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| ==== Command Normals ==== | | ==== Command Normals ==== |
| ===== 3C =====
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| {{MoveDataCargo
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| | title = 3C
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| | subtitle = *Clash*
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| | input = {{#invoke:InputsMBTL|toIcons|3C}}
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| | images = {{MoveDataCargoImage|vl_3c|caption=}}
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| | hitboxes = {{MoveDataCargoImage|vl_3c|caption=|hitbox=yes}}
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| | info =
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| {{AttackDataCargo-MBTL/Query|vl_3c}}
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| Vlov quickly summons a tall pillar of fire/ice
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| * Launches the opponent with Vlov performing a follow-up jump right after on hit
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| * Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards
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| * Lacks much horizontal range and is very unsafe on whiff so its difficult and unadvised to utilize it in blockstrings
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| * Important for combos due to its utility as a consistent launcher into his powerful airthrow okizeme
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| * One of Vlov's go-to anti airs for dealing with the space right above him due to its head invul properties and massive vertical range
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| * Special cancellable on block, and has access to all of Vlov's stellar special cancel options to make it incredibly safe, otherwise punishable
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| * 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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| }}
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| ===== 6C ===== | | ===== 6C ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| }} | | }} |
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| ===== Rapid Beat 3 ===== | | ===== 3C/Rapid Beat 3 ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rapid Beat 3 | | | title = 3C/Rapid Beat 3 |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|X X X}} | | | input = {{#invoke:InputsMBTL|toIcons|3C}} |
| | images = | | or |
| {{MoveDataCargoImage|vl_rapid3|caption=}} | | {{#invoke:InputsMBTL|toIcons|X X X}} |
| | | images = {{MoveDataCargoImage|vl_3c|caption=*Clash*}} |
| | | hitboxes = {{MoveDataCargoImage|vl_3c|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_rapid3}} | | {{AttackDataCargo-MBTL/Query|vl_3c}} |
| Same animation as 3C
| | 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 and unadvised to utilize it in blockstrings |
| | * Important for combos due to its utility as a consistent launcher into his powerful airthrow okizeme |
| | * One of Vlov's go-to anti airs for dealing with the space right above him due to its head invul properties and massive vertical range |
| | * 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 and you're not ready to jump cancel, as rebeating into 5A is not possible |
| * 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 |
| * Generally works the same as 3C
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| }} | | }} |
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