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

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== Combos ==
== Combos ==
- = next move is a chain
- = next move is a chain
>> = next move is a link
>> = next move is a link
xx = next move is a special or EX cancel
xx = next move is a special or EX cancel
Q-Bee's chain theory is not particularly complicated and is generally quite consistent, but requires strong situational awareness. The primary challenge of Q-Bee's chains is understanding your spacing upon confirming the hit and knowing whether or not you want to use 2MK or 2HK as your ender. Understanding when and where to choose damage versus the knockdown for oki is key to success with this character.


=== Basic Chains ===
=== 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.
Standard chains performed with a standing or crouching starter, these will make up a majority of your combo routes with Q-Bee.  
 
:* 2LK - 2MP - 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.
:: Q-Bee's universal BnB chain and blockstring, reliable range and leaves you with good advantage from the 2MK on both hit and block.
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:: Standard chain when aiming for a into knockdown.
:: Standard chain when aiming for a into knockdown.
:* 2LK - 2MP - 2HK
:* 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.
:: Variant of the above, 2MP has less range then 2MK which can make it more prone to whiffing but also forces them to stay blocking low.
:* 2LK - 2MP - 2MK - 2HK
:* 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.
:: Niche optimal knockdown chain, should only work against crouching Gallon and Q-Bee at point blank range or in the corner.
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:: Low confirm special canceled into ESCR.
:: Low confirm special canceled into ESCR.
:* 2MP xx 4123PP
:* 2MP xx 4123PP
:: Variant of above, slight damage increase.
:: Variant of above, can be an effective option on oki if they happen to mash on wakeup for pushblock constantly.


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


:* 66LP - 2LP - 2LK - 2MP - 2MK
:* 66LP - 2LP - 2LK - 2MP - 2MK
:: Unmetered dash in combo.
:: Meterless dash in combo.
:* 66LP - 2LK - 2MK - 2HK
:* 66LP - 2LK - 2MK - 2HK
:: Variant of the above dash in combo but for knockdowns.
:: Variant of the above dash in combo but for knockdowns.
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:* 2HP >> 2MP - 2MK
:* 2HP >> 2MP - 2MK
:: Link from 2HP starter
:: Link from 2HP starter, remove the 2MP if necessary.  
:* 2HP >> 2MK
:: Variant of above, remove 2MP if they're too far away for all three hits.
:* 2HP >> 2MK - 2HK
:* 2HP >> 2MK - 2HK
:: Knockdown variant of above, will only work on crouching Gallon and Q-Bee.
:: Knockdown variant of above, will only work on crouching Gallon and Q-Bee.
:* 2LK >> 2LK - 2MP - 2MK
:* 2LK >> 2LK - 2MP - 2MK
:: BnB chain but with 2LK linked into itself
:: BnB chain but with 2LK linked into itself.
:* 2LK >> 2LK - 2MK - 2HK
:* 2LK >> 2LK - 2MK - 2HK
:: Variant of above route with a knockdown ender.
:: Variant of above route with a knockdown ender.


=== Instant Air Dash (IAD) chains ===
=== Instant Air Dash (IAD) chains ===
For the most part Q-Bee IAD routes are very similar to her standard chain with some slight differences.
For the most part Q-Bee IAD routes are slight variations of her standard chain with some slight differences.


:* IAD j.LP/j.LK - 2LP - 2MP - 2MK
:* 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.
:: Q-Bee's universal IAD BnB chain, while similar to her normal chain you want to default to using 2LP instead of 2LK due to it's superior range.
:* IAD j.LP/j.LK - 2LP - 2LK - 2MP - 2MK
:* 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.
:: 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.
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:: Variant of above with a j.MP starter. A bit more situational but good to keep in mind for the extra damage it grants.
:: Variant of above with a j.MP starter. A bit more situational but good to keep in mind for the extra damage it grants.
:* Crossup IAD starter - 2LP - 2MP - 2MK - 2HK
:* Crossup IAD starter - 2LP - 2MP - 2MK - 2HK
:: It is possible for Q-Bee to perform a backward IAD and crossup the opponent, this is most common when a backward tech roll is predicted. If done correctly this will place Q-Bee within the opponent and allow a full chain into knockdown no matter the character.
:: It is possible for Q-Bee to perform a backward IAD and crossup the opponent, this is most commonly see against an opponent performing a backward tech roll. If done correctly this will place Q-Bee within the opponent and allow a full chain into knockdown no matter the character.
:* 214K xx IAD > chain route
:* 214K xx IAD > chain route
:: If you do happen to land Delta A at any point you can go into an IAD from it into your desired chain route.
:: If you do happen to land Delta A at any point you can go into an IAD from it into your desired chain route.


=== Air Chains ===
=== 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.
Because Q-Bee's air normals are designed mostly with air-to-ground interactions in mind her air chain options are limited. Despite this she still makes great use of them thanks to her float allowing her control of her jumps and j.MP being an excellent chain starter. 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.
*Note that while j.HK is generally advised it 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
:* j.MP - j.HK - 2LP - 2LK - 2MP - 2MK
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:* j.MP - j.HK - 5MK xx 4123PP
:* 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.
:: 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.
=== Dark Force ===
Because Q-Bee's Dark Force is not considered practical you will never need or want to use these combos, but if you wish to make use of an accidental activation they might be helpful. Because of the impractical nature of her DF there has been little documentation of combos for it and this provides only a basic sample of them to give an idea of how routes with it work.
:* Air Chain - j.HP xN
:: Air chain into j.HP, which is only possible in DF. From there Q-Bee can just repeat j.HP until the timer runs out and she has to deactivate DF.
:* 2LP - 5LP - j.LK - j.MP - j.MK - j.HK xx 4123HP/PP
:: Ground chain to air chain into CR. Great damage in theory but too impractical to be of any use. 


{{VSav}}
{{VSav}}
[[Category:Vampire Savior]]
[[Category:Vampire Savior]]

Latest revision as of 00:41, 28 November 2023

Combos

- = next move is a chain

>> = next move is a link

xx = next move is a special or EX cancel

Q-Bee's chain theory is not particularly complicated and is generally quite consistent, but requires strong situational awareness. The primary challenge of Q-Bee's chains is understanding your spacing upon confirming the hit and knowing whether or not you want to use 2MK or 2HK as your ender. Understanding when and where to choose damage versus the knockdown for oki is key to success with this character.

Basic Chains

Standard chains performed with a standing or crouching starter, these will make up a majority of your combo routes with Q-Bee.

  • 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 stay blocking 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, can be an effective option on oki if they happen to mash on wakeup for pushblock constantly.

Advanced Chains

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

  • 66LP - 2LP - 2LK - 2MP - 2MK
Meterless 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, remove the 2MP if necessary.
  • 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 slight variations of 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 using 2LP instead of 2LK 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.
  • IAD j.MP - 2LP/2LK/2MP xx 4123PP
Variant of above with a j.MP starter. A bit more situational but good to keep in mind for the extra damage it grants.
  • Crossup IAD starter - 2LP - 2MP - 2MK - 2HK
It is possible for Q-Bee to perform a backward IAD and crossup the opponent, this is most commonly see against an opponent performing a backward tech roll. If done correctly this will place Q-Bee within the opponent and allow a full chain into knockdown no matter the character.
  • 214K xx IAD > chain route
If you do happen to land Delta A at any point you can go into an IAD from it into your desired chain route.

Air Chains

Because Q-Bee's air normals are designed mostly with air-to-ground interactions in mind her air chain options are limited. Despite this she still makes great use of them thanks to her float allowing her control of her jumps and j.MP being an excellent chain starter. For the most part these route will work exactly like her other chains but with "j.MP - j.HK" at the start.

  • Note that while j.HK is generally advised it 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.

Dark Force

Because Q-Bee's Dark Force is not considered practical you will never need or want to use these combos, but if you wish to make use of an accidental activation they might be helpful. Because of the impractical nature of her DF there has been little documentation of combos for it and this provides only a basic sample of them to give an idea of how routes with it work.

  • Air Chain - j.HP xN
Air chain into j.HP, which is only possible in DF. From there Q-Bee can just repeat j.HP until the timer runs out and she has to deactivate DF.
  • 2LP - 5LP - j.LK - j.MP - j.MK - j.HK xx 4123HP/PP
Ground chain to air chain into CR. Great damage in theory but too impractical to be of any use.


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