Vampire Savior/Q-Bee/Combos: Difference between revisions

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(Created page with "{{VSAV Character Subnav|char=Q-Bee|sub=1}} == Combos == (c = crouching, d = dashing, xx = cancel, >> = link) === Basic === :* c.LK xx 426P :: A staple off any jump-in or IAD...")
 
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== Combos ==
== Combos ==
(c = crouching, d = dashing, xx = cancel, >> = link)
- = next move is a chain
>> = next move is a link
xx = next move is a special or EX cancel


=== Basic ===
=== Basic Chains ===
:* c.LK xx 426P
Standard chains performed with a standing or crouching starter, these will make up a majority of your combo routes with Q-Bee. The primary challenge of Q-Bee's chains is understanding your spacing upon confirming the hit and knowing whether or not you can chain into 2HK or need to stick with 2MK.
:: A staple off any jump-in or IAD. ES version is preferred for damage and 623PP okizeme.
:* c.LP c.LK c.MP c.MK
:: Typical hit/block string. The c.MK has good frame advantage. It's preferred to end on c.MK on block.
:* c.LP c.LK c.MK c.HK
:: Good for a knockdown at point blank if you confirm the hit.
:* c.LK c.MP c.MK c.HK
:: Better damage than the previous, though identical in use.
:* (iad.LP or iad.LK or iad.MP) c.LK xx 426P or 426PP
:: Your bread and butter ESCR confirm
:* (iad.LP or iad.LK or iad.MP) c.LK c.MP c.HK
:: Bread and butter meterless IAD combo
:* j.MP, j.MK, c.LK, 426P or 426PP
:: Bread and butter metered jump in chain
:* j.MP, j.MK, c.LK, 426P or 426PP
:: Bread and butter meterless jump in chain


=== Situational ===
:* 2LK - 2MP - 2MK
:: Q-Bee's universal BnB chain and blockstring, reliable range and leaves you with good advantage from the 2MK on both hit and block.
:* 2LK - 2MK - 2HK
:: Standard chain when aiming for a into knockdown.
:* 2LK - 2MP - 2HK
:: Variant of the above, 2MP has less range then 2MK which can make it more prone to whiffing but also forces them to block low.
:* 2LK - 2MP - 2MK - 2HK
:: Niche optimal knockdown chain, should only work against crouching Gallon and Q-Bee at point blank range or in the corner.
:* 2LK xx 4123PP
:: Low confirm special canceled into ESCR.
:* 2MP xx 4123PP
:: Variant of above, slight damage increase.


:* c.HP c.MP c.MK
=== Advanced Chains ===
:: A fairly easy link off c.HP for situations when c.HP might seem like a good idea (such as a meaty).
These are rather situational chain routes, usually started by a dash in 5LP which requires most characters to be standing to hit.
:* 214K c.MP c.MK
 
:: Very easy link off a hit Delta A. Assuming your opponent is ever hit by Delta A for whatever reason.
:* 66LP - 2LP - 2LK - 2MP - 2MK
:* 623PP 426P / 426KK
:: Unmetered dash in combo.
:: Assuming QJ hits on the ground and traps the opponent, the ideal followup is C->R or +B EX, or the below:
:* 66LP - 2LK - 2MK - 2HK
:* Midscreen 623PP 214KK > anything
:: Variant of the above dash in combo but for knockdowns.
:: If your opponent is hit by QJ on the ground mid-screen it's possible to connect ES Delta A which will also poison the opponent, allowing an additional followup like another QJ into another ES Delta A, or a jump-in combo.
:* 66LP - 2LP/2LK xx 4123PP
:* d.LP >> 5.MK xx 426P (or 426PP)
:: Dash in confirm into ESCR.
:: Damaging metered dash in combo. Keep in mind d.LP does not hit most crouching characters.
:* 66LP - 2MP xx 4123PP
:* d.LP >> d.LP, c.LK, c.MP, c.HK
:: Variant of above ESCR confirm, better damage but a little trickier to time.
:: Unmetered dash in combo
 
=== Links ===
Q-Bee has only a few options for links in her combos, but they're good to be aware of when applicable.
 
:* 2HP >> 2MP - 2MK
:: Link from 2HP starter
:* 2HP >> 2MK
:: Variant of above, remove 2MP if they're too far away for all three hits.
:* 2HP >> 2MK - 2HK
:: Knockdown variant of above, will only work on crouching Gallon and Q-Bee.
:* 2LK >> 2LK - 2MP - 2MK
:: BnB chain but with 2LK linked into itself
:* 2LK >> 2LK - 2MK - 2HK
:: Variant of above route with a knockdown ender.
 
=== Instant Air Dash (IAD) chains ===
For the most part Q-Bee IAD routes are very similar to her standard chain with some slight differences.
 
:* IAD j.LP/j.LK - 2LP - 2MP - 2MK
:: Q-Bee's universal IAD BnB chain, while similar to her normal chain you want to default to use 2LP instead due to it's superior range.
:* IAD j.LP/j.LK - 2LP - 2LK - 2MP - 2MK
:: Variant of above with 2LK included, because 2LK has shorter range then 2LP it's possible to confirm the IAD j.LP/j.LK into 2LP and end up dropping the chain due to the opponent being too far away for the 2Lk to reach them so be careful of your spacing.
:* IAD j.LP/j.LK - 2LP - 2MK - 2HK
:: Your most reliable chain into a knockdown from an IAD, be aware that while this generally is reliable from especially far it can still whiff.
:* IAD j.LP/j.LK - 2LP - 2LK - 2MK - 2HK
:: Variant of above with both lights, usually requires you to have been less then a character wide away from the opponent when IADing.
:* IAD j.LP/j.LK - 2LP - 2MP - 2MK - 2HK
:: Variant of above with both mediums, only works reliably against crouching Gallon and Q-Bee.
:* IAD j.MP - 2LP - 2MP - 2MK
:: IAD combo with j.MP starter. If you're using j.MP as a starter from an IAD it's probably because you are closer to the mid range and will likely be too far for a 2HK ender.
:* IAD j.MK/j.HK - 2LP - 2MP - 2MK
:: IAD combo with j.MK or j.HK starter. Similarly to using j.MP as a starter if you're using either of these as your IAD starter you're likely around the mid range so 2HK is out of the question. Using j.HK is optimal here for the better damage and because it's easier to confirm off of but j.MK is easier to use.
:* IAD j.LP/j.LK - 2LP/2LK/2MP xx 4123PP
:: IAD into ESCR confirm, important to Q-Bee's corner pressure as you can set up QJ after. Most players seem to prefer canceling into 2LK but ultimately it comes down to preference.
 
=== Air Chains ===
Because Q-Bee's air normals are designed most to be for air-to-ground interactions her air chain options are particularly limited. Despite this she gets great use of them thanks to her float and j.MP. For the most part these route will work exactly like her other chains but with "j.MP - j.HK" at the start.
*Note that j.HK can be replaced by j.MK in any of these combos if you feel it is necessary.
 
:* j.MP - j.HK - 2LP - 2LK - 2MP - 2MK
:: Basic air chain into ground chain, remove the 2LK if necessary.
:* j.MP - j.HK - 2LP - 2MK - 2HK
:: Variant of above with knockdown ender, can add the 2LK after 2LP if you are especially close.
:* j.MP - j.HK - 2LP/2LK/2MP xx 4123PP
:: Air chain into ESCR confirm.
:* j.MP - j.HK - 5MK xx 4123PP
:: More optimized but distance specific air chain into ESCR confirm. Be aware that 5MK will whiff against standing Felicia no matter how close you are to her.


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[[Category:Vampire Savior]]
[[Category:Vampire Savior]]

Revision as of 22:00, 27 November 2023

Combos

- = next move is a chain >> = next move is a link xx = next move is a special or EX cancel

Basic Chains

Standard chains performed with a standing or crouching starter, these will make up a majority of your combo routes with Q-Bee. The primary challenge of Q-Bee's chains is understanding your spacing upon confirming the hit and knowing whether or not you can chain into 2HK or need to stick with 2MK.

  • 2LK - 2MP - 2MK
Q-Bee's universal BnB chain and blockstring, reliable range and leaves you with good advantage from the 2MK on both hit and block.
  • 2LK - 2MK - 2HK
Standard chain when aiming for a into knockdown.
  • 2LK - 2MP - 2HK
Variant of the above, 2MP has less range then 2MK which can make it more prone to whiffing but also forces them to block low.
  • 2LK - 2MP - 2MK - 2HK
Niche optimal knockdown chain, should only work against crouching Gallon and Q-Bee at point blank range or in the corner.
  • 2LK xx 4123PP
Low confirm special canceled into ESCR.
  • 2MP xx 4123PP
Variant of above, slight damage increase.

Advanced Chains

These are rather situational chain routes, usually started by a dash in 5LP which requires most characters to be standing to hit.

  • 66LP - 2LP - 2LK - 2MP - 2MK
Unmetered dash in combo.
  • 66LP - 2LK - 2MK - 2HK
Variant of the above dash in combo but for knockdowns.
  • 66LP - 2LP/2LK xx 4123PP
Dash in confirm into ESCR.
  • 66LP - 2MP xx 4123PP
Variant of above ESCR confirm, better damage but a little trickier to time.

Links

Q-Bee has only a few options for links in her combos, but they're good to be aware of when applicable.

  • 2HP >> 2MP - 2MK
Link from 2HP starter
  • 2HP >> 2MK
Variant of above, remove 2MP if they're too far away for all three hits.
  • 2HP >> 2MK - 2HK
Knockdown variant of above, will only work on crouching Gallon and Q-Bee.
  • 2LK >> 2LK - 2MP - 2MK
BnB chain but with 2LK linked into itself
  • 2LK >> 2LK - 2MK - 2HK
Variant of above route with a knockdown ender.

Instant Air Dash (IAD) chains

For the most part Q-Bee IAD routes are very similar to her standard chain with some slight differences.

  • IAD j.LP/j.LK - 2LP - 2MP - 2MK
Q-Bee's universal IAD BnB chain, while similar to her normal chain you want to default to use 2LP instead due to it's superior range.
  • IAD j.LP/j.LK - 2LP - 2LK - 2MP - 2MK
Variant of above with 2LK included, because 2LK has shorter range then 2LP it's possible to confirm the IAD j.LP/j.LK into 2LP and end up dropping the chain due to the opponent being too far away for the 2Lk to reach them so be careful of your spacing.
  • IAD j.LP/j.LK - 2LP - 2MK - 2HK
Your most reliable chain into a knockdown from an IAD, be aware that while this generally is reliable from especially far it can still whiff.
  • IAD j.LP/j.LK - 2LP - 2LK - 2MK - 2HK
Variant of above with both lights, usually requires you to have been less then a character wide away from the opponent when IADing.
  • IAD j.LP/j.LK - 2LP - 2MP - 2MK - 2HK
Variant of above with both mediums, only works reliably against crouching Gallon and Q-Bee.
  • IAD j.MP - 2LP - 2MP - 2MK
IAD combo with j.MP starter. If you're using j.MP as a starter from an IAD it's probably because you are closer to the mid range and will likely be too far for a 2HK ender.
  • IAD j.MK/j.HK - 2LP - 2MP - 2MK
IAD combo with j.MK or j.HK starter. Similarly to using j.MP as a starter if you're using either of these as your IAD starter you're likely around the mid range so 2HK is out of the question. Using j.HK is optimal here for the better damage and because it's easier to confirm off of but j.MK is easier to use.
  • IAD j.LP/j.LK - 2LP/2LK/2MP xx 4123PP
IAD into ESCR confirm, important to Q-Bee's corner pressure as you can set up QJ after. Most players seem to prefer canceling into 2LK but ultimately it comes down to preference.

Air Chains

Because Q-Bee's air normals are designed most to be for air-to-ground interactions her air chain options are particularly limited. Despite this she gets great use of them thanks to her float and j.MP. For the most part these route will work exactly like her other chains but with "j.MP - j.HK" at the start.

  • Note that j.HK can be replaced by j.MK in any of these combos if you feel it is necessary.
  • j.MP - j.HK - 2LP - 2LK - 2MP - 2MK
Basic air chain into ground chain, remove the 2LK if necessary.
  • j.MP - j.HK - 2LP - 2MK - 2HK
Variant of above with knockdown ender, can add the 2LK after 2LP if you are especially close.
  • j.MP - j.HK - 2LP/2LK/2MP xx 4123PP
Air chain into ESCR confirm.
  • j.MP - j.HK - 5MK xx 4123PP
More optimized but distance specific air chain into ESCR confirm. Be aware that 5MK will whiff against standing Felicia no matter how close you are to her.


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