvie’s also counted as being airborne during the recovery of this move, too, which means that she’ll sit over certain attacks, but that also means the opponent can punish her hard for it. One last note, this move OTGs, so you can follow up Bootie Bootie with this to hurt the opponent quite a bit. 350 damage on its own. SP cost: 4 bars.
2D
Magneto-Trapo!
Sylvie shoots out a bolt of electricity that goes out a couple character lengths. If it hits, she slams her opponent into the ground. This can easily be jumped and air dashed over to avoid it, so like with most other supers, you wanna use this only when you know you can hit it. 350 damage. SP cost: 4 bars.
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.