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====Chaotic Option==== | ====Chaotic Option==== | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|chara=Asuka R | |chara=Asuka R | ||
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|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = Chaotic Option|recovery=29}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = Chaotic Option|recovery=29}} | ||
|description= | |description= | ||
[[File:GGST Asuka R Chaotic Option_Icon.png| | [[File:GGST Asuka R Chaotic Option_Icon.png|right|100px]] | ||
Bookmarks a powerful spell at random. The spell can be chosen from any Test Case. | |||
Mana Cost: 4% | |||
;Copies Avaiable | |||
:Test Case 2: 1x | |||
:Test Case 3: 1x | |||
}} | }} | ||
Revision as of 07:00, 27 May 2023
Test Cases
Asuka starts the round in Test Case 1, and can change the case by inputting 22H~P/K/S. Each Test Case has a unique purpose, but some cards exist in multiple Test Cases. He has 3 Cases, each of which have their own unique 30 spell pool. Switching Test Cases does not bookmark nor remove any spell he has currently in his hand, but future bookmarked spells will be drawn from the new pool. When the pool reaches 0, it resets back to 30.
2× | 2× | 1× | 1× | 6× | 5× | 5× | 5× | 1× | 1× | 1× |
2× | 2× | 1× | 1× | 3× | 3× | 3× | 3× | 2× | 3× | 3× | 2× | 1× | 1× |
Spells
Mana
Reduced Mana Cost
Test Case 1: 2x Mana Cost: 6%
Reduces the Mana cost of ChantGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage- spells by 50% for 10 seconds.
Despite the initial cost, the amount of Mana that can be saved this way is huge and the effect has a very genorous duration. It is especially helpful when setting up to use a large number of spells at once, however, it won't help if you don't already have Mana to spend.
This synergises extremely will with Recover Mana (Continuous), making spells extremely spammable. However, this requires both Test Case 1 and 3.
- In addition to lowering the Mana spent on spells, it also allows Spells to be cast from a lower minimum Mana.
Recover Mana (Continuous)
Test Case 3: 2x Mana Cost: 8%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | 900 | Total 39 |
Continually recovers Mana for 15 seconds, at a rate of 9% Mana per second.
Lasting an incredibly long time for a buff and paying for itself quickly, this easily supports Asuka long-term in all other uses of spells and Specials. Therefore it is valuable to use Test Case 3 to set up this buff when possible.
Because the buff even works when the mana shield is broken, this can functionally also reduce the damage you take by reducing the time the shield is down for.
- Total Mana restored is 135%
- The initial cost is recovered in 54 frames.
- The buff continues even when Mana is depleted from damage, increasing its refill rate from 15% per second to 24% per second.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Recover Mana (Instant)
Test Case 2: 2x Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
11 | Total 29 |
Discards all Bookmarks, to instantly recover a large amount of Mana.
With a full set of Bookmarks this is an instant full recover of Mana. However you won't be able to immediately cast new spells, making it more useful as the last spell of a string before resetting with new Bookmarks, or for an emergency refill when very low.
This can double as a fast way to quickly empty the Spell slots for a new set of spells. However, you will momentarily have no spells to use, and there is no way to synergise this with other spells (i.e. Bookmark (Full Import)), as these will still be discarded.
- Restores 36% / 53% / 70% / 100% Mana, based on the number of additional Bookmarks discarded.
- Sampler 404 does not reduce the Mana gained this way.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Bookmark
Bookmark (Full Import)
Test Case 1: 2x Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
11 | Total 29 |
Bookmarks Spells in all currently open slots.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Bookmark (Random Import)
Test Case 2: 2x Mana Cost: 6%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
11 | Total 29 |
Discards all currently bookmarked Spells then bookmarks the same number of Spells.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Bookmark (Auto Import)
Test Case 3: 2x Mana Cost: 8%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | 600 | Total 39 |
For a set length of time a Spell is automatically bookmarked after using a Spell.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Rod
High-Pass Filter Gravity
Test Case 2: 1 Copy Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | 600 | Total 30 |
Places a rod, granting high jump mobility and bouncing projectiles for strong air coverage.
- The Rod remains active for up to 10 seconds, or until a new Rod is placed.
- Increases Asuka's jump height by approximately 40%.
- All added properties only affect moving projectiles with All Guard ( and 632146P):
- Projectiles are launched in an upward arc, repeatedly bouncing off the ground in a very tall arc.
- Vertical launch speed on hit increased by 100%.
- Projectiles on hit bounce back down to the ground, underneath the opponent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Low-Pass Filter Gravity
Test Case 2: 1 Copy Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | 600 | Total 30 |
Places a rod, reducing jump height and causing spells to bounce along the floor.
Counter-intuitively, reducing Asuka's jump is beneficial. An instant rising j.D is able to hit crouching opponents for a Frame 19 overhead, in addition every IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. is more advantaged for being lower to the ground. However, this also makes jump-ins much easier to counter with mid-height pokes such as f.S attacks.
Projectiles bounce along the ground more closely, this makes them more reliably counter low-profile attacks, but become much easier to jump over.
- The Rod remains active for up to 10 seconds, or until a new Rod is placed.
- Decreases Asuka's jump height by approximately 33%.
- All added properties only affect moving projectiles with All Guard ( and 632146P):
- Projectiles are launched in a downward arc, repeatedly bouncing off the ground in a very low arc.
- Vertical launch speed on hit decreased by 25%.
- Projectiles on hit bounce back down to the ground, underneath the opponent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Shooting Time Stretch (Accelerate)
Test Case 1: 1 Copy Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | 600 | Total 30 |
Places a rod, increasing the speed and power of moving projectiles for zoning.
An effective zoning buff, making projectiles much faster, more advantageous, while launching opponents further back. This makes it easier to keep opponents at bay or create pressure from relatively cheap spells often found in Test Case 1.
The added wall bounce also largely increases combo potential in the corner.
- The Rod remains active for up to 10 seconds, or until a new Rod is placed.
- All added properties only affect moving projectiles with All Guard ( and 632146P):
- Increases the base projectile speed by 25%, and continues to rapidly accelerate over time.
- Projectiles on hit Wall Bounce in the corner.
- Horizontal launch speed on hit increased by 100%.
- Applies Guard Crush on block, for 11 frames of advantage more than regular blockstun.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Shooting Time Stretch (Decelerate)
Test Case 1: 1 CopyMana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | 600 | Total 30 |
Places a rod, decreasing the speed of projectiles to control space for longer.
Slower moving projectiles become continuous threats for the opponent, forcing them to attack through it, and potentially allowing Asuka to either approach behind projectiles or use the time to manage resources.
Projectiles on hit also launch less distance, making it easier to keep up combos without launching the opponent too far.
- The Rod remains active for up to 10 seconds, or until a new Rod is placed.
- All added properties only affect moving projectiles with All Guard ( and 632146P):
- Decreases the base projectile speed by 50%, and continues to gradually slow down over time.
- Horizontal launch speed on hit decreased by 50%.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Gravity Rod (Shooting)
Test Case 3: 1x Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | 600 | Total 30 |
Places a staff that draws in certain Spells for a set length of time. You can control the placement by holding a direction
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Repulsive Rod (Shooting)
Test Case 3: 1x Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19 | 600 | Total 30 |
Places a staff that repels Spells for a set length of time. You can control the placement by holding a direction
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Metron
Howling Metron
Test Case 1: 6x, Test Case 2: 3x and Test Case 3: 2x Mana Cost: 8%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
41 | All [Guard Crush] | 11 | Total 39 | +5 [+16] |
Fires a fast-moving projectile.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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80% | 4 | Very Small | KD | 500 | 2000 | 700 |
Delayed Howling Metron
Test Case 1: 5x, Test Case 2: 3x and Test Case 3: 2x Mana Cost: 12%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22×3 | All [Guard Crush] | 21 | Total 54 | +22 [+33] |
Fires a multi-hit projectile. Works great when you need to recharge mana or just want to lock down someone in the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100×3 | 2000 | ~233×3 (700) |
- Costs 5040 (12%) Mana.
- Can cancel into Specials Frames 25~45.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- Used at point-blank range, it is possible for the projectile to move through the opponent before the third hit connects.
- Projectile is similarly affected by hitstop, causing it to next hit on the first frame of blockstun, accounting for the 2 additional frames of advantage.
Howling Metron MS Processing
Test Case 1: 5x, Test Case 2: 3x and Test Case 3: 2x Mana Cost: 16%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24×3 | All [Guard Crush] | 16, 21, 26 | Total 49 | +10 [+21] |
Fires three fast-moving projectiles. The upper and lower ones are angled.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100x3 | 2000 | ~233x3 (700) |
- Costs 6720 (16%) Mana.
- Can cancel into Specials Frames 20~40.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- The projectile spawn in the following order: Middle, Up, Down.
Metron Screamer 808
Test Case 1: 5x and Test Case 3: 5x Mana Cost: 16%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
53 | All (Guard Crush) | 12 | Total 34 | +16 |
Fires a short range projectile that Guard Crushes. Causes a Wall Bounce in the corner on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 500 | 2000 | 700 |
Metron Arpeggio
Test Case 3: 3x Mana Cost: 24%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
17×10 | All [Guard Crush] | 31 | Total 59 | +113 [+124] |
Fires many projectiles over a wide area. Comes in two volleys.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100×10 | 2000 | 70×10 (700) |
Delayed Tardus Metron
Test Case 2: 2x and Test Case 3: 3x Mana Cost: 12%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26×3 | All [Guard Crush] | 21 | Total 39 | +57 [+68] |
Fires a slow-moving multi-hit projectile that stay on the screen for a long time.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100×3 | 2000 | ~233×3 (700) |
- Costs 5040 (12%) Mana.
- Can cancel into Specials Frames 25~30.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- Upon connecting with the opponent, the projectile cannot hit for the next 21 frames, therefore hitting every 22 frames.
Terra Metron
Test Case 1: 1x and Test Case 2: 3x Mana Cost: 16%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
47 | Low (Air: All) | 16 | 3 | Total 45 | +4 |
Fires a long range projectile that hits Low when used on the ground. Does not hit Low when used in the air.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 375 | 2000 | 700 |
Accipiter Metron
Test Case 1: 1x and Test Case 2: 3x Mana Cost: 16%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
49 | High | 19 | 3 | Total 48 | +4 |
Fires an overhead projectile that homes in on the opponent's position to an extent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 375 | 2000 | 700 |
Aquila Metron
Test Case 1: 1x Mana Cost: 20%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 14 | Total 59 | -25 | Strike 1-15 |
Being Asuka's only reversal of any kind, Aquila Metron is a valuable defensive tool when being put at a disadvantage.
Fires a short range projectile, in which he is strike invincible during the startup. Unlike the rest of his Spells, this move cannot be canceled into any of Asuka's normal cancel options after a Spell.
This gives opponents a guaranteed punish on block if Asuka doesn't have Tension to Roman Cancel. Use with caution.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60% | 2 | Very Small | HKD +41 | 500 | 1000 | 500 |
Bit Shift Metron
Test Case 2: 2x and Test Case 3: 4x Mana Cost: 12%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28×1~5 | All [Guard Crush] | 14 | 4 | Total 39 | +8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] |
Fires a varying number of projectiles depending on how long it's been bookmarked.
Bit Shift Metron has 2 versions, one that starts at Level 1 and one that start at Level 5. If starting at Level 1, it slowly gains Levels over time. If starting at Level 5, it slowly loses Levels over time. It shoots an according number of projectiles to its Level (1 at Level 1, 2 at Level 2 etc).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | Very Small | KD | 100×5 | 2000 | 700 total, divided evenly per cube |
- Costs 5040 (12%) Mana.
- Can cancel into Specials Frames 18~30.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 15 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
Counter-Hit state during entire move.
- Each projectile applies R.I.S.C. Loss separately.
- Each additional projectile takes an additional 10F to be released, this has no effect on the recovery time.
RMS Boost Metron
Test Case 2: 1x and Test Case 3: 2x Mana Cost: 16%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
55/66/77/88/99 | All (Guard Crush) | 14 | 5 | Total 44 | +25 |
Fires a fast and advantageous projectile that Guard Crushes.
Higher Levels increase its damage, and the Level can't be changed once it's bookmarked. The projectile is likely to be more plus at lower levels as it will often hit on the later active frames on crouching opponents.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 500 | 2000 | 700 |
- Costs 6720 (16%) Mana.
- Can cancel into Specials Frames 18~35.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 15 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
Level number only affects damage. Higher Levels deal more damage.
- Guard Crush duration: 40F.
Other
Go to Marker
Test Case 3: 4x Mana Cost: 8%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | Total 35 | 16-25 Full |
Teleports Asuka a fixed distance in one of eight directions (downwards options only available in the air) based on what direction is held during startup.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sampler 404
Test Case 3: 1x Mana Cost: 4%
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
11 | Until Spell Used | Total 29 |
Makes it so that the next spell used is not discarded.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chaotic Option
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
11 | Total 29 |
Bookmarks a powerful spell at random. The spell can be chosen from any Test Case.
Mana Cost: 4%
- Copies Avaiable
- Test Case 2: 1x
- Test Case 3: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|