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| |content1= | | |content1= |
| {{Content Box|content= | | {{Content Box|content= |
| '''Vlov''' is a slow character who utilizes traditional projectile game alongside large mid-range special and normal attacks to pressure the opponent. | | '''Vlov''' is a character who utilizes a strong projectile game alongside large mid-range special and normal attacks to crush his opponent's gameplan. |
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| 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. | | Vlov's moveset is largely geared towards space control and defensive neutral. He can easily hit people out of careless approach with ''Flame, Disease'' (236X) projectiles. His ''Homeward, Memory'' (22X) ground shockwave pushes and can pull opponents in 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. If the opponent decides to stop engaging, Vlov can go on the offensive and reveal the true breadth of his moveset, containing plenty of ways to extend his pressure and keep the opponent on their toes. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he loses a round. |
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| Despite his straightforward moveset, Vlov has several things working against him. His height, slow start up on many of his moves, and a 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. | | Despite his seemingly straightforward gameplan, Vlov has several things working against him. His height, slow start up on many of his moves, and a sore lack of reversals outside of his slow Arc Drive and universal mechanics mean he has very limited options when forced into defense at close range. As well as this, while his resource usage is great, catching him without any resources is going to be a very bad time for him. A good eye for when to press your turn and keep the advantage, and when to back off and bide your time, is key to Vlov's survival. |
| {{ProConTable|width=100 | | {{ProConTable|width=100 |
| |pros= | | |pros= |
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| |cons= | | |cons= |
| * '''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. | | * '''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 | | * '''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 below average 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. | | * '''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. |
| }} | | }} |
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| * Very slow and stubby compared to other 5A's | | * Very slow and stubby compared to other 5A's |
| * Primary button to rebeat back to in pressure due to its range and recovery | | * 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. | | * 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 | | * 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). | | * Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move) |
| }} | | }} |
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| * BIG anti air, packing a strong disjoint and angle | | * 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 | | * 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 | | * Good for fighting delayed IAD pressure, jump pressure resets, and any other wacky close up air shenanigans, though often outclassed by 2B and 5C |
| * A staple for pressure, combos, and neutral due to its speed and range | | * A staple for combos, and a useful neutral tool when the need arises |
| * Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move | | * Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move |
| }} | | }} |
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| Vlov swings his massive blade forward | | Vlov swings his massive blade forward |
| * Vlov’s longest ground normal, you’ll be pressing this a lot in neutral | | * 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. | | * 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 | | * 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 | | * Overall a powerful but committal poke that will reward you greatly for utilizing it correctly |
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| {{AttackDataCargo-MBTL/Query|vl_5[c]}} | | {{AttackDataCargo-MBTL/Query|vl_5[c]}} |
| Vlov charges for an even larger swing | | Vlov charges for an even larger swing |
| * The god slap, ground bounces on hit and leads to high dmg | | * The god slap, ground bounces on hit and leads to great dmg |
| * One of Vlov's strongest pressure tools | | * One of Vlov's strongest pressure tools |
| * Like every charged standing normal:<br/> | | * Like every charged standing normal:<br/> |
| - Has clashframes<br/> | | - Has clashframes<br/> |
| - Fatals low shield attempts | | - Fatals low shield |
| * Not an overhead like 6[c], but leads to much higher reward if you have a read on their low shield attempt | | * Useful in neutral for this purpose, while not putting you at too much risk compared to similar options |
| | * Not an overhead like 6[c], but leads to much higher reward if it hits |
| }} | | }} |
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| {{AttackDataCargo-MBTL/Query|vl_2a}} | | {{AttackDataCargo-MBTL/Query|vl_2a}} |
| Vlov crouches and sticks out the pommel of his blade | | Vlov crouches and sticks out the pommel of his blade |
| * Vlov's fastest normal at 6f, kinda stubby. Hits low. | | * Vlov's fastest normal at 6f, quite short, hits low |
| * Preferable normal to start your offense up close | | * Preferable normal to start or layer your offense up close |
| * One of your main abare tools up close due to its speed | | * 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) | | * Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move) |
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| {{AttackDataCargo-MBTL/Query|vl_2b}} | | {{AttackDataCargo-MBTL/Query|vl_2b}} |
| Vlov strikes at the opponent's feet | | Vlov strikes at the opponent's feet |
| * Arguably Vlov's best normal | | * One of Vlov's best normals |
| * Packs a strong disjoint and lowers his hurtbox | | * Packs a strong disjoint and lowers his hurtbox |
| * Low, huge, catches IADs, and his most common combo starter | | * Low, huge and even catches IADs, for the low price of slightly long recovery |
| | * An incredible starter for how useful it is |
| * Powerful defensive poke that makes up a majority of his abare | | * Powerful defensive poke that makes up a majority of his abare |
| }} | | }} |
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| Vlov sweeps his blade across the floor | | Vlov sweeps his blade across the floor |
| * Long range sweep that puts the opponent into an airborne state | | * 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 | | * Usually your best punish starter |
| * Primarily serves as a combo and blockstring tool due to its lack of utility in neutral and defense | | * Primarily serves as a combo starter and blockstring tool |
| * A mediocre poke that's outclassed in neutral by his other normals due to its slow startup, long recovery, and inability to stuff scrambles | | * A mediocre poke that's outclassed in neutral by his other normals due to its slow startup and horrendous recovery |
| }} | | }} |
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| {{AttackDataCargo-MBTL/Query|vl_ja}} | | {{AttackDataCargo-MBTL/Query|vl_ja}} |
| A quick air jab with the blade's pommel | | A quick air jab with the blade's pommel |
| * Fastest air button at 6f. | | * Fastest air button at 6f |
| * Can repeat into itself twice | | * Can repeat into itself twice |
| * Retains air options on whiff | | * Retains air options on whiff |
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| Vlov swings a massive horizontal strike | | Vlov swings a massive horizontal strike |
| * Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game | | * 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 | | * Controls a lot of space and can be a powerful zoning tool that covers his aerial retreats nearly perfectly |
| * Despite how it looks, the swing can hit low enough after IAD to strike crouchers up close | | * 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. | | * The range on this move is invaluable for safe jumps and other forms of strong pressure |
| }} | | }} |
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| * Can be done from IAD | | * Can be done from IAD |
| * Ground bounces the opponent on ground and air hit | | * 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 | | * Gains more defensive applications in neutral as a pre-emptive way to easily stuff out anti air or air to air attempts for high reward |
| * Does have higher recovery on whiff than all his other air normals so be cautious in getting too zealous with this move | | * Does have higher recovery on whiff than all his other air normals so be cautious of getting too zealous with this move |
| * Essential combo filler after 22X~X combos, get used to using this in all your rejump routes | | * Essential combo filler after 22X~X combos, get used to using this in all your rejump routes |
| }} | | }} |
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| * Launches the opponent with Vlov performing a follow-up jump right after on hit | | * 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 | | * 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 | | * Lacks much horizontal range and is very unsafe on whiff so its difficult and 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 | | * Important for combos 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 | | * 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 | | * Special cancellable 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. | | * Being a command normal, ground-to-air clashes with it can net volatile results if MD isn't available and you're not ready to jump cancel, as rebeating into 5A is not possible |
| }} | | }} |
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| * Massive sword strike that moves Vlov forward | | * Massive sword strike that moves Vlov forward |
| * Launches on hit, can be used to frametrap by slightly charging | | * 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 | | * Primarily seen as late 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 | | * Can be used a very niche anti air due to its large forwards moving hitbox that can catch opponents trying to jump near Vlov |
| {{AttackDataCargo-MBTL/Query|vl_6[c]}} | | {{AttackDataCargo-MBTL/Query|vl_6[c]}} |
| Vlov strikes the ground with even greater force | | Vlov strikes the ground with even greater force |
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| * Moves Vlov even further than the uncharged version | | * Moves Vlov even further than the uncharged version |
| * Lacks any clash frames on startup despite being a charged normal | | * 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 | | * Half charging into 214A is a safe and easy mixup that can catch opponents off guard |
| * A nice tool to call out buffered low shields during pressure | | * A nice tool to call out buffered low shields during pressure alongside 5[C] |
| }} | | }} |
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| {{AttackDataCargo-MBTL/Query|vl_rapid2}} | | {{AttackDataCargo-MBTL/Query|vl_rapid2}} |
| Vlov displays his mastery of fire and ice to pull the opponent in | | 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. | | * 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) | | * 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. | | * In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc |
| }} | | }} |
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| Same animation as 3C | | 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 | | * 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 | | * Generally works the same as 3C |
| }} | | }} |
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| {{AttackDataCargo-MBTL/Query|vl_throw}} | | {{AttackDataCargo-MBTL/Query|vl_throw}} |
| * Standard throw with hard knockdown | | * Standard throw with hard knockdown |
| * Leads to many easy framekill meaty setups | | * Leads to many easy framekill meaty/safejump setups |
| }} | | }} |
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| * Universal air combo ender and shield-beating air to air | | * Universal air combo ender and shield-beating air to air |
| * Leads to his powerful j.B safejump post BnBs | | * Leads to his powerful j.B safejump post BnBs |
| * Useful as an anti air in some matchups, stylish too. | | * Can be used as an anti air, stylish too |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_214a}} | | {{AttackDataCargo-MBTL/Query|vl_214a}} |
| * Long range low, useful in neutral and pressure | | * A long ranged low strike followed up by a higher slash |
| | * A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile |
| | * Leads to stable and serviceable conversions from most hits |
| | * Difficult to capitalise on at all if you whiff as the rekka followups and MDA availability keep you safe and let you threaten approaches anyway |
| | * Difficult to even jump over as the second hit hits quite high |
| | * Please do not clash with this, as there is an 11f uncancellable gap between the first and second hit |
| {{AttackDataCargo-MBTL/Query|vl_214b}} | | {{AttackDataCargo-MBTL/Query|vl_214b}} |
| * Long range up-angled slashes, useful as a general "stay away" space covering move | | * Long range upwards-angled slashes |
| | * Not quite as fast as 214A, but covers more space |
| | * Can be used to clip people trying to invade your airspace |
| | * Like 214A, leads to stable conversions |
| | * Please do not clash with this, as there is a 9f uncancellable gap between the first and second hit |
| {{AttackDataCargo-MBTL/Query|vl_214[b]}} | | {{AttackDataCargo-MBTL/Query|vl_214[b]}} |
| * Wallbounces, used in Vlov's corner bnbs | | * A single dashing strike that wallbounces |
| * Good to pressure reset into 22C if they're respecting | | * A staple of Vlov's corner routes |
| * Will also catch people trying to jump out (air unblockable) | | * An option to pressure reset with 214[B] 22C to initiate a strike throw mixup |
| | * Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner |
| | * Low profiles while Vlov is invisible, meaning you can sometimes slide under air approaches with this move |
| | * Can also be used to catch people messing around at a distance most of your other options don't threaten well, though it is niche |
| {{AttackDataCargo-MBTL/Query|vl_214c}} | | {{AttackDataCargo-MBTL/Query|vl_214c}} |
| * Works like a fast 214[B], goes into a launcher on hit | | * Dashes forward like 214[B] into a large single strike |
| * Can be used to create unblockables from blocked air fireball, leading to full combos | | * Can be used to create unblockables from blocked air fireball, leading to full combos |
| {{AttackDataCargo-MBTL/Query|vl_214xx}} | | {{AttackDataCargo-MBTL/Query|vl_214xx}} |
| * A lot of untech time, allows linking into 2C/22A | | * A lot of untech time, allows linking into 2C/22A for good conversions |
| | * Can be used to frametrap from 214X, making it very annoying to punish |
| {{AttackDataCargo-MBTL/Query|vl_214xxx}} | | {{AttackDataCargo-MBTL/Query|vl_214xxx}} |
| * Why are you not blocking | | * Why are you not blocking |
| * Strike ender to the rekka, slightly delayed it becomes a frametrap | | * Strike ender to the rekka, slightly delayed it becomes a frametrap |
| | * Recovery and range sucks, please do not use this in neutral |
| | * Doesn't hit when rekka is spaced |
| {{AttackDataCargo-MBTL/Query|vl_214xx4x}} | | {{AttackDataCargo-MBTL/Query|vl_214xx4x}} |
| * Why are you blocking | | * Why are you blocking |
| * Command grab ender, slow but will catch people fearing the strike. Sadly its easily reactable | | * Command grab ender, slow but will catch people fearing the strike. Technically fuzzyable :( |
| * Catches backdashes point blank or in corner | | * Catches backdashes point blank or in corner |
| * Can also be combo'd into and out of | | * Can also be combo'd into and out of |
| | * Doesn't hit when rekka is spaced |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_f236a}} | | {{AttackDataCargo-MBTL/Query|vl_f236a}} |
| * Slow travelling fireball that is + on block | | * Slow travelling fireball that is + on block and good for pressure |
| * Has more combo utility than i236a, but less dominant in neutral | | * Great space control, but very slow and usually reactable |
| {{AttackDataCargo-MBTL/Query|vl_f236b}} | | {{AttackDataCargo-MBTL/Query|vl_f236b}} |
| * Preemptive anti air, less neutral dominant than i236a | | * Preemptive anti air that can lead into air unblockables if blocked |
| * Can be looped on the corner, massive untech time | | * Slow, so often shielded by competent players if done too far away |
| | * If uncancelled into followups, converts with 22A or 2C easily |
| | * Can be looped on the corner as a staple of corner combos, massive untech time |
| {{AttackDataCargo-MBTL/Query|vl_f236c}} | | {{AttackDataCargo-MBTL/Query|vl_f236c}} |
| * Massive damage, wallsticks for bombos or/and corner carry | | * Massive damage ender, wallsticks and often allows you to get a safejump if this occurs, or knocks down to let you charge if it doesn't |
| * Situational chip and hitconfirm tool | | * Situational hitconfirm tool |
| {{AttackDataCargo-MBTL/Query|vl_f236xx}} | | {{AttackDataCargo-MBTL/Query|vl_f236xx}} |
| * 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle | | * 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle |
| | * Generally a very sad move, but hits at a convenient angle for air unblockable setups |
| {{AttackDataCargo-MBTL/Query|vl_f236x[a]}} | | {{AttackDataCargo-MBTL/Query|vl_f236x[a]}} |
| * May hit people Shield-B'ing you | | * May hit people Shield-B'ing you if you're lucky |
| | * Can be used to keep your opponent respecting you, in neutral and pressure, by messing with timing |
| {{AttackDataCargo-MBTL/Query|vl_f236x[b]}} | | {{AttackDataCargo-MBTL/Query|vl_f236x[b]}} |
| * Covers the air in case they jump over your fireball | | * Covers a lot of space in the air in case they jump over your fireball |
| | * Can very occasionally make people who expect 236[A] whiff shield |
| | * The threat of this move can slow people down, leaving you time to do your thing |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_f22a}} | | {{AttackDataCargo-MBTL/Query|vl_f22a}} |
| * Staple neutral and combo tool, hits fullscreen and allows for confirms with meter | | * Staple neutral and combo tool, hits fullscreen and allows for very stable conversions |
| {{AttackDataCargo-MBTL/Query|vl_f22b}} | | {{AttackDataCargo-MBTL/Query|vl_f22b}} |
| * Slow fullscreen low, doesn't have much utility | | * A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and leads to crazy damage |
| | * Can also be used sparsely in neutral against people looking to utilise the bad frame advantage on 22A |
| {{AttackDataCargo-MBTL/Query|vl_f22c}} | | {{AttackDataCargo-MBTL/Query|vl_f22c}} |
| * Probably Vlov's best move. Great way to spent meter | | * A very versatile way to dump meter in almost every situation |
| * Very short recovery, + on block and pressure re-buy, vacuums, has insane untech time allowing for new okizeme setups, might anti air low IADs | | * Very short recovery, + on block and pressure re-buy, vacuums, has insane untech time allowing for new okizeme setups, and can be used as a niche whiff cancel option to keep yourself safe |
| {{AttackDataCargo-MBTL/Query|vl_f22ax}} | | {{AttackDataCargo-MBTL/Query|vl_f22ax}} |
| * Hits low and vacuums on hit with a lot of untech time, staple combo tool | | * Hits low and vacuums on hit with a lot of untech time, staple combo tool |
| * Usable in pressure if you have resources | | * Sometimes used in pressure to cancel into 22C |
| * Jump cancellable
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| {{AttackDataCargo-MBTL/Query|vl_f22bx}} | | {{AttackDataCargo-MBTL/Query|vl_f22bx}} |
| * Hits low and vacuums on hit with a lot of untech time, staple combo tool | | * Hits low and vacuums on hit with a lot of untech time, staple combo tool |
| * Significantly more + on hit then 22A~X | | * Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations |
| * Jump cancellable
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| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_fj236a}} | | {{AttackDataCargo-MBTL/Query|vl_fj236a}} |
| * Hard to contest for some | | * Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B |
| {{AttackDataCargo-MBTL/Query|vl_fj236b}} | | {{AttackDataCargo-MBTL/Query|vl_fj236b}} |
| * Can use to bait out grounded options at midscreen or further that might contest other zoning options | | * 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 | | * Slow so only use as a hard callout |
| * Very very bad on whiff | | * Very very bad on whiff, please for the love of god to not whiff this |
| {{AttackDataCargo-MBTL/Query|vl_fj236c}} | | {{AttackDataCargo-MBTL/Query|vl_fj236c}} |
| * Placeholder | | * Only used for converting off air fireball, is very bad just like j.236A |
| {{AttackDataCargo-MBTL/Query|vl_fj236xx}} | | {{AttackDataCargo-MBTL/Query|vl_fj236xx}} |
| * Placeholder | | * Can be used to cover space where you expect your opponent might go to avoid the first fireball |
| | * Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly |
| }} | | }} |
| |-|Ice= | | |-|Ice= |
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| Vlov dashes forward cleaving two consecutive strikes | | Vlov dashes forward cleaving two consecutive strikes |
| * Launches the opponent on hit for a full combo | | * Launches the opponent on hit for a full combo |
| * Has incredible forward movement, having incredible range as a result | | * Moves forward a fair distance, giving it solid range |
| * Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools | | * Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools |
| | * Unlike 214[B], has no low profile |
| * Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range | | * Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_f2bc}} | | {{AttackDataCargo-MBTL/Query|vl_f2bc}} |
| * Fullscreen low poke. | | * Fullscreen low poke |
| * Has massive pushback on block, but + | | * Has massive pushback on block, but + |
| }} | | }} |