Wonderful World/Corona: Difference between revisions
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|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16, 10 | ||
|active= | |active=5,5 | ||
|recovery= | |recovery=30 | ||
|canceltype=Jump, Sheathe | |canceltype=Jump, Sheathe | ||
|level= | |level=2 | ||
|GFA= | |GFA=-35 (+6) | ||
|AFA= | |AFA=-40 (+1) | ||
|description= 2 hits, the second hit pulls the opponent towards you unless it hits them airborne, where it will knock them down. Full cancelability for chants and jumps on both hits, but can still only be backdashed during the sheathing animation. Chant canceling on either the first or second hit is a basic option for continuing pressure and building respect. The pullback makes it great for extending blockstrings and makes Corona's combos much less spacing dependent. Since it hits twice, using this as a poke from neutral is not generally a good idea; you have to wait for both attacks to finish before you can backdash or chant cancel the sheathing animation when whiffed. | |description= 2 hits, the second hit pulls the opponent towards you unless it hits them airborne, where it will knock them down. Full cancelability for chants and jumps on both hits, but can still only be backdashed during the sheathing animation. Chant canceling on either the first or second hit is a basic option for continuing pressure and building respect. The pullback makes it great for extending blockstrings and makes Corona's combos much less spacing dependent. Since it hits twice, using this as a poke from neutral is not generally a good idea; you have to wait for both attacks to finish before you can backdash or chant cancel the sheathing animation when whiffed. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=7 | ||
|active= | |active=5 | ||
|recovery= | |recovery=20 | ||
|canceltype= | |canceltype= | ||
|level=1 | |level=1 | ||
|GFA= | |GFA=0 | ||
|AFA= | |AFA=0 | ||
|description= Quick low jab. Good for tick throws, or as a linker off jump-ins that aren't that deep. | |description= Quick low jab. Good for tick throws, or as a linker off jump-ins that aren't that deep. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=9 | ||
|active= | |active=10 | ||
|recovery= | |recovery=17 | ||
|canceltype=Jump | |canceltype=Jump | ||
|level=1 | |level=1 | ||
|GFA= | |GFA=-2 | ||
|AFA= | |AFA=-2 | ||
|description= Corona's only low hitting move, but it's pretty good. Somewhat disappointing reach is made up for by good recovery and jump cancel-ability. | |description= Corona's only low hitting move, but it's pretty good. Somewhat disappointing reach is made up for by good recovery and jump cancel-ability. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10 | ||
|active= | |active=5 | ||
|recovery= | |recovery=20 | ||
|canceltype=Jump, Sheathe | |canceltype=Jump, Sheathe | ||
|level= | |level=2 | ||
|GFA= | |GFA=-15 (+6) | ||
|AFA= | |AFA= | ||
|description= Strong disjoint hitbox makes this move an amazing anti air at the right distance, and also good for catching people trying to jump from a ways away. Easy confirm into air combo on success. The main weakness is that it covers a pretty specific distance, but it can still be an effective anti air when combined with her various zoning tools. | |description= Strong disjoint hitbox makes this move an amazing anti air at the right distance, and also good for catching people trying to jump from a ways away. Easy confirm into air combo on success. The main weakness is that it covers a pretty specific distance, but it can still be an effective anti air when combined with her various zoning tools. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=14 | ||
|active= | |active=5 | ||
|recovery= | |recovery=25 | ||
|canceltype=Sheathe | |canceltype=Sheathe | ||
|level= | |level=2 | ||
|GFA= | |GFA=-20 (+6) | ||
|AFA= | |AFA=-25(+2) | ||
|description= Stronger anti air box than 2S, but air blockable and knocks down on aerial hit. Probably a good idea to use this move over 2S in many situations, even if it's less rewarding. | |description= Stronger anti air box than 2S, but air blockable and knocks down on aerial hit. Probably a good idea to use this move over 2S in many situations, even if it's less rewarding. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=7 | ||
|active= | |active=5 | ||
|recovery= | |recovery=25 | ||
|canceltype= | |canceltype= | ||
|level=1 | |level=1 | ||
|GFA= | |GFA=-5 | ||
|AFA= | |AFA=-5 | ||
|description= Hits high, not much use outside of confirming off an air counterhit j.S. | |description= Hits high, not much use outside of confirming off an air counterhit j.S. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=22 | ||
|canceltype=Jump | |canceltype=Jump | ||
|level=1 | |level=1 | ||
|GFA= | |GFA=-2 | ||
|AFA= | |AFA=-2 | ||
|description= An alright move, you can do IAD j.K j.P for 2 overheads. The main use for this outside of combos is a quick air poke against opponents who are too close for comfort, hopefully a situation that doesn't come up too much. | |description= An alright move, you can do IAD j.K j.P for 2 overheads. The main use for this outside of combos is a quick air poke against opponents who are too close for comfort, hopefully a situation that doesn't come up too much. | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=11 | ||
|active= | |active=5 | ||
|recovery= | |recovery=40 | ||
|canceltype=Jump | |canceltype=Jump | ||
|level= | |level=2 | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=15 | ||
|active= | |active=5 | ||
|recovery= | |recovery=35 | ||
|canceltype= | |canceltype= | ||
|level= | |level=2 | ||
|GFA= | |GFA=-5 | ||
|AFA= | |AFA=-10 | ||
|description= A strong downwards hitbox, can crossup when you are close enough. This is a great spacing tool against opponents that are below you, and also corona's primary jump-in move. | |description= A strong downwards hitbox, can crossup when you are close enough. This is a great spacing tool against opponents that are below you, and also corona's primary jump-in move. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5O</font> ====== | ====== <font style="visibility:hidden" size="0">5O</font> ====== | ||
{{MoveData | {{MoveData |
Revision as of 12:20, 30 January 2023
Character Specific Data
- Health: 750
- Starting Guts Correction: 43%
- Guts Correction: 65%
- Total Effective Health: 924
- Weight: Middle
- Shave Value: 35%
- Combo Correction Value: 4%
Playstyle
Corona generally excels at versatility--her Chant Original Action allows her to switch playstyles on the fly and cover any particular niche she needs to cover, and grants her access to a number of unique tools while it's active. Combined with a strong anti-air game, a good Corona player can basically run a variety of options at any given time and generally keep a tool on hand for any situation.
Her main flaws mostly deal with input complexity and vulnerability; utilizing Chant correctly in combos requires some practice to avoid missing inputs, especially when Chant Cancels are involved, and either messing up Chant combos or whiffing S or HS buttons can put her into a tight spot defensively.
Strengths | Weaknesses |
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Movelist
Original Actions Overview
When Corona uses her Original Action, Chant, she enters a stance that she cannot leave until she cancels it into a Chant special move, or back to neutral. There is a technique called Chant Canceling that allows her to set up for more intricate combos, which is explained in Chant's frame data below.
Any move that has "Sheathe" in the Cancel Type frame data can be canceled into Chant during the sheathing animation in the recovery, allowing you to go into Chant from those normals when they whiff. Ground normals can be canceled into Chant as well (when they connect, hit or block); 6HS is the exception, which is only cancelable on hit.
Normal Moves & Original Actions
For certain moves, the Frame Advantage will have additional ( ) after it. This represents the frame advantage with the earliest possible Chant Cancel.
5P
5P
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5K
5K
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cl.5S
cl.5S
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5S
f.5S
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5HS
5HS
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2P
2P
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2K
2K
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2S
2S
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2HS
2HS
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j.P
j.P
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j.K
j.K
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j.S
j.S
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j.HS
j.HS
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5O
Universal Moves
6HS
Throw
Air Throw
Skills
236P
214P
214S
[4]6S
63214HS
Chant Skills
5O~22
5O~214K
5O~88
5O~236K
c.63214HS
Finish Skills
2146S
50~2364HS
Gameplan & Strategy
Matchups
Combos
BnBs
Corona actually has a lot of lenience when it comes to 50% meter BnBs. What you go for is generally up to preference / situation, but there's a few that stand out more than the others.
Meterless, Anywhere
- xx > 214S / [4]6S (CC) / 214P
- 214S gives the best knockdown / carry. [4]6S is useful in the corner because it bounces them out a little bit, but doesn't knockdown midscreen. 214P is nice for when you're out of range for 214S. 214S sets up an OTG.
50% Meter, Anywhere
- xx > 236P BRK > Dash > (cl.5S) f.5S 5HS(2) > 214S
- Adds significant damage, and retains knockdown. Good in matchups where Corona has a hard time getting in because she still gets good oki.
- Also useful because sometimes you're too far out to go into any other special after 5HS / 2HS.
- xx > 236P BRK > 6HS > IAD > j.P S > j9.S > dj9.S HS > j.214P
- The IAD gives a little extra corner carry.
- xx > 236P BRK > 6HS > j9.P K S > dj9.S HS > j.214P
- Easier variation with less sword attacks and corner carry. Can use a j.K instead of j.P if you want.
- xx > 236P BRK > 6HS > 5O ~ 214K > j9.K j.P j.K .jS > dj9.HS > j.214P
- Combo into poison, really worthwhile but requires you to be really close on chars like Duna. On other chars the effective range is pretty lenient but won't work from further out still.
- xx > 214P(1) BRK > Delay j.HS > Land, Dash > cl.5S 5HS(1) 6HS > j9.S > dj9.S HS > j.214P
- Generally the best 50% confirm midscreen after the poison BnB.
50% Meter, Midscreen
- xx > 214S BRK > Dash > 2S 5HS(1) 6HS > j9.S > dj9.S HS > j.214P
50% Meter, Corner
- xx > 214S BRK > Dash > cl.5S f.5S 5HS(1) 6HS > j9.S > dj9.(S) HS > j.214P
- Generally the best 50% confirm in the corner along with poison BnB.
- xx > 214S BRK > Dash > cl.5S f.5S (CC) > 2S 5HS(1) 6HS > dj9.(S) HS > j.214P
- Previous combo but with a chant cancel extender. Really not worth the effort at first but once you get good at chant canceling it's not too hard. This method of chant canceling to add an extra hit to combos applies in just about anything where you are using a launcher that's multiple hits. (i.e. not just 6HS)
100% Meter, super extender
- 214S BRK or 214P BRK starter > cl.5S f.5S 5HS(1) 6HS (CC) > Dash > 2146S (CC) > Long Dash > 2S 5HS(1) 6HS > j9.S > dj9.(S) HS > j.214P
- More universal super setup but much more difficult. This combo like most of Corona's BRK combos can be extended with a CC link.
150% Meter, Midscreen
- xx > 236P > 6HS > IAD > j.P S > Land > 2146S > Dash > 2S 5S 6HS > j9.S > dj9.HS > j.214P
- Cool midscreen only combo that does a lot of damage and brings them to the corner.
150% Meter, Corner
- xx > 2146S BRK > Dash > cl.5S f.5S 5HS(1) 6HS > j9.S > dj9.HS > j.214P
- Not really worth it unless it will kill.
Experimental 50% Meter, Corner
- xx > 214S BRK > 5O > 236K
- Sets up a guaranteed Spirit Song. However the opponent has a chance to jump before the debuff goes active (if they jump the debuff will not activate). This can be tech trapped with 2S, meaning the opponent will either be slowed or reset.
- In theory you can confirm that the opponent has blocked, then CC and IAD or jump during the extended blockstun to go for a high/low mixup - depending on how long it takes to hit the opponent changes the combo options available.
- A juggled 2HS may also be a sufficient setup, i.e. xx > 214S BRK > Dash > cl.5S f.5S 2HS > 5O ~ 236K
Spirit Song Active
- xx > [cl.5S f.5S 5HS(2) > CC]x0-3 > cl.5S f.5S 5HS(2) > 214S
- xx > [cl.5S f.5S 5HS(2) > CC]x0-3 > 6HS > IAD > j.K S > j9.S > dj9.S HS > j.214P
- xx > [cl.5S f.5S 5HS(2) > CC]x0-2 > cl.5S f.5S 5HS(2) > 214S
- Drops early to give another Spirit Song setup without using meter.
Videos
External Links
Colors
P Button | K Button | S Button | HS Button |
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O Button | SP Button | Hidden | |