User:Pythmere/VSAV/Q-Bee: Difference between revisions

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{{MoveDataCargoImage|QB_236PP|caption=ES Version}}
{{MoveDataCargoImage|QB_236PP|caption=ES Version}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|QB_236LP|caption=|hitbox=yes}}
{{MoveDataCargoImage|QB_236LP|caption=Normal|hitbox=yes}}
{{MoveDataCargoImage|QB_236PP|caption=ES|hitbox=yes}}
| info =
| info =


Line 269: Line 270:
{{AttackDataCargo-VSAV/Query|QB_J_236MP}}
{{AttackDataCargo-VSAV/Query|QB_J_236MP}}
{{AttackDataCargo-VSAV/Query|QB_J_236HP}}
{{AttackDataCargo-VSAV/Query|QB_J_236HP}}
{{AttackDataCargo-VSAV/Query|QB_J_236PP}}
}}
=====<font style="visibility:hidden; float:right">236MP</font>=====
{{MoveDataCargo
| title = MP CATCH AND RELEASE
| input = 236MP
| images =
{{MoveDataCargoImage|QB_236MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_236MP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_236MP}}
}}
=====<font style="visibility:hidden; float:right">236HP</font>=====
{{MoveDataCargo
| title = HP CATCH AND RELEASE
| input = 236HP
| images =
{{MoveDataCargoImage|QB_236HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_236HP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_236HP}}
}}
== es hit command grab ==
=====<font style="visibility:hidden; float:right">236PP</font>=====
{{MoveDataCargo
| title = ES CATCH AND RELEASE
| input = 236PP
| images =
{{MoveDataCargoImage|QB_236PP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_236PP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_236PP}}
}}
== hit command grab ==
=====<font style="visibility:hidden; float:right">J.236LP</font>=====
{{MoveDataCargo
| title = AIR LP CATCH AND RELEASE
| input = J.236LP
| images =
{{MoveDataCargoImage|QB_J_236LP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_J_236LP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_J_236LP}}
}}
=====<font style="visibility:hidden; float:right">J.236MP</font>=====
{{MoveDataCargo
| title = AIR MP CATCH AND RELEASE
| input = J.236MP
| images =
{{MoveDataCargoImage|QB_J_236MP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_J_236MP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_J_236MP}}
}}
=====<font style="visibility:hidden; float:right">J.236HP</font>=====
{{MoveDataCargo
| title = AIR HP CATCH AND RELEASE
| input = J.236HP
| images =
{{MoveDataCargoImage|QB_J_236HP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_J_236HP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_J_236HP}}
}}
== es hit command grab ==
=====<font style="visibility:hidden; float:right">J.236PP</font>=====
{{MoveDataCargo
| title = AIR ES CATCH AND RELEASE
| input = J.236PP
| images =
{{MoveDataCargoImage|QB_J_236PP|caption=}}
| hitboxes =
{{MoveDataCargoImage|QB_J_236PP|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-VSAV/Query|QB_J_236PP}}
{{AttackDataCargo-VSAV/Query|QB_J_236PP}}
}}
}}

Revision as of 23:45, 23 March 2023

/Data

standing normal

5LP
5 LP
5LP
Vsav-QB-5-lp.png
Vsav-QB-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 8 8 7 H: 11 G: 10
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
Whiffs small crouching characters, but has more frame advantage than her other light attacks. Thus, when applicable, is preferred. Uses include walk-under anti-air, chicken block punish, and as a tick-throw setup on tall crouching characters from either the neutral version or while-dashing version. Will not whiff against the following characters while crouching: AN, AU, BI, DE, JE, and VI).
5MP
5 MP
5MP
Vsav-QB-5-mp.png
Vsav-QB-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 16 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 7 H: 15 G: 9 W: 3
Extremely fast and long range, though not as long as it would appear. Whiffs over small crouchers, but it's primary use is to stuff jump-outs on their way up and for poking standing characters. In general it's a good mid-range weapon when you're able to out-range your opponent.
5HP
5 HP
5HP
Vsav-QB-5-hp.png
Vsav-QB-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 29 21 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 5x5 2x5 H: 10+4x4 G: 8+2x4 W: 6
This normal goes unused due to poor frame data, long start up and recovery, and because the bees are considered projectiles they can be air blocked unlike most standing and crouching normals.
5LK
5 LK
5LK
Vsav-QB-5-lk.png
Vsav-QB-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 4 8 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
Because its hitbox is much lower it's preferable against characters who can crouch under her 5LP despite being less advantageous onblock/hit and not being able to gain a renda bonus. It is still advantageous enough on block/hit to be used to create tick setups with he normal throw and command grab.
5MK
5 MK
5MK
Vsav-QB-5-mk.png
Vsav-QB-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 17 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 17 6 H: 15 G: 9 W: 3
Primarily used as an anti-air against jump ins from a farther ranges. Other uses include using it while dashing to anti-air a chicken blocking opponent, particularly during bubble setups, and guard breaking an opponent upbacking in the corner after using an air chain against them. Unfortunately it whiffs against most crouching characters and even standing Felicia so it shouldn't be used unless the opponent is in the air.
5HK
5 HK
5HK
Vsav-QB-5-hk.png
Vsav-QB-5-hk-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 2,2(4)3,2 23 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x4 2x4 H: 11+5+4+4 G: 8+2x3 W: 6
Sees no use in most cases, however it can be used as an AA against Morrigan and Jedah's hover dash or a potential guard break option against a cornered opponent.

crouching normal

2LP
2 LP
2LP
Vsav-QB-2-lp.png
Vsav-QB-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 9 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 7 3 H: 6 G: 3 W: 0
A bit longer than a standard jab and hits low. It's 1F slower and 1F less advantageous than 2LK, though it gains a renda bonus where as 2LK does not, but other than that it has identical uses to 2LK.
2MP
2 MP
2MP
Vsav-QB-2-mp.png
Vsav-QB-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 14 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 16 6 H: 15 G: 9 W: 3
Good range and speed for a low, but not nearly as advantageous on hit/block as 2MK. In other words it's primary use is as a low poke, but would ideally be chained into 2MK for frame advantage or 2HK for a knockdown, or canceled into C-R if point blank.
2HP
2 HP
2HP
Vsav-QB-2-hp.png
Vsav-QB-2-hp-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 14 22 10 9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7x3 3x3 H: 12+6+6 G: 9+2x3 W: 6
This is a rather odd move, but also a very good anti-air at mid/far range. The needles are autonomous of her and so they are counted as projectiles, which means they can be airblocked but they are also persistent and will continue to hit even if she is hit. What this means is if you're too far away for MK anti-air then this is the move to use, since the opponent will be forced to airblock it or otherwise they will trade/lose to it, since they won't be able to flat out beat it. The other interesting property to this move is it's ridiculous amount of frame advantage, making it a possible meaty or close-range attack that links into 2MP/2MK. Since it's a crouch attack, even if the opponent GC's against it there's a chance that QB will simply crouch under it or recover first, depending on the opponent. As an anti-air this move will also set up a good IAD position, since the opponent will land soon enough that your IAD will aim downwards instead of upwards.
2LK
2 LK
2LK
Vsav-QB-2-lk.png
Vsav-QB-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 2 10 6 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 6 2 H: 6 G: 3 W: 0
Pretty standard for a low short in terms of use, good advantage and combos into C-R at point blank, but does not gain a renda bonus. Because of negative edge, it's generally preferred when comboing into C-R off an IAD, such as IAD j.LP, 2LK xx C-R.
2MK
2 MK
2MK
Vsav-QB-2-mk.png
Vsav-QB-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 16 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
Great range and good advantage, though it does not hit low. Generally this is used as a mid-range poke when outside of range for 2MP 2MK, or to poke against crouching characters when MP would whiff them. On block this is the move you want to chain into, stopping here instead of using any of her heavies.
2HK
2 HK
2HK
Vsav-QB-2-hk-1.png
Vsav-QB-2-hk-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 13 22 - -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 20,16 9,7 H: 24 G: 15 W: 6
While not as reliable as most other sweeps this is still an important normal for QB. Because it's disadvantageous on block even if spaced it's best to exclusively hit-confirm into it from a normal chain, rather than sticking it out randomly. Damage will vary based on when it hits, the latter hit having a retracted hitbox and being overall weaker. Good for a knockdown, but not much else.

jumping normal

J.LP
J LP
J.LP
Vsav-QB-j-lp.png
Vsav-QB-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 3 H: 6 G: 3 W: 0

'

Decent speed and range for a jump jab. The hitbox is somewhat the same as j.LK so it's difficult to say which is better. Good for IADs or airchain starter.
J.MP
J MP
J.MP
Vsav-QB-j-mp.png
Vsav-QB-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 6 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 7 H: 15 G: 9 W: 3
A great jumping attack with a ton of downward range, stuffs a lot of anti-airs. This is the preferred move when normal jumping or floating in. It's possible on late airdashes as well, but because the forward reach isn't great it isn't commonly used for that.
J.HP
J HP
J.HP
Vsav-QB-j-hp.png
Vsav-QB-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
24 13 18 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 6x4 3x4 H: 10+4x3 G: 8+2x3 W: 6
This changes QB's air trajectory, as it forces her to hop back a little in the air when firing and then float straight down regardless of what her previous trajectory was. The use of this move is arguable, as it can stuff anti-airs and avoid other bad situations. However, it can be blocked low and will whiff most crouching characters. The recovery on it is also rather poor since it can't be canceled or chained, and the opponent will generally recover about 14 frames before QB on block (-14F), making it a rather risky move.
J.LK
J LK
J.LK
Vsav-QB-j-lk.png
Vsav-QB-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 4 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
Good range and speed. Has slightly more horizontal reach than j.LP so is better at a distance. A good rising button when paired with falling j.MP
J.MK
J MK
J.MK
Vsav-QB-j-mk.png
Vsav-QB-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 9 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 17 6 H: 15 G: 9 W: 3
This has better horizontal reach than most of her jumping attacks, which means it's good for air-to-air battles and late IAD. Also good in air chains against tall standing characters or chicken blocking opponents.
J.HK
J HK
J.HK
Vsav-QB-j-hk.png
Vsav-QB-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 4 11 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 22 8 H: 24 G: 15 W: 6
Good range and speed. Has slightly more horizontal reach than j.LP so is better at a distance. IADing j.HK from an 8 jump float works well for baiting/punishing anti airs.

hit command grab

236LP
LP CATCH AND RELEASE
236LP
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Normal Version
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
ES Version
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Normal
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
ES
Hitboxes Off
Hitboxes On
It should be noted that while this special is given the notation 41236P in official material that the player can actually leave out the 6 and still have this specific special come out using 4123P.

Pronounced "See arr". A blockable airborne rush. If this hits she will grab the opponent. This special has a rather generous amount of active frames and goes over some low attacks and even Felicia's ball roll, and will grab quite a lot of normal moves, beating their hitboxes clean. Despite having some recovery on block it's a fairly safe move, making it not entirely necessary to hitconfirm. Really, because of the outstanding hitbox and good recovery, it's not a bad poking move either, though not something you want to spam all the time since if it fails you lose initiative/pressure. There are scenarios where the ground version will hit, but fail to grab. The air/TK version is more consistent in this respect. Landing Suki: 1F No results Short range, slow speed. No results Mid range, mid speed. No results Far range, fast speed. Best for combos. No results Cocoon's the opponent. This is the best setup up a bubble okizeme since QB recovers extremely fast after the knockdown. Typically one would IAD j.P/j.K, 2LP/2LK xx 41236PP, then immediate lp 623PP on recovery and go for more IAD mixups or anti-air while the opponent is blocking the bubble. If the opponent is hit on the ground by the bubble the best follow up is another C->R. No results No results No results

No results

special

214LK
LK DELTA A
214LK
Vsav-QB-delta-a.png
Vsav-QB-lk-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 11 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 5 H: 21 G: 16 W: 12
214MK
MK DELTA A
214MK
Vsav-QB-delta-a.png
Vsav-QB-mk-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 13 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 6 H: 21 G: 16 W: 12
214HK
HK DELTA A
214HK
Vsav-QB-delta-a.png
Vsav-QB-hk-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 22 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 25 7 H: 21 G: 16 W: 12

es special

214KK
ES DELTA A
214KK
Vsav-QB-es-delta-a.png
Vsav-QB-es-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 17 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 28 8 H: 0 G: 0 W: 0

special

J.214LK
AIR LK DELTA A
J.214LK
Vsav-QB-delta-a.png
Vsav-QB-lk-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 11 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 5 H: 21 G: 16 W: 12
J.214MK
AIR MK DELTA A
J.214MK
Vsav-QB-delta-a.png
Vsav-QB-mk-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 13 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 6 H: 21 G: 16 W: 12
J.214HK
AIR HK DELTA A
J.214HK
Vsav-QB-delta-a.png
Vsav-QB-hk-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 22 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 25 7 H: 21 G: 16 W: 12

es special

J.214KK
AIR ES DELTA A
J.214KK
Vsav-QB-es-delta-a.png
Vsav-QB-es-delta-a-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 17 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 28 8 H: 0 G: 0 W: 0

special

K,K,K,K,LK
LK SXP
K,K,K,K,LK
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 4(4)4 10 11 10 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9
K,K,K,K,MK
MK SXP
K,K,K,K,MK
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3(3)3(3)1 10 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

es special

K,K,K,K,HK
HK SXP
K,K,K,K,HK
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 2(3)2(3)2(1) 10 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

special

J.K,K,K,K,LK
AIR LK SXP
J.K,K,K,K,LK
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Hitboxes Off
Hitboxes On
J.K,K,K,K,LK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 4(4)4 variable + landing 1 11 10 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9
J.K,K,K,K,MK
AIR MK SXP
J.K,K,K,K,MK
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Hitboxes Off
Hitboxes On
J.K,K,K,K,MK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3(3)3(3)1 variable + landing 1 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

es special

J.K,K,K,K,HK
AIR HK SXP
J.K,K,K,K,HK
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Hitboxes Off
Hitboxes On
J.K,K,K,K,HK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 2(3)2(3)2(1) variable + landing 1 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

special GC

623K
R.M.
623K
Vsav-QB-rm.png
Vsav-QB-rm-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2(4)14 18 - -14 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-13 whole body 12,12 4,4 H: 24 G: 21+3 W: 18

es special GC

623KK
ES R.M.
623KK
Vsav-QB-es-rm.png
Vsav-QB-es-rm-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2(4)14 18 - -14 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-13 whole body 19,19 4,4 H: 0 G: 0 W: 0

command throw

632[4]P
O.M.
632[4]P
Vsav-QB-OM-throw.png
Vsav-QB-OM-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 4 24 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-20 whole body (on whiff) 28 8 H: 21 G: 0 W: 12

es command throw

632[4]PP
ES O.M.
632[4]PP
Vsav-QB-OM-throw.png
Vsav-QB-OM-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 10 27 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-26 whole body (on whiff) 10+10+13 3+3+4 H: 0 G: 0 W: 0

ex projectile

623PP
QUEEN JELLY
623PP
Vsav-QB-qj.png
Vsav-QB-qj-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 5 bounces, outside of screen 69 - -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 30 15 H: 0 G: 0 W: 0
J.623PP
AIR QUEEN JELLY
J.623PP
Vsav-QB-qj.png
Vsav-QB-qj-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 5 bounces, outside of screen 52 + variable + landing 1 - -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 30 15 H: 0 G: 0 W: 0
412[6]KK
+B
412[6]KK
Vsav-QB-bees.png
Vsav-QB-bees-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
39 out of screen 82-119 - 12 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 2+2x12+11 (1+1)x4+7 H: 0 G: 0 W: 0
J.412[6]KK
AIR +B
J.412[6]KK
Vsav-QB-bees.png
Vsav-QB-bees-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28-39 out of screen 71-119 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 2+2x12+11 (1+1)x4+7 H: 0 G: 0 W: 0

pursuit

8P or 8K
PURSUIT
8P or 8K
Vsav-QB-pursuit.png
Vsav-QB-pursuit-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 8 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 6 6 H: 24 G: 0 W: 6

es pursuit

8PP or 8KK
ES PURSUIT
8PP or 8KK
Vsav-QB-es-pursuit.png
Vsav-QB-pursuit-es-hitbox-1.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 8 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 3x5 3x5 H: 0 G: 0 W: 0

ground throw

6MP or 6HP
P THROW
6MP or 6HP
Vsav-QB-ground-throw.png
Vsav-QB-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 89 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-88 whole body 14+9 (14+4) 5+3 (5+1) H: 9 G: 0 W: 0

air throw

J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-QB-air-throw.png
Vsav-QB-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 83 + 1 + landing1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-83 whole body 14+9 (14+4) 5+3 (5+1) H: 9 G: 0 W: 0
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