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| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_214a}} | | {{AttackDataCargo-MBTL/Query|vl_214a}} |
| * A long ranged low strike followed up by a higher slash
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| | Vlov performs a long ranged low strike followed up by a higher slash |
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| * A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile | | * 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 | | * Leads to stable and serviceable conversions from most hits due putting the opponent into an airborne state on hit |
| * 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 | | * Access to several cancel options like MD can prevent the opponent from capitalizing on its whiff recovery |
| * Difficult to even jump over as the second hit hits quite high | | * Difficult to even jump over as the second hit covers a lot of air space |
| * Please do not clash with this, as there is an 11f uncancellable gap between the first and second hit | | * Vulnerable to clash, due to an 11f uncancellable gap between the first and second hit |
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| {{AttackDataCargo-MBTL/Query|vl_214b}} | | {{AttackDataCargo-MBTL/Query|vl_214b}} |
| * Long range upwards-angled slashes
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| | Vlov performs long range upwards-angled slashes |
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| * Not quite as fast as 214A, but covers more space | | * Not quite as fast as 214A, but covers more space |
| * Can be used to clip people trying to invade your airspace | | * Can be used to clip people trying to invade your airspace |
| * Like 214A, leads to stable conversions | | * Like 214A, leads to stable conversions due to its properties on hit |
| * Please do not clash with this, as there is a 9f uncancellable gap between the first and second hit | | * Vulnerable to clash, due to an 9f uncancellable gap between the first and second hit |
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| {{AttackDataCargo-MBTL/Query|vl_214[b]}} | | {{AttackDataCargo-MBTL/Query|vl_214[b]}} |
| * A single dashing strike that wallbounces
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| | Vlov dashes towards the opponent with a wallbouncing strike |
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| * A staple of Vlov's corner routes | | * A staple of Vlov's corner routes |
| * An option to pressure reset with 214[B] 22C to initiate a strike throw mixup | | * An option to pressure reset with 214[B] 22C to initiate a strike throw mixup from farther ranges |
| * Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner | | * 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 | | * 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 | | * 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 |
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| {{AttackDataCargo-MBTL/Query|vl_214c}} | | {{AttackDataCargo-MBTL/Query|vl_214c}} |
| * Dashes forward like 214[B] into a large single strike | | |
| * Can be used to create unblockables from blocked air fireball, leading to full combos | | Vlov dashes towards the opponent with a flurry of strikes |
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| | * Dashes forward like 214[B] into a large single strike, into several strikes that launch on hit |
| | * His primary tool for setting up AUB setups due to his ability to jail opponents in the air with fireballs into this as a direct cancel option |
| | * A big reason why approaching Vlov in the air is difficult without taking considerable risks |
| | * At farther ranges, opponents can fall out of the following series of strikes even when he does hit |
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| {{AttackDataCargo-MBTL/Query|vl_214xx}} | | {{AttackDataCargo-MBTL/Query|vl_214xx}} |
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| | Vlov continues his series of strikes and slams the ground |
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| * A lot of untech time, allows linking into 2C/22A for good conversions | | * 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 | | * Can be used to easily frametrap from 214X while still being safe on block from farther ranges |
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| {{AttackDataCargo-MBTL/Query|vl_214xxx}} | | {{AttackDataCargo-MBTL/Query|vl_214xxx}} |
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| | Vlov summons a geyser of fire/ice to launch the opponent |
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| * 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 with a large cancel window to make it a frametrap option |
| * Recovery and range sucks, please do not use this in neutral | | * A terrible neutral tool due to its small range and long recovery |
| * Doesn't hit when rekka is spaced | | * Doesn't hit when rekka is spaced |
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| {{AttackDataCargo-MBTL/Query|vl_214xx4x}} | | {{AttackDataCargo-MBTL/Query|vl_214xx4x}} |
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| | Vlov comes forward to grab the opponent by the neck and surrounds them with fire/ice |
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| * Why are you blocking | | * Why are you blocking |
| * Command grab ender, slow but will catch people fearing the strike. Technically fuzzyable :( | | * Command grab ender, slow but will catch people fearing the strike |
| | * Vulnerable to fuzzy jump |
| * 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 | | * Doesn't hit when rekka is spaced |
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| }} | | }} |
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