Melty Blood/MBTL/Vlov Arkhangel: Difference between revisions

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{{MoveDataCargoImage|vl_4bc|caption=My neutral tho part 2}}
{{MoveDataCargoImage|vl_4bc|caption=AUB Machine}}
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{{MoveDataCargoImage|vl_4bc|caption=My neutral tho part 2|hitbox=yes}}
{{MoveDataCargoImage|vl_4bc|caption=AUB Machine|hitbox=yes}}
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{{AttackDataCargo-MBTL/Query|vl_4bc}}
{{AttackDataCargo-MBTL/Query|vl_4bc}}

Revision as of 21:42, 27 November 2022

Story

For some reason, this Dead Apostle from the frozen lands of the far north has arrived in the city of Souya. Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames. In battle, he can switch from Flame Mode to Ice Mode when in danger. In this mode, Vlov’s abilities expand exponentially, granting him nearly unrivaled strength.

Gameplay

Vlov is a slow character who utilizes traditional projectile game alongside large mid-range special and normal attacks to pressure the opponent.

Vlov's moveset is largely geared towards offense, with many options leaving him at frame advantage to keep his turn going. He easily can hit people out of careless approach with Flame, Disease (236X) projectiles. His Homeward, Memory (22X) ground shockwave pushes and pull opponent when it connects. Should the opponent decide to play it safe, he still has his far-reaching normal attacks and Burya Tigr (214X) sword slash series (with its own mix-up followup) that cover wide area in front of him, letting him punish those who think he's no threat in melee. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he is close to losing the match.

Despite his straightforward moveset, Vlov has several things working against him. His height, slow movement speed, laggy start up on many of his moves and sore lack of reversals outside of Moon Drive and Arc Drive mean he has very limited options when forced into defensive especially at close range. A good eye for when to press your turn and keep the advantage is a key to Vlov's survival.

Strengths Weaknesses
  • Ranged Offense: With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen.
  • Strong Mid Range Game: With far reaching disjointed pokes like 2B, 5C, and 214A / 214B Vlov is able to dominate the ground game from mid range.
  • Conversion Flexibility: Vlov is able to convert off of just about any hit, even from his projectiles fullscreen with the use of meter.
  • High Damage Potential: Vlov has some of the highest potential damage in the game with resources, combined with his aforementioned conversion flexibility makes his hits extremely potent in any game state
  • Great Resource Management: Vlov has many ways to use his resources effectively as well as many opportunities to gather more through his higher than average meter gain and his ability to leverage charge
  • Plus Frames On Demand: With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources.
  • Slow: Vlov has generally the slowest frame data in the game for normal attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find speed to be problematic at times.
  • Committal Defense: Vlov's specials are geared towards offense and zoning, leaving him with strong but committal normals like 2B on the defensive outside of system mechanics. Paired with his slow speed, tall height, and no reversals outside of arc drive, Vlov has a relatively difficult time cheating a turn up close safely compared to other cast members
  • Scrambles: Vlov's disadvantageous in situations where both players are close and actionable (throw tech, Shield-B, hitbox clashes). The lack of fast specials and further reaching fast moves forces vlov to gamble a lot or retreat.
Unique Traits

Principle: Freezing

Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being 1 round away from losing the game

Character Summary

Move list

(Flame Mode) / (Ice Mode)

Moon Skills
6B+C - Flame, Disease / Ice, Memory (Air OK)
4B+C - Burya Tigr
2B+C - Homeward, Disease / Homeward, Memory
Special Attacks
236A/B/C (EX OK) - Flame, Disease / Ice, Memory (Air OK)
> A/B/C - Additional input
214A/B/C (EX OK) - Burya Tigr
> A/B/C - Additional input
> A/B/C - Burya Drakon
> 4A/B/C - Additional input
22A/B/C (EX OK) - Homeward, Disease / Homeward, Memory
> A/B/C - Additional input
Arc Drive
236B+C - Mania, Scorching Heat / Depths, Northern Sea
Last Arc
A+B+C+D / D in Blood Heat - Javol Kopiy
Unique Attacks
6C, 3C
Blowback Edge Moves
6[C], j.[C], 236A>[A], 236A>[B], 236B>[A], 236B>[B], 214[B]
Stats & vitals

Health: 12000 (High)

Backdash:

  - 1-24 Throw Invul
  - 1-14 Strike Invul
  - 15-19 Aerial Invul
  - 1-19 Projectile Invul
  - 36 Total

Dash startup: 6

Dash actionable: 5

Jump startup: actionable f6

Jump airtime: 39

Quick combo reference

  • AT dl 9j.C: Airthrow(AT) safejump, needs doublejump
  • [Launcher] 22A~A (j.B) j.C AT safejump: Universal combo, works anywhere, whenever
  • [Few hits] 2C/Rapid-2 22A~A j.[C] dl j.B > 5BBB j.A AT safejump: BNB combo, can be setup from most of the hits
  • [Single hit] 214A-A 2B 5CC 22A~A j.C AT safejump: Basic rekka buffer confirm
  • [Projectile] 22C dash 2C 5CC 22A~A j.BC AT safejump: BNB confirm from zoning

Move Analysis

Normal Moves

framechart

Standing Normals

5A
5A
5A
MBTL Vlov 5A.png
MBTL Vlov 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
190 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
7 2 11 19 -1 -

Vlov sticks out the pommel of his blade

  • Very slow and stubby compared to other 5A's
  • Primary button to rebeat back to in pressure due to its range and recovery
  • Its hitbox is high enough to hit airborne, making it a good option for stuffing IAD pressure and fuzzy mashes.
  • A good strike/throw tool up close due to its framedata on block and ability to easily catch jumpers
  • Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move).
5B
5B
5B
MBTL Vlov 5b.png
MBTL Vlov 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
9 3 21 32 -9 -

Vlov swings his blade into a wide angle towards the sky

  • BIG anti air, packing a strong disjoint and angle
  • Not necessarily effective against aggressive jump ins but can effectively tag people trying to approach Vlov's general deadzones
  • Good for fighting delayed IAD pressure, jump pressure resets, and any other wacky close up air shenanigans
  • A staple for pressure, combos, and neutral due to its speed and range
  • Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
5C
5C
5C
MBTL Vlov 5C.png
MBTL Vlov 5CHitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
10 4 26 39 -13 -

Vlov swings his massive blade forward

  • Vlov’s longest ground normal, you’ll be pressing this a lot in neutral
  • It hits high enough to catch IAD, so its a common mid range scramble button.
  • Difficult to whiff punish at farther spacings due to its range but still packs a long recovery so be careful
  • Overall a powerful but committal poke that will reward you greatly for utilizing it correctly
  • Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
Damage Guard Cancel Property Cost Attribute
1020 LH N, SP, EX, MD L, GB - Strike
First Active Active Recovery Overall Advantage Invul
22 4 26 51 -13 16-21 Clash

Vlov charges for an even larger swing

  • The god slap, ground bounces on hit and leads to high dmg
  • One of Vlov's strongest pressure tools
  • Like every charged standing normal:

- Has clashframes
- Fatals low shield attempts

  • Useful in neutral if you're sure they'll be approaching you in 20 frames, either from the air or ground
  • Not an overhead like 6[c], but leads to much higher reward if you have a read on their low shield attempt

Crouching Normals

2A
2A
2+A
MBTL Vlov 2A.png
MBTL Vlov 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
6 2 12 19 -2 -

Vlov crouches and sticks out the pommel of his blade

  • Vlov's fastest normal at 6f, kinda stubby. Hits low.
  • Preferable normal to start your offense up close
  • One of your main abare tools up close due to its speed
  • Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move)
2B
2B
The God Normal
2+B
MBTL Vlov 2B.png
MBTL Vlov 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
460 L N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
9 4 23 35 -12 -

Vlov strikes at the opponent's feet

  • Arguably Vlov's best normal
  • Packs a strong disjoint and lowers his hurtbox
  • Low, huge, catches IADs, and his most common combo starter
  • Powerful defensive poke that makes up a majority of his abare
2C
2C
2+C
MBTL Vlov 2C.png
MBTL Vlov 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 L N, SP, EX, MD L, HK - Strike
First Active Active Recovery Overall Advantage Invul
9 4 26 38 -13 -

Vlov sweeps his blade across the floor

  • Long range sweep that puts the opponent into an airborne state
  • A great combo starter so its used for strong punishes when he's in range for it
  • Primarily serves as a combo and blockstring tool due to its lack of utility in neutral and defense
  • A mediocre poke that's outclassed in neutral by his other normals due to its slow startup, long recovery, and inability to stuff scrambles

Jumping Normals

j.A
j.A
Aerial A
MBTL Vlov jA.png
MBTL Vlov jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
170 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
6 4 11 20 - -

A quick air jab with the blade's pommel

  • Fastest air button at 6f.
  • Can repeat into itself twice
  • Retains air options on whiff
  • While an ok air to air button, it can be difficult to challenge opponents with it due to it being slower than most other j.As, and not hitting very high vertically either
  • Still one of his best answers to directly calling out most air to air exchanges up close due to its angle and speed, as well as its safety on whiff
  • Essential for air to air blockstrings due to its ability to repeat into itself as well its variety of cancel options
  • Whiff cancels starting on frame 20 onwards
j.B
j.B
Wara is that you?
Aerial B
MBTL Vlov jB.png
MBTL Vlov jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
10 4 X - - -

Vlov swings a massive horizontal strike

  • Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game
  • Controls a lot of space and can be a powerful zoning tool that covers his retreats with airdash back
  • Despite how it looks, the swing can hit low enough after IAD to strike crouchers up close
  • The range on this move is invaluable for safe jumps and other forms of strong pressure.
j.C
j.C
Aerial C
MBTL Vlov jC.png
MBTL Vlov jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
12 5 X - - -

A massive blade swing angled diagonally towards the ground

  • Primary jump in attack, used for air to ground approaches and IAD pressure
  • Delayed chain into j.A off of jump-ins/IADs for easier confirms and to catch people sleeping
  • Very disjointed and covers the ground beneath Vlov very well defensively
Damage Guard Cancel Property Cost Attribute
900 HA N, SP, EX, MD, TH L, GB - Strike, Air
First Active Active Recovery Overall Advantage Invul
20 6 X - - Clash 16-19

Vlov charges the swing for stronger properties

  • Adds clash frames
  • Can be done from IAD
  • Ground bounces the opponent on ground and air hit
  • Gains more defensive applications in neutral as a pre-emptive air to ground tool that can easily stuff out attempted anti airs
  • Does have higher recovery on whiff than all his other air normals so be cautious in getting too zealous with this move
  • Essential combo filler after 22X~X combos, get used to using this in all your rejump routes

Command Normals

3C
3C
*clash*
3+C
MBTL Vlov 3C.png
MBTL Vlov 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH SP, EX, MD LR - Strike
First Active Active Recovery Overall Advantage Invul
10 3 26 38 -12 Air 5-12

Vlov quickly summons a tall pillar of fire/ice

  • Launches the opponent with Vlov performing a follow-up jump right after on hit
  • Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards
  • Lacks much horizontal range and is very unsafe on whiff so its difficult ad unadvised to utilize it in blockstrings
  • One of Vlovs most important combo tools due to its utility as a consistent launcher into his powerful airthrow okizeme
  • One of his go-to anti airs for dealing with the space right above Vlov due to its head invul properties and massive vertical range
  • Special cancelable on block, and has access to all of Vlov's stellar special cancel options to make it incredibly safe, otherwise punishable
  • Being a command normal, ground-to-air clashes with it can net volatile results if MD isn't available, as rebeating into 5A is not possible.
6C
6C
6+C
MBTL Vlov 6C.png
MBTL Vlov 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD GB - Strike
First Active Active Recovery Overall Advantage Invul
15 3 22 39 -8 -

Vlov strikes the ground

  • Massive sword strike that moves Vlov forward
  • Launches on hit, can be used to frametrap by slightly charging
  • Primarily seen as combo filler due to its smaller pool of cancel options on block and lack of safety on whiff
  • Can be used a very niche anti air due to its massive hitbox that can catch opponents trying to jump at Vlov
Damage Guard Cancel Property Cost Attribute
950 H SP, EX, MD L, Strike - Strike
First Active Active Recovery Overall Advantage Invul
29 3 24 55 -10 -

Vlov strikes the ground with even greater force

  • Slow Overhead that launches on hit and leads to easy combos
  • Moves Vlov even further than the uncharged version
  • Lacks any clash frames on startup despite being a charged normal
  • Half charging into 214A is a a safe and easy mixup that can catch opponents off guard
  • A nice tool to call out buffered low shields during pressure

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results

Vlov displays his mastery of fire and ice to pull the opponent in

  • Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X.
  • Might sometimes launch them behind you, making Rapid Beat 3 whiff (stop this from happening by delaying the autocombo 3C)
  • In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc.
Rapid Beat 3
Rapid Beat 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results

Same animation as 3C

  • Rapid-2 pushes the opponent too far for this to be any good in blockstrings, should only be used in combos
  • Just like 3C, this will be your most common launcher as Vlov as it leads to his best okizeme and is easy to confirm into
Ground Throw
throw
4/6+A+D
MBTL Vlov throw.png
Kisses u on the neck UwU
Damage Guard Cancel Property Cost Attribute
800+700 (1500) U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 22 28 +61 -
  • Standard throw with hard knockdown
  • Leads to many easy framekill meaty setups
Air Throw
airthrow
AA airthrow is viable
Aerial 4/6+A+D
MBTL Vlov airthrow.png
Damage Guard Cancel Property Cost Attribute
1200 U J - - -
First Active Active Recovery Overall Advantage Invul
1 3 28 + 12L 43 - -
  • Universal air combo ender and shield-beating air to air
  • Leads to his powerful j.B safejump post BnBs
  • Useful as an anti air in some matchups, stylish too.

Special Moves

Burya Tigr
Burya Tigr
My neutral doe
214+X
MBTL Vlov 214A.png
MBTL Vlov 214B.png
214XX is a regular strike ender, 4X is a slow command grab that you can combo into
MBTL Vlov 214C.png
An important way to confirm of your zoning
MBTL Vlov 214AHitbox.png
214A
MBTL Vlov 214BHitbox.png
214B
MBTL Vlov 214-B 0-Hitbox.png
214[B]
MBTL Vlov 214XXHitbox.png
214XX
MBTL Vlov 214AAAHitbox.png
214XXX
MBTL Vlov 214AA4AHitbox.png
214XX4X (Burya Drakon)
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) L(1), LH(2) -CH-, -EX-, -MD- L - Strike
First Active Active Recovery Overall Advantage Invul
9 4 (8) 4 19 43 -6 -
  • Long range low, useful in neutral and pressure
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX, MD L - Strike
First Active Active Recovery Overall Advantage Invul
13 4 (6) 3 20 45 -6 -
  • Long range up-angled slashes, useful as a general "stay away" space covering move
Damage Guard Cancel Property Cost Attribute
1400 LH EX, MD L, WB - Strike
First Active Active Recovery Overall Advantage Invul
23 4 15 41 -2 13-19 Low Profile
  • Wallbounces, used in Vlov's corner bnbs
  • Good to pressure reset into 22C if they're respecting
  • Will also catch people trying to jump out (air unblockable)
Damage Guard Cancel Property Cost Attribute
400, 300*5 (1894) LH AD, MD L, LR, GB HK AB 1 Magic Circuit Strike
First Active Active Recovery Overall Advantage Invul
4+9 4 20 36 -7 -
  • Works like a fast 214[B], goes into a launcher on hit
  • Can be used to create unblockables from blocked air fireball, leading to full combos
Damage Guard Cancel Property Cost Attribute
550*2 (1100) LH EX, MD L, GB - Strike
First Active Active Recovery Overall Advantage Invul
7 3 (11) 4 20 44 -7 -
  • A lot of untech time, allows linking into 2C/22A
Damage Guard Cancel Property Cost Attribute
1000 LH EX, MD L, WB - Projectile
First Active Active Recovery Overall Advantage Invul
13 2 36 50 -9 -
  • Why are you not blocking
  • Strike ender to the rekka, slightly delayed it becomes a frametrap
Damage Guard Cancel Property Cost Attribute
500, 450*3 (1640) U EX, MD, AD, (J) L, AB - Throw
First Active Active Recovery Overall Advantage Invul
27 2 31 59 N/A -
  • Why are you blocking
  • Command grab ender, slow but will catch people fearing the strike. Sadly its easily reactable
  • Catches backdashes point blank or in corner
  • Can also be combo'd into and out of


Flame, Disease
Flame, Disease
236+X
MBTL Vlov F236A.png
236A
MBTL Vlov F236B.png
236B
MBTL Vlov F236C.png
236C
Damage Guard Cancel Property Cost Attribute
1200 LH EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
20 X 23 42 +4 -
  • Slow travelling fireball that is + on block
  • Has more combo utility than i236a, but less dominant in neutral
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
17 X 22 38 +5 -
  • Preemptive anti air, less neutral dominant than i236a
  • Can be looped on the corner, massive untech time
Damage Guard Cancel Property Cost Attribute
1000*3 (2350) LHA AD, MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+9 X 25 37 +12 -
  • Massive damage, wallsticks for bombos or/and corner carry
  • Situational chip and hitconfirm tool
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
20 X 39 58 -12 -
  • 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle
Damage Guard Cancel Property Cost Attribute
750*2 (1387) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
41 X 12 52 +15 -
  • May hit people Shield-B'ing you
Damage Guard Cancel Property Cost Attribute
750*2 (1387) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
43 X 12 54 +15 -
  • Covers the air in case they jump over your fireball
Homeward, Disease
Homeward, Disease
The reason you play Vlov
22+X
MBTL Vlov F22A.png
A version fires a fast but small trail of fire, B has more startup but fires a bigger trail of fire
MBTL Vlov F22B.png
22XX
MBTL Vlov F22C.png
22C
Learn hitconfirming
Damage Guard Cancel Property Cost Attribute
1000 LHA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
12/17/22 5,5,5 24 50 -13/-8/-3 -
  • Staple neutral and combo tool, hits fullscreen and allows for confirms with meter
Damage Guard Cancel Property Cost Attribute
1000 LA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
23/28/33 5,5,5 11 48 +0/+5/+10 -
  • Slow fullscreen low, doesn't have much utility
Damage Guard Cancel Property Cost Attribute
1200*2 (2016) LA AD, MD L, HK, V, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4/4+7 - 31 38 +16~+10 -
  • Probably Vlov's best move. Great way to spent meter
  • Very short recovery, + on block and pressure re-buy, vacuums, has insane untech time allowing for new okizeme setups, might anti air low IADs
Damage Guard Cancel Property Cost Attribute
900 LA EX, MD, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
13/16/19 3,3,3 20 41 -12/-9/-6 -
  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Usable in pressure if you have resources
  • Jump cancellable
Damage Guard Cancel Property Cost Attribute
900 LA -EX-, -MD-, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 14 33 -6/-3/+0 -
  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Significantly more + on hit then 22A~X
  • Jump cancellable
Flame, Disease (air)
Flame, Disease (air)
236+X
MBTL Vlov Fj236A.png
j236A
MBTL Vlov Fj236B.png
j236B
MBTL Vlov Fj236C.png
j236C
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 X X
[12 on landing]
- +5 (TK) -
  • Hard to contest for some
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 X X
[12 on landing]
- -5 -
  • Can use to bait out grounded options at midscreen or further that might contest other zoning options
  • Slow so only use as a hard callout
  • Very very bad on whiff
Damage Guard Cancel Property Cost Attribute
800*3 (1880) LHA MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+8 X X
[12 on landing]
- -7 (TK) -
  • Placeholder
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
13 X X
[12 on landing]
- -8 (TK) -
  • Placeholder

Ice, Memory
Ice, Memory
The other reason you play Vlov
236+X
MBTL Vlov I236A.png
Charged version fire 5 icicles
MBTL Vlov I236B.png
MBTL Vlov I236C.png
Fires 7 icicles
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 X 33 42 -1 -
  • Chip machine, but scales harder in combos
  • Much better projectile than fire's, comes out faster, multihit and has a bigger hitbox
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
7 X 32 38 0 -
  • Your go-to anti air
  • May lose to clashframe moves
Damage Guard Cancel Property Cost Attribute
450*7 (2258) LHA AD, MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+5 X 29 37 +10 -
  • Absurd base damage, but scales the combo harder
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 X 49 58 -17 -
  • Fullscreen combos
Damage Guard Cancel Property Cost Attribute
520*5 (1819) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
32 X 21 52 +13 -
  • Chip machine 2
  • Same usage as fire
Damage Guard Cancel Property Cost Attribute
520*5 (1819) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
34 X 21 54 +13 -
  • Same usage as fire
Homeward, Memory
Homeward, Memory
The reason you play Vlov
22+X
MBTL Vlov I22A.png
MBTL Vlov I22B.png
MBTL Vlov I22C.png
Damage Guard Cancel Property Cost Attribute
1000 LHA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 31 50 -13/-10/-7 -
  • Like fire's but a bit faster, making it less reactable
Damage Guard Cancel Property Cost Attribute
1000 LA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
22/25/28 3,3,3 18 48 +0/+3/+6 -
  • Like fire's
Damage Guard Cancel Property Cost Attribute
1200*2 (2016) LA AD, MD L, HK, V, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4/4+7 - 31 38 +16~+10 -
  • Like fire's
Damage Guard Cancel Property Cost Attribute
900 LA EX, MD, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
12/15/18 3,3,3 21 41 -13/-10/-7 -
  • Like fire's
Damage Guard Cancel Property Cost Attribute
900 LA -EX-, -MD-, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
10/13/16 3,3,3 15 33 -7/-4/-1 -
  • Like fire's
  • -1 instead of 0 on block, limits some of the pressure reset utility
Ice, Memory (air)
Ice, Memory (air)
236+X
MBTL Vlov Ij236A.png
No charged follow-up
MBTL Vlov Ij236B.png
MBTL Vlov Ij236C.png
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
14 X X
[12 on landing]
- +10 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
15 X X
[12 on landing]
- -10 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
430*7 (2156) LHA MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4 X X
[12 on landing]
- -9 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
3 X X
[12 on landing]
- -11~-10 (TK) -
  • Comparable to fire

Moon Skills

Burya Tigr
4+B+C
MBTL Vlov 4BC.png
AUB Machine
MBTL Vlov 4BC 0 Hitbox.png
AUB Machine
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
750*2 (1357) LH EX, MD L, GB 3 Moon Icons Strike
First Active Active Recovery Overall Advantage Invul
15 4 (8) 3 18 47 -4 1-11 Clash

Vlov dashes forward cleaving two consecutive strikes

  • Launches the opponent on hit for a full combo
  • Has incredible forward movement, having incredible range as a result
  • Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools
  • Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range


Flame, Disease
Flame, Disease
6+B+C
MBTL Vlov F6BC.png
Damage Guard Cancel Property Cost Attribute
1100*2 (1793) LHA EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
28 X 9 36 +21 1-11 Clash
  • Absurdly + on block, letting Vlov airdash in as a frametrap
  • Slow and less useful midscreen
Homeward, Disease
Homeward, Disease
2+B+C
MBTL Vlov F2BC.png
Damage Guard Cancel Property Cost Attribute
1400 LHA EX, MD L, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
12/17/22 5,5,5 11 37 +5/+10/+15 1-7 Clash
  • Fullscreen low poke.
  • Has massive pushback on block, but +
Flame, Disease (air)
Flame, Disease (air)
Aerial 6+B+C
MBTL Vlov Fj6BC.png
Damage Guard Cancel Property Cost Attribute
900*2 (1467) LHA -J-, EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
20 X 4
[12 on landing]
23 +25/+23 (TK>jc) -
  • Jump cancelable, allows combo into j.[C]

Ice, Memory
Ice, Memory
6+B+C
MBTL Vlov I6BC.png
Damage Guard Cancel Property Cost Attribute
520*6 (2053) LHA EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
11 X 26 35 +9 1-11 Clash
  • Way less + than fire but much faster
  • Still a pressure re-buy but not + enough to airdash in and frametrap
Homeward, Memory
Homeward, Memory
2+B+C
MBTL Vlov I2BC.png
Damage Guard Cancel Property Cost Attribute
1400 LHA EX, MD L, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 18 37 +5/+8/+11 1-7 Clash
  • Similar to Fire
Ice, Memory (air)
Ice, Memory (air)
Aerial 6+B+C
MBTL Vlov Ij6BC.png
Damage Guard Cancel Property Cost Attribute
520*6 (2053) LHA -J-, EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
12 X 12
[12 on landing]
23 +22/+23 (TK>jc) -
  • Similar to Fire

Super Moves

Mania, Scorching Heat
Mania, Scorching Heat
236+B+C
MBTL Vlov f236BC.png
Pray your opponent B follow ups into this
Damage Guard Cancel Property Cost Attribute
3500 LHA - HK, AB 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+14 60 30 104 -9 1-79 All
  • Hits the entire screen.
  • Can hit behind Vlov.
  • Same as ice

Depths, Northern Sea
Depths, Northern Sea
236+B+C
MBTL Vlov i236BC.png
Pray your opponent B follow ups into this
Damage Guard Cancel Property Cost Attribute
3500 LHA - HK, AB 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+14 60 30 104 -11 1-79 All
  • Hits the entire screen.
  • Can hit behind Vlov.
  • Same as fire
Javol Kopiy
Javol Kopiy
A+B+C+D
MBTL Vlov ABCD.png
Damage Guard Cancel Property Cost Attribute
4800 LH - - 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
22 4 27 52 -14 1-25 All

Here comes the big lance

  • Longest last arc in the game. A reference to Vlov's iconic spear stab from the Tsukihime Remake
  • One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -5
5C/2C 5A/2A -3
Gap Table
Attack Chain Frame Gap

E.g. 2C > 5A(whiff) leaves you -3

Customization

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