E's Laf++/Yagabi: Difference between revisions
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* | *Typical plus on block Jab, can function as a pseudo Anti-Air | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_cB.png | |image=EL2_Kitsune_cB.png | ||
|caption= | |caption= STOMP | ||
|name=c.B | |name=c.B | ||
|data= | |data= | ||
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* | *Really Strong pressure/offense starter | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_5C.png | |image=EL2_Kitsune_5C.png | ||
|caption= | |caption= If you get hit by this, you're going to lose. | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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* | *Arguably his Best Starter | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_5D.png | |image=EL2_Kitsune_5D.png | ||
|caption= | |caption= 死 | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData-EL2 | {{AttackData-EL2 | ||
|damage= | |damage= 2559 | ||
|guard= Mid | |guard= Mid | ||
|startup= 18 | |startup= 18 | ||
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|advHit= +4 | |advHit= +4 | ||
|advBlock= -8 | |advBlock= -8 | ||
|attribute= | |attribute= Hard Knockdown (No Pursuit) | ||
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* | *An extremely fast overhead that gives One stock of Fox Fire on hit. | ||
*Forces No Pursuit and gives Hard Knockdown to enable [2]8A Okizeme | |||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_6A.png | |image=EL2_Kitsune_6A.png | ||
|caption= | |caption= High Arching Anti-Air | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options: Special'' | |description= ''Chain/Cancel Options: Special, Jump'' | ||
* | *Standard Anti-Air, hits at a very strong angle and allows for easy combos on hit | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_6B.png | |image=EL2_Kitsune_6B.png | ||
|caption= | |caption= Inconspicuous Overhead | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
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* | *Very quick overhead, great for punishing overly defensive opponents | ||
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|image=EL2_Kitsune_6D.png | |image=EL2_Kitsune_6D.png | ||
|image2=EL2_Kitsune_5D.png | |image2=EL2_Kitsune_5D.png | ||
|caption= | |caption= 31 Frames. You're still getting hit | ||
|name=6D | |name=6D | ||
|data= | |data= | ||
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* | *Strong But slow Overhead Option. | ||
*Special Cancel into stance makes it a good option to utilize. | |||
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* | *Typical Crouching Jab, Benefits due to a slight disjoint. | ||
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* | *Furthest reaching Low Option due to it moving forward. | ||
*Staple Low combo tool | |||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_2C.png | |image=EL2_Kitsune_2C.png | ||
|caption= | |caption= Nagoriyuki would blush at this | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
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* | *Hits essentially all around Yagabi. | ||
*Not a True Anti-Air but very good at hitting really high up. | |||
*Be careful, the hurtbox is not disjointed and could lead to you getting tagged out of your Anti-Air attempt. | |||
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* | *Standard but Far Reaching sweep. | ||
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* | *Air to Air Jab, decent at its job | ||
*Can link into j.B on hit to allow easy confirms | |||
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* | *Another stellar air to air normal. Confirms easily into j.D | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_jC.png | |image=EL2_Kitsune_jC.png | ||
|caption= | |caption= The Jump in | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
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|advHit= -11 to +16 | |advHit= -11 to +16 | ||
|advBlock= -17 to +10 | |advBlock= -17 to +10 | ||
|attribute= | |attribute= Hard Knockdown | ||
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* | *High damaging jump in as its only weakness is that it isn't disjointed at all meaning you can get tagged very early and easily | ||
*Forces Hard Knockdown on hit | |||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_jD.png | |image=EL2_Kitsune_jD.png | ||
|caption= | |caption= "Instant" Overhead | ||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
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* | *lowest possible Height j.D hits on Frame 23 | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_46A.png | |image=EL2_Kitsune_46A.png | ||
|caption= | |caption= Mist Finer Meets Parry | ||
|name=[4]6A | |name=[4]6A | ||
|data= | |data= | ||
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|description= * | |description= *A completely Air Unblockable attack if released immediately | ||
*[4]6A~D is a stance cancel. It changes the frame data of normals | |||
*If [4]6A is done out of blockstrings, it is whiff cancelable on startup | |||
*Is a parry when Held to enforce a mixup. [4]6A Parry clashes with; Highs, Mids, Projectiles. | |||
*If done during a combo/blockstring doing 46A Allows the stance to come out regardless meaning you don't have to charge! | |||
*When done with a Fox Fire Stock, it allows Yagabi to do the parry out of blockstun. | |||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_46B.png | |image=EL2_Kitsune_46B.png | ||
|caption= | |caption= Low Mist Finer, also a Parry | ||
|name=[4]6B | |name=[4]6B | ||
|data= | |data= | ||
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|description= * | |description= *A Low slash that forces a hard knockdown and juggles in combos. | ||
*[4]6B~D is a stance cancel. It changes the frame data of Normals | |||
*If [4]6B is done out of blockstrings, it is whiff cancelable on startup | |||
*Is a parry when Held to enforce a mixup. [4]6B Parry clashes with Lows Specifically. | |||
*If done during a combo/blockstring doing 46B Allows the stance to come out regardless meaning you don't have to charge! | |||
*When done with a Fox Fire Stock, it allows Yagabi to do the parry out of blockstun. | |||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=EL2_Kitsune_46C.png | ||
|caption= | |caption= The gap closer. | ||
|name=[4]6C | |name=[4]6C | ||
|data= | |data= | ||
{{AttackData-EL2 | {{AttackData-EL2 | ||
|damage= 1407 | |damage= 1407 | ||
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|advHit= Hard Knockdown | |advHit= Hard Knockdown | ||
|advBlock= 0 | |advBlock= 0 | ||
|attribute= | |attribute= Frame 3 Armor (High, Mid, Projectile) | ||
|description= * | |description= *An Armored tackle that allows Yagabi to brute force his way in. It being 0 on block means he can force RPS after | ||
* Blows through Highs, Mids and Projectiles allowing him to navigate neutral. | |||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |imageSize2= 250x250px | ||
|caption= | |image=EL2_Kitsune_28A1.png | ||
|image2=EL2_Kitsune_28A2.png | |||
|caption= Fireball Okizeme | |||
|name=[2]8A | |name=[2]8A | ||
|data= | |data= | ||
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|description= * | |description= *If the first slash comes in contact with a Projectile, the Fireball is automatically enhanced. | ||
*Launches on hit allowing Yagabi to get certain combo extensions | |||
*The Charge Version is an extremely strong Okizeme tool and a way for Yagabi have more screen presence. | |||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=EL2_Kitsune_28C.png | ||
|caption= | |caption= Flashkick | ||
|name=[2]8C | |name=[2]8C | ||
|data= | |data= | ||
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|description= * | |description= *A Lightning fast Flashkick that forces Knockdowns | ||
*If done early in a combo it can allow for safejumps when used as an ender. | |||
}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== |
Revision as of 15:39, 22 June 2024
Introduction
Yagabi
Placeholder
Strengths | Weaknesses |
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Character Information
Health | 10500 |
Backdash | 19 Frames (3-14 Invincible) |
Walk Speed | 8th |
Run Speed | N/A |
Prejump | 5 Frames (7 for High Jump) |
Normal Moves
5A
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c.B STOMP STOMP
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f.B
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5C If you get hit by this, you're going to lose. If you get hit by this, you're going to lose.
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5D 死 死
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6A High Arching Anti-Air High Arching Anti-Air
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6B Inconspicuous Overhead Inconspicuous Overhead
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6C
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6D 31 Frames. You're still getting hit 31 Frames. You're still getting hit
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2A
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2B
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2C Nagoriyuki would blush at this Nagoriyuki would blush at this
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2D
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j.A
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j.B
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j.C The Jump in The Jump in
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j.D "Instant" Overhead "Instant" Overhead
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Universal Mechanics
Ground Throw
A+B |
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Air Throw
j.A+B |
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Tactical Guard (Air OK)
B+C |
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Tactical Attack (Air OK)
2B+C |
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Guard Cancel (Air OK)
6B+C During Blockstun |
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Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun |
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Special Moves
[4]6A Mist Finer Meets Parry Mist Finer Meets Parry
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[4]6B Low Mist Finer, also a Parry Low Mist Finer, also a Parry
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[4]6C The gap closer. The gap closer.
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[2]8A Fireball Okizeme Fireball Okizeme
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[2]8C Flashkick Flashkick
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Super Moves
214D
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Combos
Meterless
28A Loops
Stuff>[28A>Dash>cl.5B]x~
Probably his best meterless BnB.
Very versatile and can fit into many routes, plus it can be extended with Fatal Shift.
You can choose to end the loop in 28[A] so it'll reset them but leave you flame oki afterwards.
You can do 2A/5A after the dash if you feel you're not close enough for cl.5B to connect.
You can buffer the dashes during the last part of the 28A animation, the window is very generous.
6B/6D Overhead Conversions
Both are special cancellable so you can go for 28A Loops on hit. It's best to use Dash A in between since you'll probably be farther.
If you hit 6D close enough, you can gatling into c.BC after it hits thanks to the stagger (as in 6D>c.BC>Loops)
Air Throw Conversion
AT>cl.5B>46B>[Dash>cl.5B>28A]x2>Dash>cl.5B>5C>28[A]
28[A] can be delayed so the flames hit on oki instead of OTG.