E's Laf/Serena A-Type: Difference between revisions
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| width=" | | width="" |''' <font size = "3">Eleven - 236236B:</font> ''' | ||
*Uses 2 stocks of meter. Your standard badass multi-hitting super. Most notably, this move deals a ton of chip damage on block, and cranks the opponent's stun gauge by 1 1/2 bars by itself. This can make it a good way to open up a stubborn opponent. The final hit sends them into an untechable state, so you can finish up with an air combo, or Blue Slide Charge oki. | |||
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| width="" | ''' <font size = "3"> | | width="" style="background:#E8E8E8;"| ''' <font size = "3">Paint in Grey - 632146C</font> ''' | ||
*Uses 2 stocks of meter. Super version of Blue Slide Charge. Startup is extremely fast (~2F), so it could be useful as a reversal. It travels full screen and can be TC'ed to negate recovery, just like regular Blue Slide. | |||
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Revision as of 02:55, 2 October 2013
Introduction
Name: Serena
Age: 18
Height: 149cm
Weight: 45kg
Weapon: The sword, 'Rush Chimera'
Birthday: Unknown (Main deemed it 11/28)
Blood Type: B
Graduate: Uppermost Floating City (number unknown)
Personality: Shy, withdrawn
Loves: Main
Hates: Coldness
A-Serena is a lightning-fast rushdown character who utilizes her mobility, safe pressure, and mixups to set up high-damage combos. She has a multitude of ground and air mobility options to outmaneuver her opponent and keep them guessing. Her pressure is likely the scariest in the entire game, especially in the corner, where she can set up a long series of 50/50s and eventually break the opponent's guard with her Eleven super move.
Abilities
Health Points: 6896
Front Run
(66) - Quick forward dash, can hold (6) to keep running.
Backdash
(44) - Ludicrously good backdash that recovers in 12F. Nobody should ever have a backdash this good.
Air Dash
(66) or (44) in the air - Serena can air dash twice in a row. In addition, her air dash can be performed after a super jump or double jump.
Fastfall
(2D) in the air - This will cause Serena to descend rapidly from the air. Can cancel into j.D, j.2C, or j.214A to attack while falling.
Move List
Normal Moves
5A
Nice, quick 5F jab. |
6A
Deceptively long range, similar to 5B, but much slower. |
5B
Amazing poke. 7F startup, long range, moves you forward, chains into everything. Use often. |
c.B
Not great because it moves you away from the opponent, but might be useful for stagger pressure. |
5C
Pretty good. Slower than 5B, but slightly more range and has a nice AA hitbox. |
6C
You can TC this to get a neat little airdash and then attack with something faster, so it could be a useful movement option. 214A is a far superior overhead in most cases. |
5D
Has some nice range, amazing combo starter if it hits, and very rewarding on block. Even though it's very slow, the startup animation is subtle, so I think it's a decent poke. |
2A
The classic 2A flying kick. Goes over lows. Safe on block. Just make sure you're close enough not to whiff the 2nd hit, or it becomes very punishable. |
2B
7F low, +3 on block tells you all you need to know. Key component of Serena's high-low mixup. It has poor range and does not chain into 5B, however. |
2C
Has a vacuum effect which will be important for your combos, and it has a very good AA hitbox. Hits mid. |
2D
Very useful long-range slide, 9F startup. It's a great tool to get you in when you start suffering pushback during your pressure, and it can be special canceled into 214A or 214B to make it safe. |
j.A
Unlike B-Serena's j.A, this (perplexingly) does not hit overhead. However, it's just as quick as her 5A, and has an excellent hitbox for a jumpin. You can chain it into itself indefinitely to create a funny downward ladder and allow you to land with frame advantage, or create a mixup with chained j.D/land 2B. |
j.6A
Hella fast air-to-air, also good for keeping the opponent juggled during air combos. Like j.A, it hits mid. |
j.B
Although the hitbox and speed of this do not match up to j.A, it is your most flexible jumpin, as it can be jump canceled or j.2D fastfall canceled into j.D/land 2B mixup. |
j.C
The slowest of her air normals. Has a magnificent hitbox though, and shrinks her hurtbox significantly. |
j.2C
Could be useful for baiting AA's, but it's incredibly unsafe due to its landing recovery. TC the hop into j.B or j.C for a safer alternative. |
j.D
Serena pushes away from the opponent. Surprisingly fast and has a good hitbox. On hit can be canceled into j.2C for a full combo. TC gives you a back hop. |
Special Moves
? - 6[6]+A:
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? - 6[6]+C:
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Blue Slide - 41236A:
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Blue Slide Charge - 41236B:
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Vanity - 236C/D:
Serena dashes forward with her sword before performing a fairly normal-looking slash.
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Sulfur (4D after Vanity):
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Striker - 214A (air OK):
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Lead Star (C after Striker):
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Lead Fly (D after Striker):
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Lightning Rod - 214B/C:
Serena winds up, and dashes forward at a trajectory determined by the button pressed.
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Supers
Eleven - 236236B:
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Paint in Grey - 632146C
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Strategy
Words
Combos
- Midscreen:
- 2B > 5C > 214A > 5B > 2C(3) > 214C~B > j.B > (land) > j.6A(2) > j.B > JC > j.A > j.B > j.C > j.D >214A - 2531dmg, corner to corner carry
- 2B > 5C(FC) > 5D > 214A > 5B > 2C(3) > 214C~B > j.B > (land) > j.6A(2) > j.B > JC > j.A > j.B > j.C > j.D > 214A - 3554dmg, 1 stock, corner to corner carry