Wonderful World/Lemius: Difference between revisions
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|version=236S~S~2S or 236S~2S<br><small>Under Slice / アンダースライス</small> | |version=236S~S~2S or 236S~2S<br><small>Under Slice / アンダースライス</small> | ||
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|version=236S~S~HS or 236S~HS<br><small>Meteor Fall / メテオフォール</small> | |version=236S~S~HS or 236S~HS<br><small>Meteor Fall / メテオフォール</small> | ||
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|version=236S~S~S or 236S~6S<br><small>Inferno / インフェルノ</small> | |version=236S~S~S or 236S~6S<br><small>Inferno / インフェルノ</small> | ||
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Revision as of 23:17, 22 February 2023
Character Specific Data
- Health: 750
- Starting Guts Correction: 46%
- Guts Correction: 66%
- Total Effective Health: 928
- Weight: Middle
- Shave Rate: 25%
- Combo Correction Value: 3%
Playstyle
Much like her brother Ryuza, Lemius is a fairly well-rounded character that plays well at the close-mid range, but excels at space control and pokes in ways that he doesn't. She has a number of quick normals and skills, including a rekka with multiple enders, a distance closing thrust, a divekick, and even an oki option in her 41236HS. Her Original Abilities burn Skill Gauge to create flaming afterimages that she can use for a variety of purposes; this, combined with various forms of loops that are available to her, gives Lemius an incredibly strong offensive game.
However, her defensive game is a lot weaker since she doesn't have any invulnerable moves and her Moment Attack is somewhat subpar. While she can also function well without meter, utilizing her best combos and loops will require some practice, since they're largely size-dependent.
Strengths | Weaknesses |
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Movelist
Original Abilities Overview
Lemius' Original Abilities are all flaming mirages of her other Skills. She can use them after cancelable normals, or her Skills. Each Original Ability mimics a different Skill, and using one costs 50% of the Skill Gauge in addition to putting her Skill Gauge gain on cooldown for a while.
Normal Moves & Special Skills
5P
5P
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5K
5K
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cl.5S
cl.5S
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f.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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Superscript text |
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5O
6O
4O
2O
Universal Moves
6HS
Throw
Air Throw
Skills
214HS
214P
41236HS
236K
236S
Finish Skills
2146S
236236HS
Gameplan & Strategy
Combos
xx - Ground String BRK - SP Cancel
BnBs
Anywhere, Meterless: xx > 236SSS
- You can replace the last hit of the rekka with 2S to setup (better) fireball oki while sacrificing some damage.
Anywhere, Meterless: xx > 214HS
- You probably don't want to do this, but you can try to 2HS anti-air them after they recover.
Anywhere, 50% Meter: xx > 214P BRK > 6HS > JC jP jK jS > DJ jK jS jHS > j214HS
- Easy BnB, for less damage.
Anywhere, 50% Meter: xx > 214P BRK > 41236HS > 6HS > JC jS > DJ jK jS jHS > j214HS
- A rather hard link (from 214P to 41236HS), for some more damage.
Anywhere, 50% Meter: xx > 236SS2S BRK > 5S 236SSS > 5S 2HS > JC jK jP jS > DJ jK jS jHS > j214HS
Anywhere, 50% Meter: xx > 236SS2S BRK > 5S 236SHS > dash 5P 2HS > JC jP jK jS > DJ jK jS jHS > j214HS
- In the corner with some characters, if not most, you can replace the "dash 5P" with "5S".
Character Specific Corner Loops
How many repetitions you can do of Lemius's corner loop depends on two things: how much meter you have, and the character's hitbox. To differentiate which characters you can do it on, and what version of the loop to use, it's easiest to compare the character's height to Lemius rather than remember each character individually. Characters can then be separated into three categories: small, medium (Lemius's height) and large (Ryuza and Sabe being the only ones larger than her). The are a few exceptions however, and will be noted as such.
For the sake of reference:
- Small - Aiwhen, Sasari, Lunathia, Cielo
- Medium - Lemius, Neva, Orphe, Corona, Alicephia, Duna
- Large - Ryuza, Sabe
Small/Medium, 2 reps, 50% meter: xx > 236SS2S BRK > 5S 236SHS > dash 5K 236SHS > 5S 2HS > JC jP jK jS > DJ jK jS jHS > j214HS
Small (except Cielo), 3 reps, 100% meter: xx > 236SS2S BRK > 5S 236SHS > dash 5K 236SHS > 5S 236SHS > 5S 5O (> dash 2HS) > JC jP jK jS > DJ jK jS jHS > j214HS
Small/Medium, 3 reps, 100% meter: xx > 236SS2S BRK > 5S 236SHS > dash 5K 236SHS > 5S 236SHS > 214P BRK > 6HS > JC jK jS > jK jS jHS > j214HS
Medium/Large (except Orphe, includes Sasari), 2 reps, 50% meter: xx > 236SS2S BRK > 5S 236SHS > 5S 236SHS > dash 2P 2HS > JC jP jK jS > DJ jK jS jHS > j214HS
- For 50% meter and a bit more damage you can swap the dash 2P 2HS with 5S 5O (dash 2HS).
Situational Combos
Anywhere, 50% Meter: 236S~HS > 214P BRK > 6HS > jK jS > jK jS jHS > j214S
Corner, Meterless: 236S~HS > 5S 236SHS > 5P 2HS > JC jP jK jS > DJ jK jS jHS > j214HS
Corner, 50% Meter: 236S~HS > 5S 236SHS > 5S 236SHS > 5S 5O > JC jP jK jS > DJ jK jS jHS > j214HS
Anywhere, Meterless: 41236HS hits > 2HS > JC jP jK jS > DJ jK jS jHS > j214HS
Corner, 100% Meter: j236K bounce off > jS > j214HS > j236236HS > land 5S > JC jP jS jK > DJ jK jS jHS > j214HS
Corner, 0% Meter: aircombo > jP jS > 9DJ jS > j236k > jHS > j214HS
- The position of your target should stay below your altitude when doing this combo. Another note is that after a launch (e.g. 6HS), you should neutral jump (8JC) in order to get the position right for jP jS to put them on the level where you can jump back jS (9DJ) in order to get them in the correct range for j236K. Doable on all characters with slight variation depending on character size (Ryuza requires some delay to get the j236K clean hit)
Corner, 50+% Meter: aircombo > jO > land 5P/5K 2HS > aircombo
- Basically using jO to extend combos for more damage. Keep in mind your height ot else jO might whiff, in which case you can omit the beginning aircombo's second jK and must not have done a j214HS. Depending on proration and such, opponents may be able to tech the relaunch or even the middle of your aircombo.
Corner, 100% Meter: 6HS (or 42136HS hits > 2HS) > JC jP jK jS > DJ (jK) jS jHS jO > land 5S 236SHS > 5S 5O > jP jK jS > DJ (jK) jS jHS > j214HS
Videos
External Links
Colors
P Button | K Button | S Button | HS Button |
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O Button | SP Button | Hidden | |