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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{Overview | {{Overview | ||
|overview= Lambda is a lockdown focused character armed with tools for zoning, rushdown, and '''some of the best corner carry in the game'''. Though Lambda shares several similar moves with Nu-13, she has a much different playstyle. Lambda's main goal is to carry her opponent to a corner and force them into '''strong oki''' setups. These tools do come with risk, however | |overview= Lambda-11 is a lockdown focused character armed with tools for zoning, rushdown, and '''some of the best corner carry in the game'''. Though Lambda shares several similar moves with Nu-13, she has a much different playstyle. Lambda's main goal is to carry her opponent to a corner and force them into '''strong oki''' setups. These tools do come with risk, however: with below average health, weak reversals, and long recovery on multiple attacks, Lambda must weigh the risk/reward of many situations and react to her opponent's movement. Smart usage of her movement options such as her great backdash can alleviate some of these problems in neutral. | ||
Once in the corner, Lambda can get started with her best oki setups and lockdown options. A flexible mindset and good understanding of match flow will take any Lambda player a long way. | Once in the corner, Lambda can get started with her best oki setups and lockdown options. A flexible mindset and good understanding of match flow will take any Lambda player a long way. | ||
|quote= Target acquired, moving to annihilate. | |||
|lore= Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of ''BlazBlue: Continuum Shift'', Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. | |lore= Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of ''BlazBlue: Continuum Shift'', Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. | ||
Having originally appeared as a pallette swap replacement of Nu-13 in ''BlazBlue: Continuum Shift'', Lambda-11 appeared for the first time as a standalone character in ''BlazBlue: Chrono Phantasma Extend''. | Having originally appeared as a pallette swap replacement of Nu-13 in ''BlazBlue: Continuum Shift'', Lambda-11 appeared for the first time as a standalone character in ''BlazBlue: Chrono Phantasma Extend''. | ||
|voice_actor= Kanako Kondō | |voice_actor= Kanako Kondō | ||
|summary= uses a combination of zoning and rushdown tools to set up strong oki | |summary= uses a combination of zoning and rushdown tools to set up strong oki | ||
|pros= | |pros= | ||
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* '''Pressure Can Be Unsafe''': Besides 2C, All C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. | * '''Pressure Can Be Unsafe''': Besides 2C, All C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. | ||
* '''Damage Or Okizeme''': One must be sacrificed for the other. High-damage routes normally can't end in Spike Chaser setups, thus needing to settle for lower-end combos. | * '''Damage Or Okizeme''': One must be sacrificed for the other. High-damage routes normally can't end in Spike Chaser setups, thus needing to settle for lower-end combos. | ||
* '''Huge Whiff Recovery''': Can be easily punished on whiff as her normals have some of the longest recovery in the game — | * '''Huge Whiff Recovery''': Can be easily punished on whiff as her normals have some of the longest recovery in the game — many options are high committment. | ||
|unique_mechanic1_name= Drive: Sword Summoner EX | |unique_mechanic1_name= Drive: Sword Summoner EX | ||
|unique_mechanic1= | |unique_mechanic1= | ||
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|unique_mechanic2_name= Overdrive: Elysium | |unique_mechanic2_name= Overdrive: Elysium | ||
|unique_mechanic2= | |unique_mechanic2= | ||
Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage in addition to becoming a level 5 attack ( | Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage in addition to becoming a level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents. | ||
Her special moves also gain new properties: | Her special moves also gain new properties: | ||
*Sickle Storm summons two | *Gravity Seed recharges at a quicker rate. | ||
*Sickle Storm summons two wheels that travel in opposite directions. | |||
*Spike Chaser travels the entire stage. | *Spike Chaser travels the entire stage. | ||
*Crescent Saber bounces. | *Crescent Saber bounces. | ||
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair. | *Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair. | ||
*Legacy Edge fires more projectiles. | *Legacy Edge fires more projectiles. | ||
*Calamity Sword tracks the opponent. | *Calamity Sword tracks the opponent. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
*Lambda summons two | *Lambda summons two wheels in OD | ||
*Hits four times. | *Hits four times. | ||
Besides combo filler, {{clr|5|236D}} is used to lockdown the opponent as it's very plus on block — | Besides combo filler, {{clr|5|236D}} is used to lockdown the opponent as it's very plus on block — netting you a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too. | ||
With that said, it's never a true blockstring and can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, you could run up {{clr|2|2B}} instead for a blue beat OTG. | |||
</div> | </div> | ||
</div> | </div> |
Revision as of 17:36, 6 April 2022
Lambda-11 is a lockdown focused character armed with tools for zoning, rushdown, and some of the best corner carry in the game. Though Lambda shares several similar moves with Nu-13, she has a much different playstyle. Lambda's main goal is to carry her opponent to a corner and force them into strong oki setups. These tools do come with risk, however: with below average health, weak reversals, and long recovery on multiple attacks, Lambda must weigh the risk/reward of many situations and react to her opponent's movement. Smart usage of her movement options such as her great backdash can alleviate some of these problems in neutral.
Once in the corner, Lambda can get started with her best oki setups and lockdown options. A flexible mindset and good understanding of match flow will take any Lambda player a long way.
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.
Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her drives a very important part in learning to play her.Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage in addition to becoming a level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.
Her special moves also gain new properties:
- Gravity Seed recharges at a quicker rate.
- Sickle Storm summons two wheels that travel in opposite directions.
- Spike Chaser travels the entire stage.
- Crescent Saber bounces.
- Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.
- Legacy Edge fires more projectiles.
- Calamity Sword tracks the opponent.
Normal Moves
5A
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters and catching others and also changing with whether the opponent is already in blockstun or not (5A 5A on Jin the first 5A will connect but the second will whiff since Jin's crouching hurtbox shrinks in blockstun, for example.) Less committal anti-air tool than 6A in exchange for less reward and no head invul.
5B
- Jump Cancelable on hit or block
Your best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool though range is limited. Is not as safe from ODR as 2B, however, making it not a great meaty.
5C
- Projectile
- All hits can special cancel; last hit can cancel into C and D normals
One of your best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.
2A
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.
2B
A good-range poke that's your best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.
2C
- All hits can special cancel; hit 8 can cancel into C and D normals
- Hits 4-8 can jump cancel on hit/block.
Your other Anti-Air.. It's generally inferior to 6A because of less reward on normal hit and your hurtbox not shrinking during startup. However, 2C is your only jump cancellable C normal which can allow for some gimmicks if you condition them, you can frametrap with 2C > 5C as well for high damage..
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.
6A
- Jump cancellable on hit or block
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with 2B, but it's more susceptible to ODR than 5B.
Its untech time makes it a staple in many routes. However, 6A has the worst vertical range of any Anti-Air in the game which will make it whiff or clash in specific situations such as empty IADs, Hakumen's j2C, Amane's j2B, etc... It can be preferable to use 5A or 2C in these cases.
6B
- 110% Bonus Proration
- Ambiguous looking overhead
One of your two overhead normals. It's quicker than 4D, but you have no gatlings left if it's blocked. While not great damage, IAD routes are consistent and you convert with tk.214D routes if you want more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as 5C 6B always works except from short starters like 5A/2A.
6B can go over very low hitting buttons like Jin and Bang's 3C, but this is not reliable and will often get you CH. Lambda is also not considered airborne and can be thrown.
6C
- All hits can special cancel; last hit can cancel into D normals
- Fatal Counter
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blokstrings into 6C except if 5C were barrier'd, so it can frametrap on paper, but more likely you'll get reversal'd for pressing this.
3C
- All hits are special-cancellable
- Only the first 3 hits are lows
Your sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, 3C > 236B has a gap that can be reversal'd — Cancelling 3C into 22D will beat most reversals, excluding some like Azrael's DP.
j.A
- Only air normal not jump cancelable
- Gatlings into itself
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.
j.B
- Jump Cancelable on hit or block
- Reverse-beats with j.A
An air kick. Useful for jumping in and when the opponent is locked down by 236D. You use this for safejump setups after a Tri KD. Ex. 236B > rising jB(w) > falling jB will beat even 7f reversals. It can set up fuzzy mixups except on shorter characters like Es.
j.C
- All hits are highs. The last 3 hits will crossup hit.
- Jump Cancelable on hit or block. Can cancel into j.2C on any hit.
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with j.2C(w) and j.214D though you need to condition the opponent with j.B/j.2C first.
j.2C
- Only the first hit of the move is a high, not the first hit to connect. It's possible to jump in with just mids.
- Jump cancelable on hit or block
Combo filler. It has a decent hitbox, but it's on the slow side, so j.B is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like j.C(1) j.2C(whiff) 2B.
The untech time on air CH is pretty long, so you can land back on the ground and convert with normals to land them into the corner.
Drive Moves
- All drive normals will followup into the second hit unless RC'd or whiffed
- All are projectile level 2 and decrease to level 1 after a set amount of active frames
- Always projectile level 2 in OD
- All are attack level 4 and become attack level 5 in OD
- All have a dead zone in front of her where they have no hitbox
- Air drives will launch the opponent on CH or OD
- None of them can be jump cancelled on block.
5D
- Crumple stuns on CH (doesn't crumple stun on OD CH).
Your most common summon. You use this to stop the opponent running at you and to punish things from fullscreen. it's only -2 on block, so 5D is good close range for frametrapping (i.e 5D into delayed 236B). On CH or OD, the hitstun becomes longer, allowing for followups such as Cavalier.
In OD, 5D becomes +2 on block, so going into 5A/2A becomes a legit frametrap/reset, if they didn't IB.
2D
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above you. Ex: Mu, Rachel, and Izanami. You can follow up with 236B~6C... or IAD j.B j.C 6A... land them in the corner.
The second hit pushes the opponent downwards, so you can score a soft KD from it at the end of combos.
6D
Your furthest reaching summon. It's a long-range Anti-Air and good at catching people trying to jump out of pressure. It can hit tall characters like Tager and Izanami while they are standing.
4D
- Tracks the opponent
- 110% Bonus Proration
- Forces crouching
A summon that comes from behind the opponent. They have a clear path to you if they read this and dash towards you before the sword hits them. This overhead is slower than 6B, but you can still pressure if it's blocked. In the corner, 4D becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.
Be careful as 5D > 4D has a gap that's vulnerable against fullscreen supers — OD 5D > 4D is gapless on normal block, however.
j.D
- Can score a soft KD on air hit.
- Plus on block when done low to the ground.
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than 5D. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump cancelled, so this button is medium risk for low reward.
j.2D
Probably the least used sword summon. The angle is weak compared to other drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.
j.6D
An air to ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent so it's easy to convert with 665B.
Universal Mechanics
Ground Throw
5B+C 4B+C
- 100% minimum damage
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.
Back Throw, aside from side switching, is virtually identicle to her normal Throw.
Air Throw
j.B+C
- 100% minimum damage
Lambda grabs the opponent and crushes them with her knees. Causes the opponent bounce into the air upon making contact with the ground, allowing for a combo.
Counter Assault
6A+B while Blocking
- 1-20 invul
- 180F cooldown
Triggers the 5B animation. It is invincible but most of the cast can easily low-profile it. You're better off using Barrier Guard and IBB than comitting to this.
Crush Trigger
5A+B (Chargeable)
- Can be charged
Breaks the opponent's guard, provided they're not barrier guarding. Sees little use in combos aside from getting corner carry off a 3C hit when you don't have gravity.
Specials
Spike Chaser
214D
- Travels the entire screen in OD
- Safe from every reversal in the game if spaced correctly.
Your main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess your mixup.
There is a small window to delay tech through but this is risky as 214D is active forever, hurts as a starter, and beaten if the Lambda player delays their input.
Sickle Storm
236D
- Lambda summons two wheels in OD
- Hits four times.
Besides combo filler, 236D is used to lockdown the opponent as it's very plus on block — netting you a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too.
With that said, it's never a true blockstring and can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, you could run up 2B instead for a blue beat OTG.
Crescent Saber
j.214D
- OD version bounces which allows for easier pickups.
- Not as quick as the startup implies; the top part becomes active and then takes more frames to reach crouchers.
This is used as an ender in air sword combos and filler in optimal anti-air combos. Not much horizontal range, but it goes behind her so you can cross up with it. Non-OD conversions vary with height: higher hits demand RC j.2C and lower hits can be converted with 2B or 3C.
Gravity Seed
214A/B/C
- Fatal Counter, but the P1 proration is poor.
- Recharge becomes faster in OD
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like Azrael, Nine and Arakune's. It does not slow down Ignis nor Nirvana, however.
It has a cooldown but only takes up a 1/3 of the gauge on whiff.
214A summons the field next to you. It's used for corner combos and okizeme after a 6C KD, as the spacing cripples their mobility while keeping you outside the range of reversals. This is very strong against characters without a normal dash.
214B summons the field in the middle of the screen. This is the version you'll see the most use of. It creates a wall so characters can't run at you for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during 5C, 236D, and 214D so it's always worth spending this if you can.
214C summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where 214B wouldn't travel enough. You can also use this midscreen to ensure they'll wallsplat after 236C.
Act Parcer Zwei
236A
- Command dash with incredibly fast speed.
- Small window to cross-up, you usually have to be point blank.
Not used in optimal combos. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through them before they become active — You can then cancel into 236C for a free fatal, usually. You can also 236A -> throw but this loses to Throw OS and Upbacking.
236A can be done by itself or from any of Lambda's normals except 6B. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.
Act Parcer Tri
236B
- BBCF Lambda ActParserTri.png
Leads into mixup and pressure resets
- Hard knockdown
- Can immediately whiff cancel into any of the 3 followups or 22D
- Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB.
Tri is the first part of your rekka. It travels a good distance and will move you into close-range if done after a Drive like 5D. In pressure you can cancel into either Blade or Sparda for a high-low mixup. Your go-to ender in combos where 214D oki isn't possible.
If the opponent sees you coming and tries to OD this move, you can whiff cancel it into 22D to stay safe and/or punish. 236B can be a risky pressure reset if you've conditioned the opponent to respect it by previously frametrapping jabs with a delayed ~6B or ~22D.
Act Parcer Tri: Sparda
6A (During 236B)
- Hard-coded not to hit cross up on standing opponents (i.e., it can hit cross up on crouching ones).
- Lambda side-switches on both hit and block.
High option from Tri. Sparda can low crush some buttons, but there's no foot invul on it. Meterless conversions require specific spacing or CH but it's a good starter. Think carefully about using this as it's punishable on block.
Act Parcer Tri: Blade
6B (During 236B)
- The range of Blade varies with the time 236B was cancelled from. Max range is fullscreen
- Slight low-profile with quite a disjointed hitbox.
- Safe on normal block, but can be punished on IB.
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect 4D. In midscreen, you should RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter.
Act Parcer Tri: Cavalier
236C (or 6C during 236B)
- Fatal Counter
- Deceptively large vertical hitbox
- Wallsplats
Cavalier functions as combo filler, though on fatal it's your strongest starter. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.
Exiga Nail
22D
- Fully invincible from frames 1-7
- On ground block is -3 at close range. Goes up to 0/+1 further out.
- Is +15 on hit, and crumple stuns on Counter Hit.
- Reduced recovery in OD. Can move or block before touching the ground
- Needs CH or air hit to convert without meter.
A very hard to use reversal due to its invincibility not carrying over with its active frames, but if timed right can beat anything with less than 8 active frames or which you move out of the hitbox in time (i.e Hazama's Rising Fang).
Very punishable if mistimed, but is safe on block and even IB. 22D is a good tool for baiting other reversals and OD/CA. Be weary using this to escape corner pressure as point blank it will whiff on everyone except Tager and Valkenhayn in wolf form.
Distortion Drives
Legacy Edge
236236D
- Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.
- All the projectiles are level 2 and will beat out any other, but the lack of invul means Legacy Edge can't be done on reaction to fast ones like Tager's Sparkbolt or Hazama's Eternal Coils.
- Minimum damage: 32*19 OD: 32*29
A super that can be used as a fullscreen punish and 'auto-wins' neutral against some characters for the cost of 50 meter. If they get stuck blocking this on the ground, you can get a variety of mixups such as empty jump 2B, late airdash jB, IAD jC for a crossup, etc... The downsides are that the opponent can chicken block and mash 4 to IB all the projectiles, giving them a lot of meter.
236236D is a strong starter on CH, particularly the OD version which nets 5k and above.
Calamity Sword
632146D (air OK)
- Tracks the opponent fullscreen in OD
- Can combo off CH.
- Minimum damage: 960 OD: 1260
This is your metered reversal. It hits overhead and is a good combo ender because of the 960 minimal damage. It will usually CH, leading to big damage and corner-to-corner combos. In OD it becomes very threatening in neutral as it can be used for fullscreen punishes if the opponent does anything committal.
Exceed Accel
Duo Cultus
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 303/641 Minimum Damage
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for any okizeme setups so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.
Astral Heat
Sword of Destruction
214214D
- No startup invul. Unlike most Astrals, it can't be used as a reversal.
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from 5C and 3C on ground hit, 6A and 5D on air hit, and 236C after a wallsplat.
Colors
External References
- Lambda Combo Doc from Shinespark
- Kasha's Guide to Lambda
- Lambda Combo Tutorial
- Notes by Taihenna
- Japanese Name: ラムダ·イレブン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State