Melty Blood/MBAACC/Archetype: Earth/Crescent Moon: Difference between revisions
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*'''Good mixups''': Fast instant overhead, fuzzies and unreactable okizeme from her stronger knockdowns. | *'''Good mixups''': Fast instant overhead, fuzzies and unreactable okizeme from her stronger knockdowns. | ||
*'''Great meter usage''': Meter can be used effectively in neutral and also for better knockdowns during combos. | *'''Great meter usage''': Meter can be used effectively in neutral and also for better knockdowns during combos. | ||
*'''Huge DP''': A | *'''Huge DP''': A massive reversal that also works nicely in her neutral. | ||
|cons= | |cons= | ||
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*'''Very low HP''': Hime has one of the lowest health values, making mistakes deadly and prone to being snowballed due to her poor defensive options. | *'''Very low HP''': Hime has one of the lowest health values, making mistakes deadly and prone to being snowballed due to her poor defensive options. | ||
*'''Slow aerial movement''': Hime's floaty jump and slow airdash make her mostly reliant on grounded approaches. | *'''Slow aerial movement''': Hime's floaty jump and slow airdash make her mostly reliant on grounded approaches. | ||
|tablewidth=80 | |tablewidth=80 | ||
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|invuln= | |invuln= | ||
|description=Neutral on block, can be used to tick throw and pressure, has decent range for a 5A. Can be canceled on whiff.<br> | |description=Neutral on block, can be used to tick throw and pressure, has decent range for a 5A. Can be canceled on whiff.<br> | ||
Best button for rebeats since it has slightly faster recovery than 2A can be canceled into buttons or specials on whiff. | |||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description= | |description=Amazing poke that's great for whiff punishing. Virtually incontestable from further ranges and a great pressure tool when used spaced alongside her specials. Just be wary of opponents air dashing over it, as the hitbox doesn't reach especially high. | ||
}} | }} | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description=Low hitting 2A. Has decent range, but has | |description=Low hitting 2A. Has decent range, but has 7f start-up, so be wary when trying to use this to mash out of pressure.<br> | ||
1F worse frame advantage than 5A from rebeats. Not cancelable on whiff. | 1F worse frame advantage than 5A from rebeats. Not cancelable on whiff. | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description=-1 on block, hits mid. | |description=-1 on block, hits mid. Necessary to beat some low profiling buttons in neutral but the range is nothing spectacular, mostly combo/blockstring fodder. | ||
The range of 2B is shorter than that of 5B, so in certain ranges | Useful for beating people using standing shield but it not being a low hurts her mixups and makes catching fuzzy jumps harder during her pressure. | ||
The range of 2B is shorter than that of 5B, so in certain ranges you should skip 2B in blockstrings and hit confirms. | |||
}} | }} | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description= | |description=A solid low poke that's only -1 on block, can be hitconfirmed into 214B or 5C for a combo. Her preferred followup for air counterhits as long as she has enough time. | ||
The cancel window from 2C is very short so hitconfirming can be hard unless you buffer something behind it. | The cancel window from 2C is very short so hitconfirming can be hard unless you buffer something behind it. | ||
Rebeating | |||
Rebeating doesn't improve the frame advantage but a later cancel from whiffed 5A can be useful. Do not use 2A rebeat as that makes the advantage worse. | |||
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|frameAdv=-6 | |frameAdv=-6 | ||
|invuln= | |invuln= | ||
|description=6[C] | |description=6[C] serves a similar function to 6C, but is now rebeatable on block/hit and has more forward movement. Decent for catching jumps in pressure and frametraps from C normals with strong reward on CH due to it launching on hit. | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Big stab, can be held to become even larger and halt air momentum. The regular version is mainly used as combo filler and | |description=Big stab, can be held to become even larger and halt air momentum. The regular version is mainly used as combo filler and mixups in pressure. If used rising it's a very fast, 16f instant overhead it can also be used to set up a double overhead, however to convert out of it you need either meter or wind detonation. | ||
Whiff cancelable into EX specials and Flight after frame 12. Begins charging if held for more than 4f, full charge on 16f hold. | Whiff cancelable into EX specials and Flight after frame 12. Begins charging if held for more than 4f, full charge on 16f hold. | ||
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|invuln= | |invuln= | ||
|description=The EX version of geyser makes a giant series of waves that hit [[Melty_Blood/Glossary#OTG|OTG]]. Will carry your opponent to the other side of the screen even on block. Can start combos on trades if spacing is favorable and you run after them. Still air unblockable, but they can shield on reaction to the flash and won’t lead to much on hit without trading. Hime generally has better things to spend meter on, please refrain from using this. | |description=The EX version of geyser makes a giant series of waves that hit [[Melty_Blood/Glossary#OTG|OTG]]. Will carry your opponent to the other side of the screen even on block. Can start combos on trades if spacing is favorable and you run after them. Still air unblockable, but they can shield on reaction to the flash and won’t lead to much on hit without trading. Hime generally has better things to spend meter on, please refrain from using this. | ||
Somewhat useful to gain more spacing after 214B gets blocked but it can be blocked standing to reduce the amount of hits and distance. | |||
Regardless of how many times it hits, it does not contribute to internal hitcount for gravity and meter scaling. If you somehow combo off of it this is potentially useful, but linking it into Arc Drive after a throw in an attempt to jack up the hit count real quick won't work and does less damage. | Regardless of how many times it hits, it does not contribute to internal hitcount for gravity and meter scaling. If you somehow combo off of it this is potentially useful, but linking it into Arc Drive after a throw in an attempt to jack up the hit count real quick won't work and does less damage. | ||
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|invuln= | |invuln= | ||
|description= | |description= | ||
Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A! or j.214A!/B!, and can be held to create a bigger explosion. Can be canceled to flight on hit, whiff or block, but you cannot flight cancel the mine activation input. Both the initial projectile and the activation are air unblockable. 214A is only -2 on block, so can be used rather liberally from | Hime spins gracefully, and places a projectile which turns into a lingering wind mine. The mine can be activated at any time with 214A! or j.214A!/B!, and can be held to create a bigger explosion. Can be canceled to flight on hit, whiff or block, but you cannot flight cancel the mine activation input. | ||
Both the initial projectile and the activation are air unblockable. 214A is only -2 on block, so can be used rather liberally from distance however be careful not to whiff it too much because the recovery is comparatively high to 214B. Note that the mine activation itself is punishable if used too close, unless held. | |||
The wind mines will keep the direction used to set the mine, resulting in a vacuuming effect if Hime has crossed up the opponent or if the mine was set with j.214B. | The wind mines will keep the direction used to set the mine, resulting in a vacuuming effect if Hime has crossed up the opponent or if the mine was set with j.214B. | ||
If you detonate too fast after setting the mine or just before the mine starts to disappear, Hime will perform the detonation animation but it won't result in a detonation. | |||
'''Note regarding wind activation:''' Doing the activation as a tiger knee input allows you to recover faster as you land and makes the activation slightly more plus (Uncharged -1, charged +7.) | '''Note regarding wind activation:''' Doing the activation as a tiger knee input allows you to recover faster as you land and makes the activation slightly more plus (Uncharged -1, charged +7.) | ||
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|description=Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. It's only -3 on block, so it can be used in many ways such as harassing the opponent from outside their effective range, catch jump-outs, shark techs, the list goes on. | |description=Hime spins even more elegantly, and creates a projectile which places explodes a wind mine instantly. The initial projectile is air unblockable, but the 'explosion' is air blockable. Is jump cancelable on hit, and flight cancelable on whiff and block. It's only -3 on block, so it can be used in many ways such as harassing the opponent from outside their effective range, catch jump-outs, shark techs, the list goes on. | ||
The initial hits are air unblockable, but the | The initial hits are air unblockable, but the final hit isn't. Spacing a C normal such that the initial hits of 214B whiff and the detonation connects on block results in a 9f gap. Earliest flight cancel starts on frame 31. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|description=Large but very slow reversal. Long duration and recovery, air blockable, pulls the opponent in on block and the hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Opponents recover high in the air on hit. Advantage on hit is not great but it's enough to catch poor landing attempts. | |description=Large but very slow reversal. Long duration and recovery, air blockable, pulls the opponent in on block and the hitbox disappears partway through the animation, so the opponent can just waltz in, and ponder how they're going to kill you while they wait for you to land. Opponents recover high in the air on hit. Advantage on hit is not great but it's enough to catch poor landing attempts. | ||
Main usage for this move is to punish opponents shielding. Guaranteed to punish all shield followups as long as you're close enough and if they decide to shield all of the hits Hime will recover first and she can throw them into a combo. | Main usage for this move is to punish opponents shielding. Guaranteed to punish all shield followups as long as you're close enough and if they decide to shield all of the hits Hime will recover first and she can throw them into a combo. However it does not work against Warachia's shield counter and some teleports. | ||
The other main use for this move is EX canceling from specials to beat EX reversals on reaction to flash thanks to the long invulnerability frames it has. However since 214C is | The other main use for this move is EX canceling from specials to beat some EX reversals on reaction to flash thanks to the long invulnerability frames it has. However since 214C is very slow, 623C is usually better for this. | ||
}} | }} | ||
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A totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move. | A totally broken move, changes the way opponents need to approach her when she builds 100 meter. Piss people off with this move. | ||
This move has a weird interaction on characters with assists (Maids, KohaMech and NecoMech); EX pillar will sometimes track the assist character if they are in the middle of an attack animation and make you unable to punish the main character, effectively | This move has a weird interaction on characters with assists (Maids, KohaMech and NecoMech); EX pillar will sometimes track the assist character if they are in the middle of an attack animation and make you unable to punish the main character, effectively throwing away 100 meter. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=7 (TK) | |frameAdv=7 (TK) | ||
|invuln= | |invuln= | ||
|description= | |description=Charged air detonation. Recovers faster if done low to the ground or TK'd. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-11 (TK) | |frameAdv=-11 (TK) | ||
|invuln=Full 1-95 | |invuln=Full 1-95 | ||
|description=Similar to the ground version. | |description=Similar to the ground version. Be careful to not get this on accident when inputting j.236C as you will lose all air options, even in flight. | ||
Can be used to beat some AUB specials like Satsuki 623C and FRoa 214C on reaction to flash but frame advantage afterwards is very poor. | |||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Hime Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to | |description=Hime Kick. EX move that costs 150% meter. Does decent damage, but more importantly allows her to set up her flight okizeme out of air combos. Has a cool animation and rebounds the opponent off the walls, usually dropping them close to the corner. Follow up with Arc Drive into 22D or 2C > 22D and make them guess. Makes the combo unburstable so using it right before the opponent gets MAX can be useful. | ||
Air unblockable, can be used for a knowledge checky unblockable setup after blocked air buttons, but not fast enough to be gapless and can be shielded on reaction. | |||
Hits 5 times but only adds 1 to internal hitcount for gravity and meter scaling. | Hits 5 times but only adds 1 to internal hitcount for gravity and meter scaling. | ||
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C-Hime has good uses for nearly all of her normals in neutral. <br> | C-Hime has good uses for nearly all of her normals in neutral. <br> | ||
*'''5A/2A''' are only really used to protect your space when the opponent has gotten too close and there might not be enough time for other buttons to become active, not bad buttons per se, but you should avoid situations where you have to rely on them. <br> | *'''5A/2A''' are only really used to protect your space when the opponent has gotten too close and there might not be enough time for other buttons to become active, not bad buttons per se, but you should avoid situations where you have to rely on them. <br> | ||
*'''5B''' is probably your best button | *'''5B''' is probably your best button in neutral as it has decent startup, it's active for 6 frames, it's easily confirmable, the hitbox is huge and disjointed and there's only 9 frames of recovery. Good to press in footsies, closer range whiff punishes and as a predictive button to check for dashes or other aprroaches. A somewhat high hitbox that loses to low profiles.<br> | ||
*'''5C''' is a good button to whiff punish with as it has a good hitbox in addition to moving forward a lot, just be careful not to whiff it due to it having 18f recovery. <br> | *'''2B''' is a somewhat mediocre button in comparison, but doesn't have the same issue 5B, 5C and 214X have against low profiling, mostly used in certain matchups where 5B gets low profiled easily.<br> | ||
*'''2C''' is a decent button but in | *'''5C''' is a good button to whiff punish with as it has a good hitbox in addition to moving forward a lot, just be careful not to whiff it due to it having 18f recovery. Less prone to low profiles than 5B but better ones still go below it.<br> | ||
*'''2C''' is a decent button but 5C is generally used in the same situations with more success. 2C is usually reserved for catching people walking back or in cases where the opponent can low profile 5B or 214B. | |||
'''<u>214B</u>''' | '''<u>214B</u>''' | ||
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TK wind (mostly j.214A) is also used as an additional movement option to bait certain low profiling buttons like Satsuki 3C. | TK wind (mostly j.214A) is also used as an additional movement option to bait certain low profiling buttons like Satsuki 3C. | ||
214A is a niche option in neutral as 214B | 214A is a niche option in neutral as 214B is usually safer and better. The similar startup animation can be used to throw off the opponent's timing since it doesn't have a 3rd hit 214B would have. | ||
214A doesn't have any forward movement so you can anti air at spacings where the movement would make 214B whiff, however due to 214A being | 214A doesn't have any forward movement so you can anti air at spacings where the movement would make 214B whiff, however due to 214A being worse on whiff and the hitbox being smaller you shouldn't use this too often and just 623A/B instead. | ||
214X! is C-Himes unique mechanic and improves | 214X! is C-Himes unique mechanic and improves her neutral whenever a wind mine is on the screen. Most useful when a wind mine is set on the other side of the screen near the opponent and at a height where it can catch dashes and jumps. Here you can react to most of the opponent's movement options with 214X! or stop them from using their projectiles. | ||
Wind detonation is also useful at other ranges such as in the middle of the screen where you can catch the opponent's airdashes or | Wind detonation is also useful at other ranges such as in the middle of the screen where you can catch the opponent's airdashes or other approach options. The charged version of wind is useful for neutral as the hitboxes are considerably larger and leaves you at better frame advantage on block, however longer startup does mean you have to do them a bit more pre-emptively but the hitboxes more than make up for that downside. | ||
Doing a wind set into instant detonation is useful when you want j.214X back quickly and will catch the opponent running at you | You should usually do detonations using TK inputs, which cuts 7 frames of recovery while taking 5 frames more at startup, usually as a reactionary punish you want to not TK them and use the grounded version instead, but when used as pre-emptive space denial tools you should use TK inputs. | ||
Doing a wind set into instant detonation is useful when you want j.214X back quickly and will catch the opponent running at you or using low height airdashes, but lose to higher airdashes. For this you should always use TK detonations since on TK wind set you recover before the wind is correctly set and doing a detonation too quickly will cause it to not trigger, also if the opponent blocks the detonation you will want the extra frame advantage you get from TK. | |||
'''<u>623A/B</u>''' | '''<u>623A/B</u>''' | ||
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'''<u>22X</u>''' | '''<u>22X</u>''' | ||
Not that useful on C-Hime but still good in some matchups. 22A/22B are good against slower characters when you're far away from the opponent. They aren't too useful in most matchups due to slow startup and | Not that useful on C-Hime but still good in some matchups. 22A/22B are good against slower characters when you're far away from the opponent. They aren't too useful in most matchups due to the slow startup and the projectiles disappearing when Hime is hit. If the opponent isn't running straight at you, they can be used to generate a bit of extra meter and they can also be used after hitting the opponent with HEAT to slow down their approach and give yourself time to heal red health.<br> | ||
22C is pretty good but not worth the meter in most cases. If your HEAT is running out 22C is safe to throw out since | 22C is pretty good but not worth the meter in most cases. If your HEAT is running out 22C is usually safe to throw out since the opponent has to choose between staying on the ground and letting you get in or jumping and having to land against Hime. The stars from 22C do not disappear on hit and some spawn behind you making it hard for the opponent to punish you even if they get behind you, however grab type moves can still consistently punish you along with low profiling sweeps. | ||
'''<u>j.236X</u>''' | '''<u>j.236X</u>''' | ||
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=== Defense === | === Defense === | ||
Block, a lot. Her fastest button is | Block, a lot. Her fastest button is 7f, so unless you want to try your hand at mashing out of pressure with her DP, you better get comfy with blocking and blocking often when pressured. As a C-moon, you also have access to EX Guard, Shield and EX Shield, so it's not totally hopeless, just rather risky. Jumping out of the corner is also difficult, as her extremely floaty jump and wide hurtbox makes her extremely liable to getting tagged out of the air, so no holding upback and praying for the best. | ||
Midscreen you can use Hime's extremely fast backwalk to simply, walk out of their pressure. Backdash is considerably more risky to use due to it's long recovery, so be careful when deciding between backwalk and backdash. | Midscreen you can use Hime's extremely fast backwalk to simply, walk out of their pressure. Backdash is considerably more risky to use due to it's long recovery, so be careful when deciding between backwalk and backdash. | ||
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=== Instant and Fuzzy Overhead combos === | === Instant and Fuzzy Overhead combos === | ||
The instant overhead wind mine conversions are 1f links but all of the other routes are fairly leniant, so if you aren't confident in hitting 1f links stick to those. | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
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|input= *Rising j.B > j.236C | |input= *Rising j.B > j.236C | ||
|simput= | |simput= | ||
|note=Fuzzy confirm using 100% meter. Works from any deep | |note=Fuzzy confirm using 100% meter. Works from any deep jump in button and j.214A/B that's blocked standing, though mostly a knowledge check as wind is a mid and blocking stance can be changed between hits. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input= *Rising j.B > j.214X!, 5A > 5C > j.6B > j.AC > j.B(1)6B > j.AC > j.66 j.B(1) > (22D, j.A >) AT | |input= *Rising j.B > j.214X!, 5A > 5C > j.6B > j.AC > j.B(1)6B > j.AC > j.66 j.B(1) > (22D, j.A >) AT | ||
|simput= | |simput= | ||
|note=Fuzzy confirm utilizing a nearby wind mine. Works from any deep | |note=Fuzzy confirm utilizing a nearby wind mine. Works from any deep jump in button and j.214A/B that's blocked standing, though mostly a knowledge check as wind is a mid and blocking stance can be changed between hits. | ||
}} | }} | ||
}} | }} | ||
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| [https://mbaacc.melty.games/?p1moon=c&p1char=hime&p1name=Smo Smo<br>({{Tooltip | text=cchime.| hovertext=Discord username}})]|| style="text-align:center;"| | | [https://mbaacc.melty.games/?p1moon=c&p1char=hime&p1name=Smo Smo<br>({{Tooltip | text=cchime.| hovertext=Discord username}})]|| style="text-align:center;"| | ||
[[File:MBAACC_Hime_Color18C.png|Color|113px]] | [[File:MBAACC_Hime_Color18C.png|Color|113px]] | ||
| Europe || Netplay || | | Europe || Netplay || Active || Wrote most of this page and open to any questions about the character. | ||
|- | |- | ||
|} | |} |
Latest revision as of 03:00, 27 May 2024
Overview
C-Hime is a strong midrange character with manually detonatable wind mines. | |
Pros | Cons |
|
|
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Note: FL in the cancel section denotes that a move is cancelable into Flight.
Normal Moves
Standing Normals
5A
5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6C
6C
6[C] |
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j.6B
j.6B
j.6[B] |
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Universal Mechanics
Ground Throw
Ground Throw
4/6A+D |
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Air Throw
Air Throw
j.4/6A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
22D
Grounded Specials
236X
Wave
(EX: Avalanche) 236A/B/C |
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623X
Bird
(EX: Big Bird) 623A/B/C |
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214X
22X
Light
(EX: Radiance) 22A/B/C |
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Aerial Specials
j.236X
Sigh
(EX: Breath) j.236A/B/C |
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j.214X
j.63214C
Take This!
j.63214C |
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Arc Drive / Another Arc Drive
Last Arc
The End
Grounded EX Shield during Blood Heat |
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Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C, 2C, 6[C] | 5A | -1 |
2A | -2 | |
5A, 2A, 214B | 22D | -4 |
5B, 2B, 214A | -1 | |
5C, 2C, 6C, 6[C] | +2 | |
236A/B | +3 | |
j.236A/B | +26 |
Attack | Chain | Frame Gap |
---|---|---|
5A, 2A | 2C | 0 |
5C, 6C | 1 | |
214B | 3 | |
214A | 4 | |
236A/B | 6 | |
6[C] | 8 | |
5B, 2B | 214B | 0 |
214A | 1 | |
236A/B | 3 | |
6[C] | 5 | |
5C, 2C | 236A/B | 0 |
6[C] | 2 |
MBAACC's "neutral frame" is counted as the "0th" gap frame in this table. Opponents do not benefit from autoguard on this frame and must block all attacks correctly, but are not able to act until the next frame.
General Gameplan
C-Hime is a character that thrives on shutting down the opponents movement through her obnoxious normals and special moves. 214A/B is primarily used in neutral to keep your opponents out of the air, and once they're conditioned to not leave the ground, she can start abusing her large (yet very lateral) normals. As 214X and 623X are effectively her only real 'anti airs', oftentimes she'll be forced to reposition herself using her quick walk speed to avoid opponents approaching her at angles which she can't cover effectively. She also struggles with escaping pressure, as her fastest normal comes out on frame 7, making mashing quite risky.
As a Crescent moon character, she's blessed with an abundance of meter, which benefits her greatly as j.236C, AD, and AAD are some of the most obscene supers to bless this game. By just holding on to meter, her threat range becomes the entire screen, and any whiff can turn into ample damage -> tech trap situation, or worse yet, she'll tell you you're not allowed to play with the meter anymore using her AD, and also make you hold her extremely degenerate okizeme.
Not quite as oppressive as F or H-Hime, but C has her own set of tricks.
Neutral
Press buttons hit that 214B button people will be tilted.
In most matchups your goal is to keep the opponent out while taking as little risks as possible because a single mistake can cost you the round. Luckily C-Hime has a lot of great tools for that purpose.
Normals
C-Hime has good uses for nearly all of her normals in neutral.
- 5A/2A are only really used to protect your space when the opponent has gotten too close and there might not be enough time for other buttons to become active, not bad buttons per se, but you should avoid situations where you have to rely on them.
- 5B is probably your best button in neutral as it has decent startup, it's active for 6 frames, it's easily confirmable, the hitbox is huge and disjointed and there's only 9 frames of recovery. Good to press in footsies, closer range whiff punishes and as a predictive button to check for dashes or other aprroaches. A somewhat high hitbox that loses to low profiles.
- 2B is a somewhat mediocre button in comparison, but doesn't have the same issue 5B, 5C and 214X have against low profiling, mostly used in certain matchups where 5B gets low profiled easily.
- 5C is a good button to whiff punish with as it has a good hitbox in addition to moving forward a lot, just be careful not to whiff it due to it having 18f recovery. Less prone to low profiles than 5B but better ones still go below it.
- 2C is a decent button but 5C is generally used in the same situations with more success. 2C is usually reserved for catching people walking back or in cases where the opponent can low profile 5B or 214B.
214B
An integral part of your kit and likely C-Hime's most broken move, a huge, disjointed projectile with a good amount of forward movement. The first 2 hits are air unblockable with the 3rd being air blockable. It's great for preventing your opponents from jumping and also keeping them in the air if they get hit by it.
At only -3 on block it is also fairly safe to just throw out in neutral when spaced properly, the recovery is only 9f so whiffing it isn't bad either, just don't get too predictable with it against aerial opponents or you may get punished by a falling button.
On block you can condition the opponent to block by doing 22D j.214A which will low crush or doing another 214B or 2A which will catch jumps or delayed mash, however this is RPS and not usually in your favor but you can always return to safety by using Hime's insane walkspeed.
j.214A/B, 214A, 214X!
C-Hime's wind mine sets and unique wind mine detonation. C-Hime's most common way to set wind in neutral is j.214A since it's usually safe to whiff and it's easily confirmable on hit.
j.214B is less common in neutral and usually only used to start pressure since it leaves you close enough to utilize your plus frames. Because the wind spawns behind you, you're completely vulnerable from the front and the opponent gets a free punish on whiff. It's usually not worth it over j.214A since C-Hime's midscreen pressure isn't great but you should use it once in a while.
TK wind (mostly j.214A) is also used as an additional movement option to bait certain low profiling buttons like Satsuki 3C.
214A is a niche option in neutral as 214B is usually safer and better. The similar startup animation can be used to throw off the opponent's timing since it doesn't have a 3rd hit 214B would have. 214A doesn't have any forward movement so you can anti air at spacings where the movement would make 214B whiff, however due to 214A being worse on whiff and the hitbox being smaller you shouldn't use this too often and just 623A/B instead.
214X! is C-Himes unique mechanic and improves her neutral whenever a wind mine is on the screen. Most useful when a wind mine is set on the other side of the screen near the opponent and at a height where it can catch dashes and jumps. Here you can react to most of the opponent's movement options with 214X! or stop them from using their projectiles. Wind detonation is also useful at other ranges such as in the middle of the screen where you can catch the opponent's airdashes or other approach options. The charged version of wind is useful for neutral as the hitboxes are considerably larger and leaves you at better frame advantage on block, however longer startup does mean you have to do them a bit more pre-emptively but the hitboxes more than make up for that downside. You should usually do detonations using TK inputs, which cuts 7 frames of recovery while taking 5 frames more at startup, usually as a reactionary punish you want to not TK them and use the grounded version instead, but when used as pre-emptive space denial tools you should use TK inputs. Doing a wind set into instant detonation is useful when you want j.214X back quickly and will catch the opponent running at you or using low height airdashes, but lose to higher airdashes. For this you should always use TK detonations since on TK wind set you recover before the wind is correctly set and doing a detonation too quickly will cause it to not trigger, also if the opponent blocks the detonation you will want the extra frame advantage you get from TK.
623A/B
C-Hime's DP series is mostly used to anti air in situations where 214B would be too slow. 623B is the most useful version for this due to it being fast, big and invulnerable. 623A is less useful due to it being slower and having no invulnerability frames. It's still quite large and much safer to whiff so opponent's will have a harder time baiting it.
236A/B
C-Hime has the weakest geysers of the Hime moons with them being slower than the H/F moon counterparts and also being harder to convert from due to them launching the opponent away from Hime. Regardless of that they're still great neutral tools, most useful for catching jumps or dash startups from a distance. They can be confirmed to j.236C if you have meter. C-Hime's geysers have one thing over F-Hime's which is frame data, at only -12 on block you are in a relatively good position after a max range 236B and you effectively return to neutral, just don't use multiple B geysers in a row as the opponent will avoid them if they dash, leaving you vulnerable.
22X
Not that useful on C-Hime but still good in some matchups. 22A/22B are good against slower characters when you're far away from the opponent. They aren't too useful in most matchups due to the slow startup and the projectiles disappearing when Hime is hit. If the opponent isn't running straight at you, they can be used to generate a bit of extra meter and they can also be used after hitting the opponent with HEAT to slow down their approach and give yourself time to heal red health.
22C is pretty good but not worth the meter in most cases. If your HEAT is running out 22C is usually safe to throw out since the opponent has to choose between staying on the ground and letting you get in or jumping and having to land against Hime. The stars from 22C do not disappear on hit and some spawn behind you making it hard for the opponent to punish you even if they get behind you, however grab type moves can still consistently punish you along with low profiling sweeps.
j.236X
j.236A/B are great for walling off space. Most useful when high up in the air to stall for a couple seconds while also dealing some chip damage if you happen to hit their block. It's also really hard for some characters to reach you high up so you can get small combos from opponents failing to reach you and getting hit instead. j.236C is a very important tool for neutral and can be used to invalidate most zoners. You can use EX pillar to punish projectile startup, summon startup, heat activation and basically everything else you could think of on reaction and at any range. You should always stay at around 100% meter to always have EX pillar as a threat. This is even more important late into rounds when your opponents may want to activate heat to recover their red health.
Grounded Movement
C-Hime's amazing neutral tools are made even better by her grounded movement. Her walkspeed is unrivaled and useful in almost every situation, it can be used to reposition quickly after buttons and specials, outrange and whiff punish the opponent for trying to hit you. It's also generally a much better way to retreat compared to her backdash since her backdash is bad. Her backdash should never be used in neutral because you will effectively just waste 26 frames, always use her backwalk instead unless you need the invulnerability frames to avoid something.
Hime's dash is also decent but doesn't get much use in neutral since her forward walk speed is insanely good and she doesn't have a reason to take risks by dashing at the opponent. Her dash is useful in matchups where you do need to play more rushdown, usually when the opponent has a life lead, but even then you should play carefully and not go running straight at them unless you're short on time.
Aerial Movement
Hime has rather unconventional aerial movement since most of her options are either very slow or floaty compared to other characters. This doesn't really matter though since C-Hime is extremely strong on the ground with not too many characters that can contest her there. However this makes characters with stronger grounded neutral (F-Hime) and characters that don't necessarily need to interact with you (F-VAkiha) harder to play against since your aerial approach is so bad.
Usually you will only end up in the air after jumping out of pressure or after teching in the air. Being slow isn't really a downside for Hime since she can stay on the top of the screen for over 5 seconds by using flight (22D) and then land in an ambiguous way. Flight also resets your airdash count so even if you used an airdash before, you can airdash again after using flight.
If your flight is about to run out you have a couple of options; either fastfall and get back on the ground quickly, this is usually not the best choice however as the opponent can pin down your landing and in sometimes punish you for it, otherwise you're usually forced to block. Your other option is doing a last second airdash and right before landing using j.214A or j.214B. The movement on the wind will make it hard for the opponent to punish your landing and they may even get hit if they try to do so. Letting the flight run out will have different outcomes depending on which direction you were holding while it ran out. If it happened while holding down or neutral Hime will be stuck in a animation where she will slowly fall straight to the ground, while holding either forwards or backwards will make Hime fall in those directions at a higher speed than normal. In this animation Hime will have access to all of the options she had not used yet and can also block. You should avoid holding neutral or down since it will be really easy for the opponent to pin you down unless you use an airdash at some point while falling, but even for that holding either 4/6 is better.
As stated previously pillars (j.236A/B) are great when used in flight and your main options in flight. Unlike most attacks, j.236X keeps you in the flight state even after recovery, which makes it great for stalling, at some heights some characters have a hard time contesting it. Buttons during flight can be situationally good but since the startup of j.B doesn't cover below you and j.C is very slow, you will often have to press them pre-emptively or you will be prone to opponents counterhitting you out of the startup.
Instead of trying to gain pressure from flight, C-Hime usually wants to retreat. Flight is really good for this purpose since it can be used in many ways.
Airdashing backwards is a good option for retreating since it goes really far and is fast. After the airdash you can land with j.C or use j.214A/B the same way mentioned earlier. Airdash is also almost always an option in flight since you regain it after using flight. Sometimes you can omit the airdash and simply float backwards instead. You will still do the same tactics to land but save a lot of frames from not having to use an airdash. You will usually only want to do this in the corner where it wouldn't make sense to airdash or to catch opponents trying to get a read on your airdash.
If you still have a jump left you can use it. Doing so will leave you with a couple options, either re-enter flight with pillar or airdash in either direction and land similarly to what was discussed above.
You can also re-enter flight by doing rising j.A which be a lot faster than using pillar for that purpose here you will be in the same situation as before using your jump except for being a lot higher. Your options stay the same here as before except the added option of landing right on top of them. For most characters this can be hard to contest with 5A or even rising j.A so use it as you see fit.
j.214A and j.214B can make your aerial approaches harder to predict since they will beat most anti air buttons pressed expecting IAD into buttons instead of IAD into wind. It can also be used from lower height flights to beat rising buttons while also hitting standing opponents and while you're considerably less plus, you're still safe on block and whiff.
Pressure
As 5B is one of her few buttons that grant her frame advantage on block, you're gonna use this button a lot in close proximity. Once the opponents been punished thoroughly for mashing against her, she can start running her tick throw game, which can be especially threatening due to her slew of post throw OTG options. Due to the reach of many of her normals and special moves, she can also pressure opponents well from outside of their effective range, despite many of her special moves lacking in frame advantage, her 214X series can be used to catch jump outs from ranges that would be considered safe by other characters with little commitment on her part, which still remaining safe enough to whiff punish most attempts at mashing afterwards.
Here are some examples of pressure strings not including wind use. 6[C] is slightly less useful as C-Hime due to no 5A6A6A but it can still catch jumpouts just the same so it is good to keep in mind. Learning how to use j.6B as an instant overhead (confirmed with j.236C) is an important part of C-Hime pressure as well as wind.
- 2A stagger 2A stagger 5B
- 2A stagger 2A stagger 5B stagger 2C
- 2A stagger 2A stagger 5B stagger 5C > 5A(w) (236A/214B/Nothing)
- 2A stagger 2A stagger 5C (6[C])
- 2A stagger 2A > rising j.6B > airdash j.CB
- 2A stagger 2A stagger 5B (recover), 5B (can do redash 5B too)
- 2A stagger 2A stagger 2B stagger 5C (5A(w))
Note that although 2B is seldom mentioned here, it is useful to occasionally put into blockstrings to deal with high shielding while not being too far if it's blocked. 236A/B and 214B are also good ways to end pressure while being mostly safe at the spacing you throw it out.
Wind in pressure
Both C and H Hime sport a deadly j.214X series that on TK, gives them +20/+16 frame adv (A/B wind respectively) on The initial setup.
What C-Hime can do after is a bit different due to how long her mines linger compared to H.
Let's say you did a string into 6[C], 5C and wanted to continue your pressure on block.
Without Wind up
- 5B stagger 5C (236A) 22D j.214A
This gives you a safe redash on block after seeing no jump if you did 236A (note that range of 22D j.214A matters, whiff is turn lost) and there are a lot of ways you can incorporate 22D j.214A into your strings in general, so make sure to experiment.
- 5B dash TK j.214A
- 2A stagger 2A TK j.214B
Something you should get used to is abusing how many things TK j.214A can bait while keeping you safe if you guessed wrong. Since C-Hime runs a tick throw game you can do this to mix it in with your throws and it will usually bait heat, delayed mash, some DPs if timed right, and in rare cases very late jump. Don't forget the added bonus of now being +20 and having a wind to enhance your confirms and setups.
TK j.214B can be done to call out more specific options, such as low mashes (notable Satsuki 2C and PCiel 2C) and reward you with 3k+ damage on hit. This still loses to high 5As and some sweeps that hit high, so use with that in mind.
With Wind up
- 5B stagger 5C 236A 22D j.214A!(det) j.66 j.CB
- 5B stagger 5C TK j.214A!/[A]! or 214A!/[A]!
Former string (assuming wind is on top/close to them) is an anti-jump string. If they get hit by the j.214 det, you can react with dj.(button) into AT, or if it's CH, land 2C > BnB.
Latter string involves using the small plus frames you have from doing TK det, as wind det's frame advantage non-TK is generally underwhelming and may not allow you to redash back in or even try and geyser their jumpout after as geyser is very slow as this moon. TK charged wind is +7, while non charged TK is -1 on block but still safe without leaving as big of a gap.
Sometimes you will have to do non-TK because you may not catch them if they start jumping. That is ok as you cannot keep your turn forever (if they block it you will mostly lose your turn unless you knowledge check). Remember this character's neutral is still very strong and learn to cut your losses.
- IAD j.A6B j.B j.214A!
- IAD j.B(2) j.214A!
- IAD j.CB j.214A!
- IAD j.C, rising j.B j.214A!
Overhead setups with wind out. IAD j.C rising j.B and j.CB are fuzzies. If rising j.B whiffs you timed it too slow. Followup is 5B into air combo.
- Spaced j.96B j.214A!
Immediate j.96B j.214A! is an almost universal IOH setup (doesn't work on Necos) that combos for 4k+ meterlessly using 2A 5B pickup (have to use 5A 5B on Kouma). This is harder than the above setups but also the most relevant due to being the hardest to react to, so do take time to learn this eventually (can practice getting the spacing by doing close 2A 5B into j.96B)
Okizeme
C-Hime generally has to spend meter to obtain her stronger knockdowns. Using either her AD/AAD, or j.63214C, (2C), she has enough time to activate 22D and force the opponent to hold a crossup/fake-crossup situation, which can turn into an empty low/throw as well, after ample conditioning.
She also has access to a brutal tech trap situation using j.236C in close proximity, which makes it preferable for the opponent to take the knockdown and allows for Hime to run her flight okizeme once the opponent has been conditioned to not tech. Even if you're looking for techs and don't have time to use her flight for mixups you can run up TK j.214A which will beat a lot of DPs and other reversal options while also being plus on block.
Without meter, many of her knockdowns are limited to resetting to neutral, but while not hitting meaty, you can use 5C or 2C to beat most characters mashing due to AT leaving you at a range where most of the opponent's buttons will whiff but your disjointed C normals will reach. Additionally you can use 214B to catch people jumping on wakeup and mashing with stubbier normals, however some characters will be able to mash if they have fast sweeps or reversals since you don't have much advantage from AT ender.
If you have meter and have conditioned your opponent not to jump after AT ender you can also start doing the j.6B instant overhead using j.236C after it. This will beat low blocking, mashing and backdashing. Keep in mind that it might not hit all characters crouching and you may need to do a microwalk/dash for it to hit, some characters holding 4 will also make it whiff. Another way you can try getting oki from airthrow is if you ended with flight into air throw, then you can use meaty j.6[B] > j.236C as a meaty overhead. While this is much easier to react to than the instant overhead, it will still catch opponents off guard when used sparely and at some heights might be the only way she can meaty from an airthrow. This will not work on Ries and Kouma due to them having slow wakeups.
Defense
Block, a lot. Her fastest button is 7f, so unless you want to try your hand at mashing out of pressure with her DP, you better get comfy with blocking and blocking often when pressured. As a C-moon, you also have access to EX Guard, Shield and EX Shield, so it's not totally hopeless, just rather risky. Jumping out of the corner is also difficult, as her extremely floaty jump and wide hurtbox makes her extremely liable to getting tagged out of the air, so no holding upback and praying for the best.
Midscreen you can use Hime's extremely fast backwalk to simply, walk out of their pressure. Backdash is considerably more risky to use due to it's long recovery, so be careful when deciding between backwalk and backdash. Her walkspeed is also useful for escaping the corner should the opponent go for jump or airdash resets in pressure since she can walk under them very quickly. Against characters without crossup buttons you can even punish their landing recovery. Using the stonehat technique (holding 3 and pressing 6 to go under close-up airdashes) you can escape rather easily and risk-free, if you can correctly recognize when to use it.
Even though Hime's jump and air movement can be floaty and slow, if you can get an initial jump out of pressure, you can use Flight and other aerial movement options to make it difficult for the opponent to predict your landing. By using a last-second j.214A/B, it becomes very difficult for the opponent to intercept your landing.
As a general rule, choose options with low risk instead of relying on riskier options like DP or shield, as making a single mistake can lose you the round.
Combos
C-Hime routing is somewhat freeform in what you can do. As there is already a guide including the routes by Seagull here, as well as a Combo Video going over most routes, the wiki will only cover necessities such as ways to add wind det for better damage. Also read notes if you need a shortcut to the route and a little info.
For slightly more damage if you can hitconfirm well, 2A 2B 5B is always more damage in a string than 2A 5B 2B.
At some heights after 22D you can do j.AB AT or j.AC AT for about 200-300 more damage.
214X! in notations means Detonate and can be done with both 214A! or 214B!, it does not matter which one you choose (C is EX however so it won't det).
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Normal Combos
Corner Combos
There aren't really any combos that wont work in the corner. For the combos containing j.6[B], you can instead just falling j.CB (j.CB to get lower AT when possible) and it's not really a damage loss overall. Refer to here if you're really set on maximising.
Instant and Fuzzy Overhead combos
The instant overhead wind mine conversions are 1f links but all of the other routes are fairly leniant, so if you aren't confident in hitting 1f links stick to those.
Additional Resources
C-Hime Match Video Database
C-Hime Guide by Seagull
C-Hime combo video
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
alicecolor (アリスカラー) |
Japan | Play Spot BIG ONE 2nd | Inactive | Mains F-Hime, but still a good source for ideas, especially given the amount of footage. | |
AOI | Japan | A-cho | Inactive | Has been playing since the game's release, the gold standard C-Hime footage. | |
hare (はれ) |
Japan | KorewaMelty, PLAY SPOT Big One 2nd | Inactive | The footage is a bit dated, but still showcases good plays and ideas with the character. Switched mains to C-Satsuki. | |
Seagull | North America | Inactive | Can be found in Meltycord. Holds a wide array of knowledge about this character and wrote the guide found above. | ||
ShadowCarnage (shadowcarnage) |
South America | Netplay | Inactive | Former F-Nanaya main; has gotten great results at majors with this character. | |
shirokuma (しろくま) |
Japan | Netplay | Active | Plays in netplay brackets. Not that much footage, but what is there is high-quality. | |
Smo (cchime.) |
Europe | Netplay | Active | Wrote most of this page and open to any questions about the character. |