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| {{CharacterPickReasons|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. |
| * '''Stellar Combos''': Vlov has some of the highest potential damage in the game, anbd combined with his extremely powerful ability to convert off any hit, all his combos are an extremely potent game changer. | | * '''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. |
| * '''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 inherent ability to leverage charge effectively. |
| * '''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= |
| * '''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. | | * '''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. |
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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
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| * 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 = {{MoveDataCargoImage|vl_rapid2|caption=}} | | | images = {{MoveDataCargoImage|vl_rapid1|caption=}} |
| | hitboxes = {{MoveDataCargoImage|vl_rapid2|caption=|hitbox=yes}} | | | 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 | | * 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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| ===== 3C/Rapid Beat 3 ===== | | ===== 3C / Rapid Beat 2 ===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = 3C/Rapid Beat 3 | | | title = 3C / Rapid Beat 2 |
| | subtitle = | | | subtitle = |
| | input = {{#invoke:InputsMBTL|toIcons|3C}} | | | input = {{#invoke:InputsMBTL|toIcons|3C}} |
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| * Launches the opponent with Vlov performing a follow-up jump right after on hit | | * Launches the opponent with Vlov performing a follow-up jump right after on hit |
| * Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards | | * Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards |
| * Lacks much horizontal range and is very unsafe on whiff so its difficult and unadvised to utilize it in blockstrings | | * 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 | | * 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 | | * 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 | | * 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 | | * 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 |
| * Rapid-2 pushes the opponent too far for this to be any good in blockstrings, should only be used in combos
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| }} | | }} |
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| * Can be used as a committal anti air to call out shields and usual deadzones | | * 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 | | * His best combo ender as it leads to his powerful safejumps |
| * The lower to the ground it connects, the better frame advantage | | * The lower to the ground it connects, the better the frame advantage |
| * Universal air combo ender | | * Universal air combo ender |
| }} | | }} |
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| {{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}} |
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| * 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 due putting the opponent into an airborne state on hit | | * Leads to stable and serviceable conversions from most hits due to putting the opponent into an airborne state on hit |
| * Access to several cancel options like MD can prevent the opponent from capitalizing on its whiff recovery | | * 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 covers a lot of air space | | * Difficult to even jump over as the second hit covers a lot of air space |
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| * 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 due to its properties on hit | | * Like 214A, leads to stable conversions due to its properties on 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 | | * Vulnerable to clash, due to an 9f uncancellable gap between the first and second hit |
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| {{MoveDataCargoImage|vl_4bc|caption=AUB Machine}} | | {{MoveDataCargoImage|vl_4bc|caption=AUB Machine}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|vl_4bc|caption=AUB Machine|hitbox=yes}} | | {{MoveDataCargoImage|vl_4bc|1|caption=|hitbox=yes}} |
| | {{MoveDataCargoImage|vl_4bc|2|caption=AUB Machine|hitbox=yes}} |
| | info = | | | info = |
| {{AttackDataCargo-MBTL/Query|vl_4bc}} | | {{AttackDataCargo-MBTL/Query|vl_4bc}} |