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| {{MBTL Character Intro|char=Vlov|short=VL|content= | | {{MBTL Character Intro|char=Vlov|short=VL|content= |
| == Story ==
| |
| For some reason, this Dead Apostle from the frozen lands of the far north has arrived in the city of Souya. Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames. In battle, he can switch from Flame Mode to Ice Mode when in danger. In this mode, Vlov’s abilities expand exponentially, granting him nearly unrivaled strength.
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| == Gameplay == | | == Gameplay == |
| {{2 Column Flex|flex1=6|flex2=4 | | {{2 Column Flex|flex1=6|flex2=4 |
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| Despite his seemingly straightforward gameplan, Vlov has several things working against him. His height, slow start up on many of his moves, and a sore lack of reversals outside of his slow Arc Drive and universal mechanics mean he has very limited options when forced into defense at close range. As well as this, while his resource usage is great, catching him without any resources is going to be a very bad time for him. A good eye for when to press your turn and keep the advantage, and when to back off and bide your time, is key to Vlov's survival. | | Despite his seemingly straightforward gameplan, Vlov has several things working against him. His height, slow start up on many of his moves, and a sore lack of reversals outside of his slow Arc Drive and universal mechanics mean he has very limited options when forced into defense at close range. As well as this, while his resource usage is great, catching him without any resources is going to be a very bad time for him. A good eye for when to press your turn and keep the advantage, and when to back off and bide your time, is key to Vlov's survival. |
| {{ProConTable|width=100 | | {{CharacterPickReasons|width=100 |
| |pros= | | |pros= |
| | * '''Principle of Freezing''': Unique to Vlov, once only one round seperates him and defeat, he will reveal the true frosty depths of his abilities by entering '''Ice Mode''' for the remainder of the fight. Special moves that once used his already-potent searing flames now use empowered bone-chilling ice that are far faster and just as powerful, allowing him to dominate the opponent with absolute zero. |
| * '''Ranged Offense''': With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen. | | * '''Ranged Offense''': With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen. |
| * '''Strong Mid Range Game''': With far reaching disjointed pokes like 2B, 5C, and 214A / 214B Vlov is able to dominate the ground game from mid range. | | * '''Strong Mid Range Game''': With far reaching disjointed pokes like 2B, 5C, and 214A / 214B Vlov is able to dominate the ground game from mid range. |
| * '''Conversion Flexibility''': Vlov is able to convert off of just about any hit, even from his projectiles fullscreen with the use of meter. | | * '''Stellar Combo Game''': Vlov has some of the highest potential damage in the game, and combined with his extremely powerful ability to convert off any hit, all his combos are an extremely potent game changer. |
| * '''High Damage Potential''': Vlov has some of the highest potential damage in the game with resources, combined with his aforementioned conversion flexibility makes his hits extremely potent in any game state
| | * '''Great Resource Management''': Vlov has many ways to use his resources effectively as well as many opportunities to gather more through his higher than average meter gain and his inherent ability to leverage charge effectively. |
| * '''Great Resource Management''': Vlov has many ways to use his resources effectively as well as many opportunities to gather more through his higher than average meter gain and his ability to leverage charge | |
| * '''Plus Frames On Demand''': With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources. | | * '''Plus Frames On Demand''': With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources. |
| | * '''Air unblockable setups''': Blocking Vlov's projectiles in the air leaves you vulnerable to a cancel into 214C or moon drive into 4BC, allowing the Vlov player to hit you with an air unblockable move on reaction for good reward. This is especially powerful in '''Ice Mode''' as the projectiles have bigger hitboxes and more blockstun. |
| |cons= | | |cons= |
| * '''Slow''': Vlov has generally the slowest frame data in the game for normal attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find speed to be problematic at times. | | * '''Bad Scrambles''': Vlov has generally the slowest frame data in the game for close range attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find dealing with scrambles particularly difficult. |
| * '''Committal Defense''': Vlov's specials are geared towards offense and zoning, leaving him with strong but committal normals like 2B on the defensive outside of system mechanics. Paired with his below average speed, tall height, and no reversals outside of arc drive, Vlov has a relatively difficult time cheating a turn up close safely compared to other cast members | | * '''Committal Defense''': Vlov's specials are geared towards offense and zoning, leaving him with strong but slow abare options like 2B on the defensive outside of system mechanics, which aren't particularly geared towards mashing pressure up close and personal. Paired with his below average speed, tall height, and no reversals outside of arc drive, Vlov has a relatively difficult time cheating a turn up close safely compared to other cast members. |
| * '''Scrambles:''' Vlov's disadvantageous in situations where both players are close and actionable (throw tech, Shield-B, hitbox clashes). The lack of fast specials and further reaching fast moves forces vlov to gamble a lot or retreat.
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| }} | | }} |
| }} | | }} |
| |content2= | | |content2= |
| {{Content Box|content= | | {{Content Box|content= |
| <center><youtube>https://youtu.be/vAz5bv29Ik0</youtube></center> | | <center><youtube>https://youtu.be/vAz5bv29Ik0</youtube></center></br> |
| | <div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> |
| | <div style="font-weight:bold;line-height:1.6;">Story & Profile</div> |
| | <div class="mw-collapsible-content"> |
| | '''''A new Ancestor, recently arrived from the frozen seas of the north'''''</br> |
| | One of the Twenty-seven Dead Apostle Ancestors.</br> |
| | He killed the previous Dead Apostle Ancestor head in order to take his place. However, due to the remote location of the family, his recent position is not widely known. |
| | |
| | Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames.</br> |
| | His true talent is his ability to lower the temperature around him to absolute zero. |
| | |
| | In battle, he can switch from Flame Mode to Ice Mode when in danger.</br> |
| | In this mode, Vlov's abilities expand exponentially,</br> |
| | granting him nearly unrivaled strength. |
| | |
| | '''Main Weapon/Skill'''</br> |
| | Hunting Knife, Flame Arm, Flame River, Ice Spear, Glacier, Blizzard, Steel Pike |
| | |
| | '''Basic Info'''</br> |
| | Height: 188cm</br> |
| | Weight: 79kg</br> |
| | Blood Type: n/a</br> |
| | Birthday: May (exact date unknown)</br> |
| | Voiced by: [https://en.wikipedia.org/wiki/Kenjiro_Tsuda Kenjiro Tsuda] |
| | </div></div> |
| }} | | }} |
| {{Content Box|header=Unique Traits|content= | | {{Content Box|header=Unique Traits|content= |
| ===Principle: Freezing=== | | ===Principle: Freezing=== |
| Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being 1 round away from losing the game | | Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being one round away from losing the game |
| }} | | }} |
| }} | | }} |
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| |content2= | | |content2= |
| {{Content Box|header=Stats & vitals|content= | | {{Content Box|header=Stats & vitals|content= |
| Health: 12000 (High) | | Health: 12,000 (High) |
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| Backdash: | | Backdash: |
| - 1-24 Throw Invul | | - 1-10 Full Invul |
| - 1-14 Strike Invul | | - 1-14 Strike Invul |
| - 15-19 Aerial Invul | | - 15-19 Projectile/Air Invul |
| - 1-19 Projectile Invul | | - 6-24 Airborne |
| - 36 Total | | - 36 Total |
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| Dash startup: 6 | | Dash startup: 6 |
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| Dash actionable: 5 | | Dash actionable: 5 |
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| Jump startup: actionable f6 | | Jump startup: 5 |
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| Jump airtime: 39 | | Jump airtime: 39 |
| | }} |
| }} | | }} |
| |content3= | | |content3= |
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| * One of Vlov's strongest pressure tools | | * One of Vlov's strongest pressure tools |
| * Like every charged standing normal:<br/> | | * Like every charged standing normal:<br/> |
| - Has clashframes<br/>
| | ** Has clashframes<br/> |
| - Fatals low shield
| | ** Fatals low shield |
| * Useful in neutral for this purpose, while not putting you at too much risk compared to similar options | | * Useful in neutral for this purpose, while not putting you at too much risk compared to similar options |
| * Not an overhead like 6[c], but leads to much higher reward if it hits | | * Not an overhead like 6[c], but leads to much higher reward if it hits |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = 2B | | | title = 2B |
| | subtitle = The God Normal | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|2B}} | | | input = {{#invoke:InputsMBTL|toIcons|2B}} |
| | images = {{MoveDataCargoImage|vl_2b|caption=}} | | | images = {{MoveDataCargoImage|vl_2b|caption=The God Normal}} |
| | hitboxes = {{MoveDataCargoImage|vl_2b|caption=|hitbox=yes}} | | | hitboxes = {{MoveDataCargoImage|vl_2b|caption=|hitbox=yes}} |
| | info = | | | info = |
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| * Primarily serves as a combo starter and staple blockstring tool | | * Primarily serves as a combo starter and staple blockstring tool |
| * Leads to incredible damage, making it your best way to punish whiffed or unsafe moves | | * Leads to incredible damage, making it your best way to punish whiffed or unsafe moves |
| * A highly situational poke that's more often than not outclassed by his other tools due to it having terrible recovery and less range/coverage than other options with little to compensate | | * A situational poke that's more often than not outclassed by his other tools due to it having terrible recovery and less range/coverage than other options with little to compensate |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = j.B | | | title = j.B |
| | subtitle = Wara is that you? | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|jB}} | | | input = {{#invoke:InputsMBTL|toIcons|jB}} |
| | images = {{MoveDataCargoImage|vl_jb|caption=}} | | | images = {{MoveDataCargoImage|vl_jb|caption=Wara, is that you?}} |
| | hitboxes = {{MoveDataCargoImage|vl_jb|caption=|hitbox=yes}} | | | hitboxes = {{MoveDataCargoImage|vl_jb|caption=|hitbox=yes}} |
| | info = | | | info = |
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| * Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game | | * Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game |
| * Controls a lot of space and can be a powerful zoning tool that covers his aerial retreats nearly perfectly | | * Controls a lot of space and can be a powerful zoning tool that covers his aerial retreats nearly perfectly |
| * Despite how it looks, the swing can hit low enough after IAD to strike crouchers up close | | * Despite how it looks, the swing can hit low enough at the hilt after IAD to strike crouchers extremely up close |
| * The range on this move is invaluable for safe jumps and other forms of strong pressure | | * The range on this move is invaluable for safe jumps and other forms of strong pressure |
| }} | | }} |
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| ==== Command Normals ==== | | ==== Command Normals ==== |
| ===== 3C =====
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| {{MoveDataCargo
| |
| | title = 3C
| |
| | subtitle = *Clash*
| |
| | input = {{#invoke:InputsMBTL|toIcons|3C}}
| |
| | images = {{MoveDataCargoImage|vl_3c|caption=}}
| |
| | hitboxes = {{MoveDataCargoImage|vl_3c|caption=|hitbox=yes}}
| |
| | 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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| * Slow Overhead that launches on hit and leads to easy combos | | * Slow Overhead that launches on hit and leads to easy combos |
| * Moves Vlov even further than the uncharged version | | * Moves Vlov even further than the uncharged version |
| * Lacks any clash frames on startup despite being a charged normal
| |
| * Half charging into 214A is a safe and easy mixup that can catch opponents off guard | | * Half charging into 214A is a safe and easy mixup that can catch opponents off guard |
| | * Clash frames makes this a bit trickier to mash out like other charged overheads |
| * A nice tool to call out buffered low shields during pressure alongside 5[C] | | * A nice tool to call out buffered low shields during pressure alongside 5[C] |
| }} | | }} |
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| === Universal Mechanics === | | === Universal Mechanics === |
| ===== Rapid Beat 2 ===== | | ===== Rapid Beat 1 ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rapid Beat 2 | | | title = Rapid Beat 1 |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|X X}} | | | input = {{#invoke:InputsMBTL|toIcons|X X}} |
| | images = | | | images = {{MoveDataCargoImage|vl_rapid1|caption=}} |
| {{MoveDataCargoImage|vl_rapid2|caption=}} | | | hitboxes = {{MoveDataCargoImage|vl_rapid1|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_rapid2}} | | {{AttackDataCargo-MBTL/Query|vl_rapid1}} |
| Vlov displays his mastery of fire and ice to pull the opponent in | | Vlov pulls the opponent in with fire/ice |
| * Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X | | * Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X |
| * Might sometimes launch them behind you, making Rapid Beat 3 whiff (stop this from happening by delaying the autocombo 3C) | | * Might sometimes launch them behind you, making Rapid Beat 2 whiff (stop this from happening by delaying the autocombo 3C) |
| | * Shockingly good defensive option due to 5AA's utility as a fuzzy mash combined with this move's ability to catch people attempting to bait it with jump |
| * In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc | | * In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc |
| }} | | }} |
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| ===== Rapid Beat 3 ===== | | ===== 3C / Rapid Beat 2 ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rapid Beat 3 | | | title = 3C / Rapid Beat 2 |
| | 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 |
| * Rapid-2 pushes the opponent too far for this to be any good in blockstrings, should only be used in combos | | * Launches the opponent with Vlov performing a follow-up jump right after on hit |
| * Generally works the same as 3C | | * Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards |
| | * Lacks horizontal range and is liable to 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 |
| }} | | }} |
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| ===== Ground Throw ===== | | ===== Ground Throw ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = throw | | | title = Throw |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} | | | input = {{#invoke:InputsMBTL|toIcons|4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} |
| | images = | | | images = {{MoveDataCargoImage|vl_throw|caption=}} |
| {{MoveDataCargoImage|vl_throw|caption=Kisses u on the neck UwU}} | | | hitboxes = {{MoveDataCargoImage|vl_throw|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_throw}} | | {{AttackDataCargo-MBTL/Query|vl_throw}} |
| | Vlov grabs his opponent to have his fill of warm blood before throwing them down |
| * Standard throw with hard knockdown | | * Standard throw with hard knockdown |
| * Leads to many easy framekill meaty/safejump setups | | * Longer than average knockdown for a standard throw |
| | * One of Vlov's best ways to present a threat up close |
| | * Due to its long knockdown it can lead to good okizeme |
| }} | | }} |
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| ===== Air Throw ===== | | ===== Air Throw ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = airthrow | | | title = Airthrow |
| | subtitle = AA airthrow is viable | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} | | | input = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} |
| | images = | | | images = {{MoveDataCargoImage|vl_airthrow|caption=}} |
| {{MoveDataCargoImage|vl_airthrow|caption=}} | | | hitboxes = {{MoveDataCargoImage|vl_airthrow|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_airthrow}} | | {{AttackDataCargo-MBTL/Query|vl_airthrow}} |
| * Universal air combo ender and shield-beating air to air
| | Vlov grabs the opponent by the neck and slams them down with a blast of fire/ice |
| * Leads to his powerful j.B safejump post BnBs | | * Standard Melty Air Throw |
| * Can be used as an anti air, stylish too | | * Can be used as a committal anti air to call out shields and usual deadzones |
| | * His best combo ender as it leads to his powerful safejumps |
| | * The lower to the ground it connects, the better the frame advantage |
| | * Universal air combo ender |
| }} | | }} |
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| ===== Burya Tigr ===== | | ===== Burya Tigr ===== |
| | |
| | Vlov's rekka series. A core part of all aspects of Vlov's gameplan as both an offensive poke in neutral and an excellent pressure/mixup tool once he has his opponents cornered. |
| | |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Burya Tigr | | | title = Burya Tigr |
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| | input = {{#invoke:InputsMBTL|toIcons|214X}} | | | input = {{#invoke:InputsMBTL|toIcons|214X}} |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_214a|caption=}} | | {{MoveDataCargoImage|vl_214a|caption=214A}} |
| {{MoveDataCargoImage|vl_214b|caption=214XX is a regular strike ender, 4X is a slow command grab that you can combo into}} | | {{MoveDataCargoImage|vl_214b|caption=214B}} |
| {{MoveDataCargoImage|vl_214c|caption=An important way to confirm of your zoning}} | | {{MoveDataCargoImage|vl_214xx|caption=214A/B~X}} |
| | {{MoveDataCargoImage|vl_214xxx|caption=214A/B~XX}} |
| | {{MoveDataCargoImage|vl_214c|caption=214C}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|vl_214a|caption=214A|hitbox=yes}} | | {{MoveDataCargoImage|vl_214a|caption=214A|hitbox=yes}} |
| {{MoveDataCargoImage|vl_214b|caption=214B|hitbox=yes}} | | {{MoveDataCargoImage|vl_214b|caption=214B|hitbox=yes}} |
| {{MoveDataCargoImage|vl_214[b]|caption=214[B]|hitbox=yes}} | | {{MoveDataCargoImage|vl_214[b]|caption=214[B]|1|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_214[b]|caption=214[B]|2|hitbox=yes}} |
| {{MoveDataCargoImage|vl_214xx|caption=214XX|hitbox=yes}} | | {{MoveDataCargoImage|vl_214xx|caption=214XX|hitbox=yes}} |
| {{MoveDataCargoImage|vl_214xxx|caption=214XXX|hitbox=yes}} | | {{MoveDataCargoImage|vl_214xxx|caption=214XXX|hitbox=yes}} |
| {{MoveDataCargoImage|vl_214xx4x|caption=214XX4X (Burya Drakon)|hitbox=yes}} | | {{MoveDataCargoImage|vl_214xx4x|caption=214XX4X (Burya Drakon)|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_214c|caption=214C|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_214a}} | | {{AttackDataCargo-MBTL/Query|vl_214a}} |
| * A long ranged low strike followed up by a higher slash
| | |
| | Rekka Starter: Vlov performs a long ranged low strike followed up by a higher slash |
| | |
| * A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile | | * A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile |
| * Leads to stable and serviceable conversions from most hits | | * Leads to stable and serviceable conversions from most hits due to putting the opponent into an airborne state on hit |
| * Difficult to capitalise on at all if you whiff as the rekka followups and MDA availability keep you safe and let you threaten approaches anyway | | * Access to several cancel options like MD can prevent the opponent from capitalizing on its whiff recovery |
| * Difficult to even jump over as the second hit hits quite high | | * Difficult to even jump over as the second hit covers a lot of air space |
| * Please do not clash with this, as there is an 11f uncancellable gap between the first and second hit | | * Vulnerable to clash, due to an 11f uncancellable gap between the first and second hit |
| | |
| {{AttackDataCargo-MBTL/Query|vl_214b}} | | {{AttackDataCargo-MBTL/Query|vl_214b}} |
| * Long range upwards-angled slashes
| | |
| | Rekka Starter: Vlov performs long range upwards-angled slashes |
| | |
| * Not quite as fast as 214A, but covers more space | | * Not quite as fast as 214A, but covers more space |
| * Can be used to clip people trying to invade your airspace | | * Can be used to clip people trying to invade your airspace |
| * Like 214A, leads to stable conversions | | * Like 214A, leads to stable conversions due to its properties on hit |
| * Please do not clash with this, as there is a 9f uncancellable gap between the first and second hit | | * Unlike 214A, this version extends his hurtbox a little |
| | * Vulnerable to clash, due to an 9f uncancellable gap between the first and second hit |
| | |
| {{AttackDataCargo-MBTL/Query|vl_214[b]}} | | {{AttackDataCargo-MBTL/Query|vl_214[b]}} |
| * A single dashing strike that wallbounces
| | |
| | Vlov dashes towards the opponent with a wallbouncing strike |
| | |
| * A staple of Vlov's corner routes | | * A staple of Vlov's corner routes |
| * An option to pressure reset with 214[B] 22C to initiate a strike throw mixup | | * An option to pressure reset with 214[B] 22C to initiate a strike throw mixup from farther ranges |
| * Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner | | * Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner |
| * Low profiles while Vlov is invisible, meaning you can sometimes slide under air approaches with this move | | * Low profiles while Vlov is invisible, meaning you can sometimes slide under air approaches with this move |
| * Can also be used to catch people messing around at a distance most of your other options don't threaten well, though it is niche | | * Can also be used to catch people messing around at a distance most of your other options don't threaten well, though it is niche |
| {{AttackDataCargo-MBTL/Query|vl_214c}}
| | |
| * Dashes forward like 214[B] into a large single strike
| |
| * Can be used to create unblockables from blocked air fireball, leading to full combos
| |
| {{AttackDataCargo-MBTL/Query|vl_214xx}} | | {{AttackDataCargo-MBTL/Query|vl_214xx}} |
| | |
| | Rekka Followup: Vlov continues his series of strikes and slams the ground |
| | |
| * A lot of untech time, allows linking into 2C/22A for good conversions | | * A lot of untech time, allows linking into 2C/22A for good conversions |
| * Can be used to frametrap from 214X, making it very annoying to punish | | * Can be used to easily frametrap from 214X while still being safe on block from farther ranges |
| | |
| {{AttackDataCargo-MBTL/Query|vl_214xxx}} | | {{AttackDataCargo-MBTL/Query|vl_214xxx}} |
| | |
| | Rekka Finisher: Vlov summons a geyser of fire/ice to launch the opponent |
| | |
| * Why are you not blocking | | * Why are you not blocking |
| * Strike ender to the rekka, slightly delayed it becomes a frametrap | | * Strike ender to the rekka with a large cancel window to make it a frametrap option |
| * Recovery and range sucks, please do not use this in neutral | | * A terrible neutral tool due to its small range and long recovery |
| * Doesn't hit when rekka is spaced | | * Doesn't hit when rekka is spaced |
| | |
| {{AttackDataCargo-MBTL/Query|vl_214xx4x}} | | {{AttackDataCargo-MBTL/Query|vl_214xx4x}} |
| | |
| | Rekka Finisher: Vlov comes forward to grab the opponent by the neck and surrounds them with fire/ice |
| | |
| * Why are you blocking | | * Why are you blocking |
| * Command grab ender, slow but will catch people fearing the strike. Technically fuzzyable :( | | * Command grab ender, slow but will catch people fearing the strike |
| | * Vulnerable to fuzzy jump |
| * Catches backdashes point blank or in corner | | * Catches backdashes point blank or in corner |
| * Can also be combo'd into and out of | | * Can also be combo'd into and out of |
| * Doesn't hit when rekka is spaced | | * Doesn't hit when rekka is spaced |
| | |
| | {{AttackDataCargo-MBTL/Query|vl_214c}} |
| | |
| | Vlov dashes towards the opponent with a flurry of strikes |
| | |
| | * Dashes forward like 214[B] into a large single strike, into several strikes that launch on hit |
| | * His primary tool for setting up AUB setups due to his ability to jail opponents in the air with fireballs into this as a direct cancel option |
| | * A big reason why approaching Vlov in the air is difficult without taking considerable risks |
| | * At farther ranges, opponents can fall out of the following series of strikes even when he does hit |
| | |
| | }} |
| | {{MoveDataCargo |
| | | title = Burya Tigr |
| | | subtitle = |
| | | input = {{#invoke:InputsMBTL|toIcons|4B+C}} |
| | | images = |
| | {{MoveDataCargoImage|vl_4bc|caption=AUB Machine}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_4bc|1|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_4bc|2|caption=AUB Machine|hitbox=yes}} |
| | | info = |
| | {{AttackDataCargo-MBTL/Query|vl_4bc}} |
| | Vlov dashes forward cleaving two consecutive strikes |
| | * Launches the opponent on hit for a full combo |
| | * Moves forward a fair distance, giving it solid range |
| | * Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools |
| | * Unlike 214[B], has no low profile |
| | * Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range |
| }} | | }} |
|
| |
|
| | | ===== Flame, Disease / Ice, Memory ===== |
| <tabber> | | <tabber> |
| |-|Fire= | | |-|Fire= |
| ===== Flame, Disease =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Flame, Disease | | | title = Flame, Disease |
Line 435: |
Line 507: |
| {{MoveDataCargoImage|vl_f236b|caption=236B}} | | {{MoveDataCargoImage|vl_f236b|caption=236B}} |
| {{MoveDataCargoImage|vl_f236c|caption=236C}} | | {{MoveDataCargoImage|vl_f236c|caption=236C}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_f236a|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_f236b|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_f236c|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_f236a}} | | {{AttackDataCargo-MBTL/Query|vl_f236a}} |
Line 458: |
Line 534: |
| * The threat of this move can slow people down, leaving you time to do your thing | | * The threat of this move can slow people down, leaving you time to do your thing |
| }} | | }} |
|
| |
| ===== Homeward, Disease =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Homeward, Disease
| | | title = Flame, Disease |
| | subtitle = The reason you play Vlov
| |
| | input = {{#invoke:InputsMBTL|toIcons|22X}}
| |
| | images =
| |
| {{MoveDataCargoImage|vl_f22a|caption=A version fires a fast but small trail of fire, B has more startup but fires a bigger trail of fire}}
| |
| {{MoveDataCargoImage|vl_f22b|caption=22XX}}
| |
| {{MoveDataCargoImage|vl_f22c|caption=22C<br />Learn hitconfirming}}
| |
| | info =
| |
| {{AttackDataCargo-MBTL/Query|vl_f22a}}
| |
| * Staple neutral and combo tool, hits fullscreen and allows for very stable conversions
| |
| {{AttackDataCargo-MBTL/Query|vl_f22b}}
| |
| * A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and leads to crazy damage
| |
| * Can also be used sparsely in neutral against people looking to utilise the bad frame advantage on 22A
| |
| {{AttackDataCargo-MBTL/Query|vl_f22c}}
| |
| * A very versatile way to dump meter in almost every situation
| |
| * Very short recovery, + on block and pressure re-buy, vacuums, has insane untech time allowing for new okizeme setups, and can be used as a niche whiff cancel option to keep yourself safe
| |
| {{AttackDataCargo-MBTL/Query|vl_f22ax}}
| |
| * Hits low and vacuums on hit with a lot of untech time, staple combo tool
| |
| * Sometimes used in pressure to cancel into 22C
| |
| {{AttackDataCargo-MBTL/Query|vl_f22bx}}
| |
| * Hits low and vacuums on hit with a lot of untech time, staple combo tool
| |
| * Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations
| |
| }}
| |
| | |
| ===== Flame, Disease (air) =====
| |
| {{MoveDataCargo
| |
| | title = Flame, Disease (air) | |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|236X}} | | | input = {{#invoke:InputsMBTL|toIcons|6B+C}} |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_fj236a|caption=j236A}} | | {{MoveDataCargoImage|vl_f6bc|caption=}} |
| {{MoveDataCargoImage|vl_fj236b|caption=j236B}}
| | | hitboxes = |
| {{MoveDataCargoImage|vl_fj236c|caption=j236C}} | | {{MoveDataCargoImage|vl_f6bc|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_fj236a}} | | {{AttackDataCargo-MBTL/Query|vl_f6bc}} |
| * Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B | | * Absurdly + on block, letting Vlov airdash in as a frametrap |
| {{AttackDataCargo-MBTL/Query|vl_fj236b}}
| | * Slow and less useful midscreen |
| * Can use to bait out grounded options at midscreen or further that might contest other zoning options
| |
| * Slow so only use as a hard callout
| |
| * Very very bad on whiff, please for the love of god to not whiff this | |
| {{AttackDataCargo-MBTL/Query|vl_fj236c}}
| |
| * Only used for converting off air fireball, is very bad just like j.236A
| |
| {{AttackDataCargo-MBTL/Query|vl_fj236xx}}
| |
| * Can be used to cover space where you expect your opponent might go to avoid the first fireball
| |
| * Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly
| |
| }} | | }} |
| |-|Ice= | | |-|Ice= |
| ===== Ice, Memory =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Ice, Memory | | | title = Ice, Memory |
Line 517: |
Line 556: |
| {{MoveDataCargoImage|vl_i236b|caption=}} | | {{MoveDataCargoImage|vl_i236b|caption=}} |
| {{MoveDataCargoImage|vl_i236c|caption=Fires 7 icicles}} | | {{MoveDataCargoImage|vl_i236c|caption=Fires 7 icicles}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_i236a|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_i236b|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_i236c|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_i236a}} | | {{AttackDataCargo-MBTL/Query|vl_i236a}} |
Line 534: |
Line 577: |
| * Same usage as fire | | * Same usage as fire |
| }} | | }} |
| | {{MoveDataCargo |
| | | title = Ice, Memory |
| | | subtitle = |
| | | input = {{#invoke:InputsMBTL|toIcons|6B+C}} |
| | | images = |
| | {{MoveDataCargoImage|vl_i6bc|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_i6bc|caption=|hitbox=yes}} |
| | | info = |
| | {{AttackDataCargo-MBTL/Query|vl_i6bc}} |
| | * Way less + than fire but much faster |
| | * Still a pressure re-buy but not + enough to airdash in and frametrap |
| | }} |
| | </tabber> |
| | |
| | ===== Homeward, Disease / Homeward, Memory ===== |
| | <tabber> |
| | |-|Fire= |
| | {{MoveDataCargo |
| | | title = Homeward, Disease |
| | | subtitle = The reason you play Vlov |
| | | input = {{#invoke:InputsMBTL|toIcons|22X}} |
| | | images = |
| | {{MoveDataCargoImage|vl_f22a|caption=22A/B}} |
| | {{MoveDataCargoImage|vl_f22b|caption=22XX}} |
| | {{MoveDataCargoImage|vl_f22c|caption=22C}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_f22a|caption=22A/B|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_f22b|caption=22XX|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_f22c|1|caption=22C|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_f22c|2|caption=22C|hitbox=yes}} |
| | | info = |
| | {{AttackDataCargo-MBTL/Query|vl_f22a}} |
| | Vlov stomps the ground and summons a path of flame |
| | |
| | * The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful |
| | * Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits |
| | * A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov |
| | |
| | {{AttackDataCargo-MBTL/Query|vl_f22b}} |
| | |
| | Similar animation to 22A with slower startup |
| | |
| | * A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter |
| | * Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage |
| | |
| | {{AttackDataCargo-MBTL/Query|vl_f22c}} |
| | |
| | Vlov sends fast flames across the stage |
| | |
| | * A very versatile way to dump meter in almost every situation |
| | * Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage |
| | * Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it |
| | * Its humongous range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far |
|
| |
|
| ===== Homeward, Memory ===== | | {{AttackDataCargo-MBTL/Query|vl_f22ax}} |
| | |
| | Vlov calls back his path of flame |
| | |
| | * Hits low and vacuums on hit with a lot of untech time, staple combo tool |
| | * Used often in conjunction with 22C to guarantee massive amounts of chip damage |
| | * Potentially very unsafe on block |
| | |
| | {{AttackDataCargo-MBTL/Query|vl_f22bx}} |
| | |
| | Similar animation to 22A~X |
| | |
| | * Hits low and vacuums on hit with a lot of untech time, staple combo tool |
| | * Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations up close |
| | |
| | }} |
| | {{MoveDataCargo |
| | | title = Homeward, Disease |
| | | subtitle = |
| | | input = {{#invoke:InputsMBTL|toIcons|2B+C}} |
| | | images = |
| | {{MoveDataCargoImage|vl_f2bc|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_f2bc|caption=|hitbox=yes}} |
| | | info = |
| | {{AttackDataCargo-MBTL/Query|vl_f2bc}} |
| | Vlov quickly stomps down |
| | * Fast fullscreen projectile |
| | * An important neutral and pressure tool due to its massive pushback and plus frames |
| | * Makes advancing towards Vlov on the floor very difficult |
| | }} |
| | |-|Ice= |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Homeward, Memory | | | title = Homeward, Memory |
Line 541: |
Line 669: |
| | input = {{#invoke:InputsMBTL|toIcons|22X}} | | | input = {{#invoke:InputsMBTL|toIcons|22X}} |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_i22a|caption=}} | | {{MoveDataCargoImage|vl_i22a|caption=22A/B}} |
| {{MoveDataCargoImage|vl_i22b|caption=}} | | {{MoveDataCargoImage|vl_i22b|caption=22XX}} |
| {{MoveDataCargoImage|vl_i22c|caption=}} | | {{MoveDataCargoImage|vl_i22c|caption=22C}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_i22a|caption=22A/B|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_i22b|caption=22XX|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_i22c|1|caption=22C|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_i22c|2|caption=22C|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_i22a}} | | {{AttackDataCargo-MBTL/Query|vl_i22a}} |
| * Like fire's but a bit faster, making it less reactable | | |
| | Vlov stomps the ground and summons a path of ice |
| | |
| | * The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful |
| | * Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits |
| | * A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov |
| | |
| {{AttackDataCargo-MBTL/Query|vl_i22b}} | | {{AttackDataCargo-MBTL/Query|vl_i22b}} |
| * Like fire's | | |
| | Similar animation to 22A with slower startup |
| | |
| | * A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter |
| | * Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage |
| | |
| {{AttackDataCargo-MBTL/Query|vl_i22c}} | | {{AttackDataCargo-MBTL/Query|vl_i22c}} |
| * Like fire's | | |
| | Vlov sends a quick path of ice across the entire stage |
| | |
| | * A very versatile way to dump meter in almost every situation |
| | * Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage |
| | * Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it |
| | * Its massive range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far |
| | |
| {{AttackDataCargo-MBTL/Query|vl_i22ax}} | | {{AttackDataCargo-MBTL/Query|vl_i22ax}} |
| * Like fire's | | |
| | Vlov calls back his path of ice |
| | |
| | * Hits low and vacuums on hit with a lot of untech time, staple combo tool |
| | * Used often in conjunction with 22C to guarantee massive amounts of chip damage |
| | * Potentially very unsafe on block |
| | |
| {{AttackDataCargo-MBTL/Query|vl_i22bx}} | | {{AttackDataCargo-MBTL/Query|vl_i22bx}} |
| * Like fire's
| |
| * -1 instead of 0 on block, limits some of the pressure reset utility
| |
| }}
| |
|
| |
|
| ===== Ice, Memory (air) =====
| | Similar animation to 22A~X |
| {{MoveDataCargo
| |
| | title = Ice, Memory (air)
| |
| | subtitle =
| |
| | input = {{#invoke:InputsMBTL|toIcons|236X}}
| |
| | images =
| |
| {{MoveDataCargoImage|vl_ij236a|caption=No charged follow-up}}
| |
| {{MoveDataCargoImage|vl_ij236b|caption=}}
| |
| {{MoveDataCargoImage|vl_ij236c|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-MBTL/Query|vl_ij236a}}
| |
| * Comparable to fire
| |
| {{AttackDataCargo-MBTL/Query|vl_ij236b}}
| |
| * Comparable to fire
| |
| {{AttackDataCargo-MBTL/Query|vl_ij236c}}
| |
| * Comparable to fire
| |
| {{AttackDataCargo-MBTL/Query|vl_ij236xx}}
| |
| * Comparable to fire
| |
| }}
| |
| </tabber>
| |
|
| |
|
| === Moon Skills ===
| | * Hits low and vacuums on hit with a lot of untech time, staple combo tool |
| | * Significantly more + on hit then 22A~X due to low recovery, and is safe enough on block to possibly continue offense |
|
| |
|
| | }} |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Burya Tigr | | | title = Homeward, Memory |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|4B+C}} | | | input = {{#invoke:InputsMBTL|toIcons|2B+C}} |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_4bc|caption=AUB Machine}} | | {{MoveDataCargoImage|vl_i2bc|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|vl_4bc|caption=AUB Machine|hitbox=yes}} | | {{MoveDataCargoImage|vl_i2bc|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_4bc}} | | {{AttackDataCargo-MBTL/Query|vl_i2bc}} |
| Vlov dashes forward cleaving two consecutive strikes | | Vlov quickly stomps down |
| * Launches the opponent on hit for a full combo
| | * Fast fullscreen projectile |
| * Moves forward a fair distance, giving it solid range | | * An important neutral and pressure tool due to its massive pushback and plus frames |
| * Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools | | * Makes advancing towards Vlov on the floor very difficult |
| * Unlike 214[B], has no low profile
| |
| * Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range
| |
| }} | | }} |
| | </tabber> |
|
| |
|
|
| |
|
| | |
| | ===== Flame, Disease / Ice, Memory (air) ===== |
| <tabber> | | <tabber> |
| |-|Fire= | | |-|Fire= |
| ===== Flame, Disease =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Flame, Disease | | | title = Flame, Disease (air) |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|6B+C}} | | | input = {{#invoke:InputsMBTL|toIcons|236X}} |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_f6bc|caption=}} | | {{MoveDataCargoImage|vl_fj236a|caption=j236A}} |
| | {{MoveDataCargoImage|vl_fj236b|caption=j236B}} |
| | {{MoveDataCargoImage|vl_fj236c|caption=j236C}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_fj236a|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_fj236b|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_fj236c|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_f6bc}} | | {{AttackDataCargo-MBTL/Query|vl_fj236a}} |
| * Absurdly + on block, letting Vlov airdash in as a frametrap | | * Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B |
| * Slow and less useful midscreen
| | {{AttackDataCargo-MBTL/Query|vl_fj236b}} |
| }}
| | * Can use to bait out grounded options at midscreen or further that might contest other zoning options |
| | | * Slow so only use as a hard callout |
| ===== Homeward, Disease =====
| | * Very very bad on whiff, please for the love of god to not whiff this |
| {{MoveDataCargo | | {{AttackDataCargo-MBTL/Query|vl_fj236c}} |
| | title = Homeward, Disease | | * Only used for converting off air fireball, is very bad just like j.236A |
| | subtitle =
| | {{AttackDataCargo-MBTL/Query|vl_fj236xx}} |
| | input = {{#invoke:InputsMBTL|toIcons|2B+C}}
| | * Can be used to cover space where you expect your opponent might go to avoid the first fireball |
| | images =
| | * Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly |
| {{MoveDataCargoImage|vl_f2bc|caption=}} | |
| | info =
| |
| {{AttackDataCargo-MBTL/Query|vl_f2bc}} | |
| * Fullscreen low poke | |
| * Has massive pushback on block, but + | |
| }} | | }} |
| ===== Flame, Disease (air) =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Flame, Disease (air) | | | title = Flame, Disease (air) |
Line 634: |
Line 771: |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_fj6bc|caption=}} | | {{MoveDataCargoImage|vl_fj6bc|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_fj6bc|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_fj6bc}} | | {{AttackDataCargo-MBTL/Query|vl_fj6bc}} |
Line 639: |
Line 778: |
| }} | | }} |
| |-|Ice= | | |-|Ice= |
| ===== Ice, Memory =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Ice, Memory | | | title = Ice, Memory (air) |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|6B+C}} | | | input = {{#invoke:InputsMBTL|toIcons|236X}} |
| | images = | | | images = |
| {{MoveDataCargoImage|vl_i6bc|caption=}} | | {{MoveDataCargoImage|vl_ij236a|caption=No charged follow-up}} |
| | {{MoveDataCargoImage|vl_ij236b|caption=}} |
| | {{MoveDataCargoImage|vl_ij236c|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_ij236a|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_ij236b|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_ij236c|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_i6bc}} | | {{AttackDataCargo-MBTL/Query|vl_ij236a}} |
| * Way less + than fire but much faster | | * Comparable to fire |
| * Still a pressure re-buy but not + enough to airdash in and frametrap
| | {{AttackDataCargo-MBTL/Query|vl_ij236b}} |
| }}
| | * Comparable to fire |
| ===== Homeward, Memory =====
| | {{AttackDataCargo-MBTL/Query|vl_ij236c}} |
| {{MoveDataCargo | | * Comparable to fire |
| | title = Homeward, Memory
| | {{AttackDataCargo-MBTL/Query|vl_ij236xx}} |
| | subtitle =
| | * Comparable to fire |
| | input = {{#invoke:InputsMBTL|toIcons|2B+C}} | |
| | images =
| |
| {{MoveDataCargoImage|vl_i2bc|caption=}} | |
| | info =
| |
| {{AttackDataCargo-MBTL/Query|vl_i2bc}} | |
| * Similar to Fire | |
| }} | | }} |
| ===== Ice, Memory (air) =====
| |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Ice, Memory (air) | | | title = Ice, Memory (air) |
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| | images = | | | images = |
| {{MoveDataCargoImage|vl_ij6bc|caption=}} | | {{MoveDataCargoImage|vl_ij6bc|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_ij6bc|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_ij6bc}} | | {{AttackDataCargo-MBTL/Query|vl_ij6bc}} |
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| | images = | | | images = |
| {{MoveDataCargoImage|vl_f236bc|caption=Pray your opponent B follow ups into this}} | | {{MoveDataCargoImage|vl_f236bc|caption=Pray your opponent B follow ups into this}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_f236bc|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_f236bc}} | | {{AttackDataCargo-MBTL/Query|vl_f236bc}} |
| | Vlov summons a screen wide wall of fire |
| | * Fully invincible wakeup option, but incredibly slow |
| | * One of the most flexible ADs in the game combo wise |
| * Hits the entire screen. | | * Hits the entire screen. |
| * Can hit behind Vlov. | | * Can hit behind Vlov. |
| * Same as ice
| |
| }} | | }} |
| |-|Ice= | | |-|Ice= |
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| | images = | | | images = |
| {{MoveDataCargoImage|vl_i236bc|caption=Pray your opponent B follow ups into this}} | | {{MoveDataCargoImage|vl_i236bc|caption=Pray your opponent B follow ups into this}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|vl_i236bc|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_i236bc}} | | {{AttackDataCargo-MBTL/Query|vl_i236bc}} |
| | Vlov summons a screen wide wall of ice |
| | * Fully invincible wakeup option, but incredibly slow |
| | * One of the most flexible ADs in the game combo wise |
| * Hits the entire screen. | | * Hits the entire screen. |
| * Can hit behind Vlov. | | * Can hit behind Vlov. |
| * Same as fire
| |
| }} | | }} |
| </tabber> | | </tabber> |
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| | images = | | | images = |
| {{MoveDataCargoImage|vl_abcd|caption=}} | | {{MoveDataCargoImage|vl_abcd|caption=}} |
| | | hitboxes = {{MoveDataCargoImage|vl_abcd|caption=|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_abcd}} | | {{AttackDataCargo-MBTL/Query|vl_abcd}} |
| Here comes the big lance
| | "The spoils of this hunt now belong to me" |
| * Longest last arc in the game. A reference to Vlov's iconic spear stab from the Tsukihime Remake | | * Can be performed by inputting A+B+C+D with 4 bars in neutral, or by Shielding an attack while in Blood Heat |
| | * Damage in Blood Heat scales with amount of Heat Gauge remaining on activation |
| | * Longest last arc in the game, which gives it the odd utility of being able to stall out heat and moon drive activation gauge easily |
| * One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it | | * One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it |
| | * If the opponent survives, both players are reset to the middle of the screen, with OK-ish okizeme for Vlov |
| }} | | }} |
|
| |
|
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| {{ColorGallery/Color|20| text=Color 20 }} | | {{ColorGallery/Color|20| text=Color 20 }} |
| {{ColorGallery/Color|21| text=Color 21 }} | | {{ColorGallery/Color|21| text=Color 21 }} |
| | {{ColorGallery/Color|22| text=Color 22 }} |
| | {{ColorGallery/Color|23| text=Color 23 }} |
| | {{ColorGallery/Color|24| text=Color 24 }} |
| | {{ColorGallery/Color|25| text=Color 25 }} |
| }} | | }} |
|
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