Them's Fightin' Herds/Tianhuo: Difference between revisions
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*'''Low Health:''' Tied with [[Them's Fightin' Herds/Shanty|Shanty]] and [[Them's Fightin' Herds/Pom|Pom]] for the lowest health in the game, letting her die to fewer touches. | *'''Low Health:''' Tied with [[Them's Fightin' Herds/Shanty|Shanty]] and [[Them's Fightin' Herds/Pom|Pom]] for the lowest health in the game, letting her die to fewer touches. | ||
*'''Low Damage:''' In her normal state, Tianhuo has some of the least damaging normals in the game, which combined with her low health, can require her to win more interactions than her opponent to secure victory. | *'''Low Damage:''' In her normal state, Tianhuo has some of the least damaging normals in the game, which combined with her low health, can require her to win more interactions than her opponent to secure victory. | ||
*'''Poor Anti-Air:''' Tian's 6A is | *'''Poor Anti-Air:''' Tian's 6A is pretty slow, making it difficult to use on reaction to jumps. | ||
*'''Exploitable Grounded Strings:''' Tian's 6A whiffs on crouchers, making it hard for her to represent longer grounded strings. Additionally, PB can cause her to whiff very committal normals like 2C, resulting in massive punishes. | *'''Exploitable Grounded Strings:''' Tian's 6A whiffs on crouchers, making it hard for her to represent longer grounded strings. Additionally, PB can cause her to whiff very committal normals like 2C, resulting in massive punishes. | ||
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|active= 4 | |active= 4 | ||
|recovery= 15 | |recovery= 15 | ||
|advHit= 1 | |hitstop=6 | ||
|hitstun=19 | |||
|airHitstun=14 | |||
|advHit=+1 | |||
|airAdvHit={{clr|15|-4}} | |||
|blockstop=6 | |||
|blockstun=17 | |||
|advBlock={{clr|15|-1}} | |advBlock={{clr|15|-1}} | ||
| | |firstJD=0 | ||
| | |baseJD=15 | ||
|JDG | |JDG=0.83 | ||
|description= Can be chained into itself or {{clr|12|2A}} on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. Whiffs on crouchers when not done from point blank, so it's not ideal for stagger pressure. | |description= Can be chained into itself or {{clr|12|2A}} on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. Whiffs on crouchers when not done from point blank, so it's not ideal for stagger pressure. | ||
}} | }} | ||
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|image=TFH_Tianhuo_5B.png | |image=TFH_Tianhuo_5B.png | ||
|hitbox=TFH_Tianhuo_5B_hb.png | |hitbox=TFH_Tianhuo_5B_hb.png | ||
|caption= | |caption= roundstart.jpeg | ||
|name={{clr|13|5B}} | |name={{clr|13|5B}} | ||
|data= | |data= | ||
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|damage= 80 | |damage= 80 | ||
|guard=Mid | |guard=Mid | ||
|startup= 9 | |startup=9 | ||
|active= 4 | |active=4 | ||
|recovery= 17 | |recovery=17 | ||
|advHit= 2 | |hitstop=8 | ||
|hitstun=22 | |||
|airHitstun=18 | |||
|advHit=+2 | |||
|airAdvHit={{clr|15|-2}} | |||
|blockstop=8 | |||
|blockstun=16 | |||
|airBlockstun=21 | |||
|advBlock={{clr|15|-4}} | |advBlock={{clr|15|-4}} | ||
| | |airAdvBlock=+1 | ||
| | |firstJD=-35 | ||
|JDG | |baseJD=25 | ||
|JDG=0.95 | |||
|description= A great grounded poke. Has fast startup and recovery, moves Tian forward and even reaches upward to catch opponents jumping or doing slower jump-ins. | |description= A great grounded poke. Has fast startup and recovery, moves Tian forward and even reaches upward to catch opponents jumping or doing slower jump-ins. | ||
}} | }} | ||
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|active=10 | |active=10 | ||
|recovery=16 | |recovery=16 | ||
|hitstop=9 | |||
|hitstun=25 | |||
|airHitstun=21 | |||
|advHit=0 | |advHit=0 | ||
|airAdvHit={{clr|15|-4}} | |||
|blockstop=9 | |||
|blockstun=19 | |||
|airBlockstun=24 | |||
|advBlock={{clr|12|-6}} | |advBlock={{clr|12|-6}} | ||
| | |airAdvBlock={{clr|15|-1}} | ||
| | |firstJD=-60 | ||
|JDG | |baseJD=40 | ||
|description=Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made plus on block with a proper meaty.Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled | |JDG=0.95 | ||
|description=Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made plus on block with a proper meaty.Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled. | |||
}} | }} | ||
}} | }} | ||
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|active=5 | |active=5 | ||
|recovery=16 | |recovery=16 | ||
|advHit=-2 | |hitstop=7 | ||
|hitstun=18 | |||
|airHitstun=14 | |||
|advHit={{clr|15|-2}} | |||
|airAdvHit={{clr|12|-6}} | |||
|blockstop=7 | |||
|blockstun=16 | |||
|airBlockstun=17 | |||
|advBlock={{clr|15|-4}} | |advBlock={{clr|15|-4}} | ||
| | |airAdvBlock={{clr|15|-3}} | ||
| | |firstJD=0 | ||
|JDG | |baseJD=15 | ||
|description=Tianhuo's fastest low. It's good for starting pressure up close. Unusually minus on block, so it can take a bit more conditioning than average to use it for stagger pressure like most other {{clr|12|2A}}s. | |JDG=0.83 | ||
|description=Tianhuo's fastest low. It's good for starting pressure up close. Has very solid horizontal reach for a 2A, similarly to Oleander's or Paprika's - it can often still reach to hit an opponent even after having an air normal pushblocked away. Unusually minus on block, so it can take a bit more conditioning than average to use it for stagger pressure like most other {{clr|12|2A}}s. | |||
}} | }} | ||
}} | }} | ||
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|active=6 | |active=6 | ||
|recovery=18 | |recovery=18 | ||
|hitstop=9 | |||
|hitstun=23 | |||
|airHitstun=16 | |||
|advHit=0 | |advHit=0 | ||
|airAdvHit={{clr|12|-7}} | |||
|blockstop=9 | |||
|blockstun=18 | |||
|airBlockstun=19 | |||
|advBlock={{clr|12|-5}} | |advBlock={{clr|12|-5}} | ||
| | |airAdvBlock={{clr|15|-4}} | ||
| | |firstJD=-20 | ||
|JDG | |baseJD=40 | ||
|description=Good low poke normal. Very active and fully disjointed. It even has a hitbox above her head, so its capable of anti-airing as well. +4 on block when flight cancelled | |JDG=0.95 | ||
|description=Good low poke normal. Very active and fully disjointed. It even has a hitbox above her head, so its capable of anti-airing as well. +4 on block when flight cancelled. | |||
}} | }} | ||
}} | }} | ||
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|image=TFH_Tianhuo_2C.png | |image=TFH_Tianhuo_2C.png | ||
|hitbox=TFH_Tianhuo_2C_hb.png | |hitbox=TFH_Tianhuo_2C_hb.png | ||
|caption= | |caption= Haircar but for Longmas | ||
|name={{clr|14|2C}} | |name={{clr|14|2C}} | ||
|data= | |data= | ||
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|damage=120 | |damage=120 | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup=13 | |startup=13 | ||
|active=16 | |active=16 | ||
|recovery=29 | |recovery=29 | ||
|advHit= | |hitstop=11 | ||
|hitstun=Until Knockdown | |||
|airHitstun=24 | |||
|advHit=SKD | |||
|airAdvHit={{clr|14|-20}} | |||
|blockstop=11 | |||
|blockstun=20 | |||
|advBlock={{clr|14|-24}} | |advBlock={{clr|14|-24}} | ||
| | |firstJD=-55 | ||
| | |baseJD=45 | ||
|JDG | |JDG=0.95 | ||
|description=Low slide that causes a soft knockdown on the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight (if resourceless) or one of her flips ({{clr|15|1D}}, {{clr|15|4D}} or {{clr|15|7D}}, each one costing one stock of magic). However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least. | |description=Low slide that causes a soft knockdown on the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight (if resourceless) or one of her flips ({{clr|15|1D}}, {{clr|15|4D}} or {{clr|15|7D}}, each one costing one stock of magic). However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least. | ||
}} | }} | ||
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|active=8 | |active=8 | ||
|recovery=10 | |recovery=10 | ||
|advHit= | |hitstop=4 | ||
|advBlock= | |hitstun=12 | ||
| | |airHitstun=18 | ||
| | |advHit={{clr|12|-5}} ~ +12 | ||
|JDG | |airAdvHit=+1 ~ +18 | ||
|blockstop=4 | |||
|blockstun=15 | |||
|advBlock={{clr|15|-2}} ~ +15 | |||
|firstJD=-55 | |||
|airFirstJD=-90 | |||
|baseJD=60 | |||
|airBaseJD=25 | |||
|JDG=0.95 | |||
|description=Quick and active, this normal mostly works best for tickthrows. Its hitstun is lacking, making it tough to combo from, though its short blockstun can mess up opponent pushblock timing. | |description=Quick and active, this normal mostly works best for tickthrows. Its hitstun is lacking, making it tough to combo from, though its short blockstun can mess up opponent pushblock timing. | ||
}} | }} | ||
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|active=5 | |active=5 | ||
|recovery=14 | |recovery=14 | ||
|advHit= | |hitstop=7 | ||
|advBlock= | |hitstun=20 | ||
| | |advHit=+2 ~ +20 | ||
| | |blockstop=7 | ||
|JDG | |blockstun=17 | ||
|advBlock={{clr|15|-1}} ~ +17 | |||
|firstJD=-95 | |||
|airFirstJD=-125 | |||
|baseJD=65 | |||
|airBaseJD=35 | |||
|JDG=0.90 | |||
|description=Hits quite far horizontally, though it doesn't hit very far downwards. Works well with instant airdashes in neutral, works well in air-to-air situations, and allows for a quick overhead when used after {{clr|15|4D}}. | |description=Hits quite far horizontally, though it doesn't hit very far downwards. Works well with instant airdashes in neutral, works well in air-to-air situations, and allows for a quick overhead when used after {{clr|15|4D}}. | ||
}} | }} | ||
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|active=12 | |active=12 | ||
|recovery=6 | |recovery=6 | ||
|advHit= | |hitstop=9 | ||
|advBlock= | |hitstun=24 | ||
| | |advHit=+7 ~ +24 | ||
| | |blockstop=9 | ||
|JDG | |blockstun=19 | ||
|advBlock=+2 ~ +19 | |||
|firstJD=-110 | |||
|airFirstJD=-155 | |||
|baseJD=90 | |||
|airBaseJD=45 | |||
|JDG=0.90 | |||
|description= Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as {{clr|13|j.B}}, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from. | |description= Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as {{clr|13|j.B}}, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from. | ||
}} | }} | ||
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|active= 4 | |active= 4 | ||
|recovery= 29 | |recovery= 29 | ||
|advHit= -14 | |hitstop=9 | ||
|advBlock= {{clr|13|-11}} | |hitstun=18 | ||
| | |airHitstun=31 | ||
| | |advHit={{clr|14|-14}} | ||
|JDG | |airAdvHit={{clr|15|-1}} | ||
|description= Tianhuo has the slowest {{clr|12|6A}} in the game, but it's best to not ignore it. It still has frame 1 crouching hurtboxes and the most vertical reach of all your anti-air normals and can be used to trap opponents in blockstun to {{clr|14|236C}} them afterwards. Because this move whiffs on crouchers, Tian does not have access to rebeating during pressure. | |blockstop=9 | ||
|blockstun=21 | |||
|airBlockstun=16 | |||
|advBlock= {{clr|13|-11}} | |||
|airAdvBlock={{clr|14|-16}} | |||
|firstJD=40 | |||
|baseJD=55 | |||
|JDG=0.83 | |||
|description= Tianhuo has one of the slowest {{clr|12|6A}}s in the game, but it's best to not ignore it. It still has frame 1 crouching hurtboxes and the most vertical reach of all your anti-air normals and can be used to trap opponents in blockstun to {{clr|14|236C}} them afterwards. Because this move whiffs on crouchers, Tian does not have access to rebeating during pressure. | |||
}} | }} | ||
}} | }} | ||
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|image=TFH_Tianhuo_3C.png | |image=TFH_Tianhuo_3C.png | ||
|hitbox=TFH_Tianhuo_3C_hb.png | |hitbox=TFH_Tianhuo_3C_hb.png | ||
|caption= | |caption= a literal Dragon Punch | ||
|name={{clr|14|3C}} | |name={{clr|14|3C}} | ||
|data= | |data= | ||
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|active=6 | |active=6 | ||
|recovery=38 | |recovery=38 | ||
|advHit= | |hitstop=12 | ||
|hitstun=26 (pre-JDmax)<br>24 (post-JDmax) | |||
|advHit={{clr|14|-17}} | |||
|blockstop=12 | |||
|blockstun=27 | |||
|advBlock={{clr|14|-16}} | |advBlock={{clr|14|-16}} | ||
| | |firstJD=-70 | ||
| | |airFirstJD=-35 | ||
|JDG | |baseJD=30 | ||
|airBaseJD=65 | |||
|JDG=0.83 | |||
|description=Standard launcher. Unsafe on block, jump-cancellable on hit. | |description=Standard launcher. Unsafe on block, jump-cancellable on hit. | ||
}} | }} | ||
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|damage=300 | |damage=300 | ||
|guard=Throw | |guard=Throw | ||
|properties= | |properties=Damage Scaled to 50% | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Standard throw. Allows for a combo afterwards. | |description=Standard throw. Allows for a combo afterwards. | ||
}} | }} | ||
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|damage=300 | |damage=300 | ||
|guard=Throw | |guard=Throw | ||
|properties= | |properties=Damage Scaled to 50% | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Identical to forward throw, but in the other direction. | |description=Identical to forward throw, but in the other direction. | ||
}} | }} | ||
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|damage=300 | |damage=300 | ||
|guard=Throw | |guard=Throw | ||
|properties=Hard Knockdown<br> | |properties=Hard Knockdown<br>Damage Scaled to 50% | ||
|startup=8 | |startup=8 | ||
|active=3 | |active=3 | ||
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|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Standard air throw. Allows for a combo afterwards. | |description=Standard air throw. Allows for a combo afterwards. | ||
}} | }} | ||
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|input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} <br>Air OK | |input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} <br>Air OK | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=A | |version=A | ||
|damage=90, 150<br>(60[x2] Chip) | |damage=90, 150<br>(60 [x2] Chip) | ||
|guard=Mid/High | |guard=Mid/High | ||
|properties=Bounce | |properties=Bounce | ||
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|advHit=Bounce | |advHit=Bounce | ||
|advBlock={{clr|12|-6}} | |advBlock={{clr|12|-6}} | ||
| | |firstJD=20, 20 | ||
| | |baseJD=20, 20 | ||
|JDG | |JDG=0.90 [x2] | ||
|description=Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit. | |description=Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=110, 150<br>(60 Chip) | |damage=110, 150<br>(60 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Projectile-Invulnerable (1-27) | |properties=Projectile-Invulnerable (1-27)<br>Armor Break | ||
|startup=18 | |startup=18 | ||
|active=6 | |active=6 | ||
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|advHit=-8 (Launch) | |advHit=-8 (Launch) | ||
|advBlock={{clr|12|-7}} | |advBlock={{clr|12|-7}} | ||
| | |firstJD=55, 60 | ||
| | |baseJD=55, 60 | ||
|JDG | |JDG=0.90 [x2] | ||
|description=Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit. | |description=Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B (Air) | |version=B (Air) | ||
Line 463: | Line 541: | ||
|advHit=-10 (Launch) | |advHit=-10 (Launch) | ||
|advBlock={{clr|14|-13}} | |advBlock={{clr|14|-13}} | ||
| | |firstJD=55, 60 | ||
| | |baseJD=55, 60 | ||
|JDG | |JDG=0.90 [x2] | ||
|description=Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block. | |description=Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
|damage=300 | |damage=300 | ||
|guard=Grab | |guard=Command Grab | ||
|properties=Hard Knockdown | |properties=Hard Knockdown | ||
|startup=15 | |startup=15 | ||
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|advHit=13 (HKD) | |advHit=13 (HKD) | ||
|advBlock= | |advBlock= | ||
| | |firstJD=70 | ||
| | |baseJD=70 | ||
|JDG | |JDG=0.90 | ||
|description=Standard combo ender, and Tian's only hard knockdown aside from Super, granted that the opponent ends with less than 380 JD after applying this move's own JD. Otherwise, causes a soft knockdown. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw. When this move connects, Tianhuo gains a considerable amount of extra meter, making it also the best ender for meter-building routes. | |description=Standard combo ender, and Tian's only hard knockdown aside from Super, granted that the opponent ends with less than 380 JD after applying this move's own JD. Otherwise, causes a soft knockdown. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw. When this move connects, Tianhuo gains a considerable amount of extra meter, making it also the best ender for meter-building routes. | ||
}} | }} | ||
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|input={{clr|15|2}}/{{clr|15|3}}/{{clr|15|6}}/{{clr|15|8}}/{{clr|15|9D}} <br>Air OK | |input={{clr|15|2}}/{{clr|15|3}}/{{clr|15|6}}/{{clr|15|8}}/{{clr|15|9D}} <br>Air OK | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=2D | |version=2D | ||
|damage=210<br>(20 Chip) | |damage=210<br>(20 Chip) | ||
Line 520: | Line 598: | ||
|advHit=15 | |advHit=15 | ||
|advBlock={{clr|14|-19}} | |advBlock={{clr|14|-19}} | ||
| | |firstJD=-95 | ||
| | |baseJD=5 | ||
|JDG | |JDG=0.97 | ||
|description=Moves straight down. Has some crazy crossup setups. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | |description=Moves straight down. Has some crazy crossup setups. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=3D | |version=3D | ||
Line 535: | Line 613: | ||
|advHit=10 | |advHit=10 | ||
|advBlock={{clr|14|-20}} | |advBlock={{clr|14|-20}} | ||
| | |firstJD=-95 | ||
| | |baseJD=5 | ||
|JDG | |JDG=0.97 | ||
|description=Moves downwards and forwards, effectively a divekick. Has a disjointed hitbox forwards and slightly above Tianhuo's hurtbox, making it a good move to challenge anti-airs and air-to-airs. The | |description=Moves downwards and forwards, effectively a divekick. Has a disjointed hitbox forwards and slightly above Tianhuo's hurtbox, making it a good move to challenge anti-airs and air-to-airs. The firstJD bonus makes it one of Tianhuo's best starters, but it is also really useful mid combos, as it has a good damage while adding up only 5 JD. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=6D | |version=6D | ||
Line 550: | Line 628: | ||
|advHit=8 | |advHit=8 | ||
|advBlock={{clr|14|-13}} | |advBlock={{clr|14|-13}} | ||
| | |firstJD=-95 | ||
| | |baseJD=5 | ||
|JDG | |JDG=0.97 | ||
|description= Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into {{clr|12|j.A}} through a 3-frame link, which in turn combos into {{clr|12|5A}} through another link, provided it hits a standing opponent. | |description= Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into {{clr|12|j.A}} through a 3-frame link, which in turn combos into {{clr|12|5A}} through another link, provided it hits a standing opponent. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=8D | |version=8D | ||
Line 565: | Line 643: | ||
|advHit=3 | |advHit=3 | ||
|advBlock={{clr|14|-15}} | |advBlock={{clr|14|-15}} | ||
| | |firstJD=-95 | ||
| | |baseJD=5 | ||
|JDG | |JDG=0.97 | ||
|description=Moves straight up. Can help timer scamming if you have the health lead. | |description=Moves straight up. Can help timer scamming if you have the health lead. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=9D | |version=9D | ||
Line 580: | Line 658: | ||
|advHit=13 | |advHit=13 | ||
|advBlock={{clr|14|-15}} | |advBlock={{clr|14|-15}} | ||
| | |firstJD=-95 | ||
| | |baseJD=5 | ||
|JDG | |JDG=0.97 | ||
|description=Moves up and forward. Can be used to cover distance and gain height at surprising speed. | |description=Moves up and forward. Can be used to cover distance and gain height at surprising speed. | ||
}} | }} | ||
Line 593: | Line 671: | ||
|input={{clr|15|7}}/{{clr|15|4}}/{{clr|15|1D}} <br>Air OK | |input={{clr|15|7}}/{{clr|15|4}}/{{clr|15|1D}} <br>Air OK | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=7D | |version=7D | ||
|damage= | |damage= | ||
Line 603: | Line 681: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes. | |description=The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=4D | |version=4D | ||
Line 618: | Line 696: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Similar to {{clr|15|7D}}, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a {{clr| | |description=Similar to {{clr|15|7D}}, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. | ||
Using a {{clr|12|j.A}} immediately after this results in a basically unreactable 16f overhead, or a sligtly slower (19f) but stronger starter with {{clr|13|j.B}}, so remember that this is one of your strongest mixup options. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=1D | |version=1D | ||
Line 633: | Line 713: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often. | |description=Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often. | ||
You can airdash into j.A or j.B to stay on the same side, like similar to 4D's overheads. However, depending on spacing and the timing of the airdash, Tian can land faster. This can enable safejumps to bait out reversals OR ambiguous cross-ups. Versatile and keeps opponents guessing when alternating with her other flips. | |||
}} | }} | ||
}} | }} | ||
Line 642: | Line 724: | ||
|hitbox=TFH_Tianhuo_236D_hb.png | |hitbox=TFH_Tianhuo_236D_hb.png | ||
|hitbox2=TFH_Tianhuo_j236D_hb.png | |hitbox2=TFH_Tianhuo_j236D_hb.png | ||
|caption= | |caption= Cross-up AND plus??? I'm in | ||
|name=Volcanic Dash | |name=Volcanic Dash | ||
|input={{clr|15|236D}} | |input={{clr|15|236D}} | ||
Line 655: | Line 737: | ||
|advHit=Launch | |advHit=Launch | ||
|advBlock=4 | |advBlock=4 | ||
| | |firstJD=20 | ||
| | |baseJD=20 | ||
|JDG | |JDG=1 | ||
|description=Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block. During frames 5-12 Tianhuo's hurtbox becomes her crouching hurtbox. | |description=Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block. During frames 5-12 Tianhuo's hurtbox becomes her crouching hurtbox. | ||
}} | }} | ||
Line 675: | Line 757: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options. | |description=Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options. | ||
}} | }} | ||
Line 704: | Line 786: | ||
|advHit=21 (HKD) | |advHit=21 (HKD) | ||
|advBlock={{clr|14|-38}} | |advBlock={{clr|14|-38}} | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum. | |description=Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum. | ||
}} | }} | ||
Line 727: | Line 809: | ||
|advHit=Launch | |advHit=Launch | ||
|advBlock={{clr|15|-4}} | |advBlock={{clr|15|-4}} | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, {{clr|12|236}}/{{clr|13|B}}/{{clr|13|C}}, and {{clr|12|j.A}}. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds. | |description=This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, {{clr|12|236}}/{{clr|13|B}}/{{clr|13|C}}, and {{clr|12|j.A}}. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds. | ||
}} | }} | ||
Line 750: | Line 832: | ||
|input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} / {{clr|12|j.236A}}/{{clr|13|B}}/{{clr|14|C}} | |input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} / {{clr|12|j.236A}}/{{clr|13|B}}/{{clr|14|C}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=A | |version=A | ||
|damage=110, 150, 210<br>(60[x3] Chip) | |damage=110, 150, 210<br>(60 [x3] Chip) | ||
|guard=Mid, Mid, High | |guard=Mid, Mid, High | ||
|properties=Bounce | |properties=Bounce | ||
Line 760: | Line 842: | ||
|advHit=Bounce | |advHit=Bounce | ||
|advBlock={{clr|13|-8}} | |advBlock={{clr|13|-8}} | ||
| | |firstJD=20, 20, 20 | ||
| | |baseJD=20, 20, 20 | ||
|JDG | |JDG=0.90 [x3] | ||
|description=Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5. | |description=Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=110,190<br>(60 Chip) | |damage=110, 190<br>(60 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Wallstick<br>Projectile-Invulnerable (1-26) | |properties=Wallstick<br>Projectile-Invulnerable (1-26) | ||
Line 776: | Line 858: | ||
|advHit=Wallstick | |advHit=Wallstick | ||
|advBlock={{clr|12|-7}} | |advBlock={{clr|12|-7}} | ||
| | |firstJD=55, 60 | ||
| | |baseJD=55, 60 | ||
|JDG | |JDG=0.90 [x2] | ||
|description=Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential. Also travels about twice as further and moves faster. | |description=Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential. Also travels about twice as further and moves faster. | ||
Unlike the normal version, Bash during RSF does not break armor. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=B (Air) | |version=B (Air) | ||
|damage=110,190<br>(60 Chip) | |damage=110, 190<br>(60 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Wallstick | |properties=Wallstick | ||
Line 792: | Line 876: | ||
|advHit=Wallstick | |advHit=Wallstick | ||
|advBlock={{clr|15|-2}}+ | |advBlock={{clr|15|-2}}+ | ||
| | |firstJD=40, 40 | ||
| | |baseJD=40, 40 | ||
|JDG | |JDG=0.90 [x2] | ||
|description=Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now. | |description=Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
|damage=285 | |damage=285 | ||
|guard=Grab | |guard=Command Grab | ||
|properties=Hard Knockdown | |properties=Hard Knockdown | ||
|startup=15 | |startup=15 | ||
|active=3 | |active=3 | ||
|recovery=35 | |recovery=35 | ||
|advHit=HKD | |advHit=34 (HKD) | ||
|advBlock= | |advBlock= | ||
| | |firstJD=50 | ||
| | |baseJD=50 | ||
|JDG | |JDG=0.90 | ||
|description=Now much more plus on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns. | |description=Now much more plus on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns. | ||
}} | }} | ||
Line 821: | Line 905: | ||
|name={{clr|12|j.A}} (Ran Shao Feng) | |name={{clr|12|j.A}} (Ran Shao Feng) | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|damage=38 | |damage=38 | ||
|guard=High | |guard=High | ||
Line 829: | Line 913: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
| | |firstJD=60 | ||
| | |baseJD=60 | ||
|JDG | |JDG=0.97 | ||
|description=Probably the most slept on change that Ran Shao Feng brings. {{clr|12|j.A}}'s hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse. | |description=Probably the most slept on change that Ran Shao Feng brings. {{clr|12|j.A}}'s hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse. | ||
}} | }} | ||
Line 841: | Line 925: | ||
|name=Flight (Ran Shao Feng) | |name=Flight (Ran Shao Feng) | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 849: | Line 933: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though. | |description=Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though. | ||
}} | }} | ||
Line 866: | Line 950: | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=310, 100[x2], 40[x7], 400, 300[x4], 2000 | |damage=310, 100 [x2], 40 [x7], 400, 300 [x4], 2000 | ||
|guard=Mid | |guard=Mid | ||
|properties=Forced HKD | |properties=Forced HKD | ||
Line 874: | Line 958: | ||
|advHit=0 | |advHit=0 | ||
|advBlock= | |advBlock= | ||
| | |firstJD= | ||
| | |baseJD= | ||
|description=Spend 3 bars to quickly dive to the ground before performing a fully invincible uppercut that starts a cinematic on hit. Startup is not dependent on height. Whiffs versus grounded opponents. Vulnerable from the moment she starts spinning and will still be in recovery until long after landing. Extremely unsafe both on whiff and block. This move is affected by damage scaling, so it's better to use it early in a combo. | |description=Spend 3 bars to quickly dive to the ground before performing a fully invincible uppercut that starts a cinematic on hit. Startup is not dependent on height. Whiffs versus grounded opponents. Vulnerable from the moment she starts spinning and will still be in recovery until long after landing. Extremely unsafe both on whiff and block. This move is affected by damage scaling, so it's better to use it early in a combo, but it does suffer significantly less from scaling than most other Level 3s. | ||
}} | }} | ||
}} | |||
====Cross-Canter==== | |||
{{MoveData | |||
|image=TFH_Tianhuo_CC.png | |||
|hitbox= | |||
|name=Cross-Canter | |||
|input=6XX (While Blocking) | |||
|data= | |||
{{AttackData-TFH | |||
|damage=80 (Recoverable Health) | |||
|guard=Mid | |||
|properties=Strike-Invulnerable (f1-16)<br>Autoguard (f17-25) | |||
|startup=23 | |||
|active=9 | |||
|recovery=54 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=0 (HKD) | |||
|blockstop=5 | |||
|blockstun=13 | |||
|advBlock={{clr|14|-49}} | |||
|firstJD=0 | |||
|baseJD=0 | |||
|JDG=1 | |||
|description=In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly. | |||
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff. | |||
}} | |||
}} | }} | ||
Line 884: | Line 998: | ||
{{ColorGallery | filePrefix=TFH-Tianhuo-| colors= | {{ColorGallery | filePrefix=TFH-Tianhuo-| colors= | ||
{{ColorGallery/Color|1| text= Tianhuo ( {{clr|12|A}} ) }} | {{ColorGallery/Color|1| text= Tianhuo ( {{clr|12|A}} ) }} | ||
{{ColorGallery/Color|2| text= | {{ColorGallery/Color|2| text= Shadow Actual ( {{clr|13|B}} ) }} | ||
{{ColorGallery/Color|3| text= Clever Girl ( {{clr|14|C}} ) }} | {{ColorGallery/Color|3| text= Clever Girl ( {{clr|14|C}} ) }} | ||
{{ColorGallery/Color|4| text= Under the Mountain ( {{clr|15|D}} ) }} | {{ColorGallery/Color|4| text= Under the Mountain ( {{clr|15|D}} ) }} | ||
Line 928: | Line 1,042: | ||
}} | }} | ||
{{TFH}} | {{TFH}} | ||
[[Category:Them's Fightin' Herds]] | [[Category:Them's Fightin' Herds]] |
Latest revision as of 22:36, 24 June 2024
Tianhuo (天火) | |
---|---|
Species: | Longma |
Playstyle: | Rushdown, Aerial |
HP: | 4800 |
Meter Size: | 350 |
Movement Options: | Superjump, Air Dash, Flight, Flip |
Voice Actor: | Kay Bess |
Stage(s): | Huoshan, Spring Festival |
Profile
Longma of the Huoshan Empire are few in number but carry extraordinary heritage: half-dragon, half-horse. They believe they embody the best traits of both: peaceful minds and hardy bodies from the ungulates, iron wills and the strength to fight from the predators.
The road to perfect balance is often described as more of a tightrope. Sway too far in one direction or the other, and you could send yourself tumbling. Tianhuo’s ruthless ambition to purge herself of all weakness had manifested as cruelty to others in the past, but in the years since she has self-reformed. Now she serves as Captain of the Guard in service to Her Royal Highness the Longestma, Empress of Huoshan.
Tianhuo was the natural choice for Champion: with her unmatched physical prowess, skill with flight, and command over dragon fire. She believes she’s the only one powerful and worthy enough to save Foenum, but will pure-blooded ungulates truly accept a half-predator? [1]
Gameplay
Tianhuo is best described as an aerial-rushdown character. She has the most airborne mobility in the game, along with a slew of great air options that let her put on pressure. To compliment her aerial game, she has a great set of ground normals, and the ability to cancel these normals into flight to continue pressure. She also has good defensive tools in her anti-airs, her strike-invincible 7D, and her various frame-one-airborne specials. Good normals, good offense, good defense, and the best mobility in the game. The downside? The lowest health and damage in the game.
Strengths | Weaknesses |
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Movement
Walk: Tianhuo is slow on the ground, only moving forward at 5 hu/frame and backward at 4 hu/frame.
Dashes: Like other characters, Tianhuo can dash forward and backwards while grounded. Tianhuo also has the unique ability of having a low hurtbox during her forward dash, letting her slip under most projectiles.
Airdash: Tianhuo is one of two characters who can airdash, with her airdash travelling a very large distance, but being unable to block during its duration.
Super Jump: In addition to a regular jump, Tianhuo can perform a super jump for extra height and more horizontal distance than any other super jump in the game.
Fly: By pressing 5D Tianhuo can fly, letting her move in any direction, but being unable to block. Tianhuo will exit fly after a certain period of time, but you can press 5D to exit sooner.
Command List
Normal Moves
Standing Normals
5A
5A
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Toggle Hitboxes Toggle Hitboxes
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5B
5B roundstart.jpeg roundstart.jpeg
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Toggle Hitboxes Toggle Hitboxes
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5C
5C
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2A
2A Chomp Chomp
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Toggle Hitboxes Toggle Hitboxes
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2B
2B Fwoosh Fwoosh
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Toggle Hitboxes Toggle Hitboxes
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2C
2C Haircar but for Longmas Haircar but for Longmas
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.A
j.A
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Toggle Hitboxes Toggle Hitboxes
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j.B
j.B
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Toggle Hitboxes Toggle Hitboxes
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j.C
j.C
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
6A
6A
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Toggle Hitboxes Toggle Hitboxes
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3C
3C a literal Dragon Punch a literal Dragon Punch
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Toggle Hitboxes Toggle Hitboxes
|
Throws
Forward Throw
Forward Throw
B+C / 6B+C |
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Toggle Hitboxes Toggle Hitboxes
|
Back Throw
Back Throw
4B+C |
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Toggle Hitboxes Toggle Hitboxes
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Air Throw
Air Throw
j.B+C |
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Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Volcanic _Ash
Volcanic Series 236A/B/C Air OK Volcanic Ash Volcanic Ash Volcanic Bash Volcanic Bash Volcanic Bash (Air) Volcanic Bash (Air) Volcanic Crash Volcanic Crash
|
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Toggle Hitboxes Toggle Hitboxes
|
Magic
Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Firecracker attacks will regain some magic on hit. Each magic stock takes about 5 seconds to generate.
5D
Firecracker Attack 2/3/6/8/9D Air OK 2D 2D 3D 3D 6D 6D 8D 8D 9D 9D
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Toggle Hitboxes Toggle Hitboxes
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Firecracker Flip 7/4/1D Air OK speen speen
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Toggle Hitboxes Toggle Hitboxes
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Volcanic Dash 236D Cross-up AND plus??? I'm in Cross-up AND plus??? I'm in
|
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Toggle Hitboxes Toggle Hitboxes
|
Flight
5D |
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Super
Level 1
Men Shao Ti 236XX "Smoldering kick!" (闷烧踢) "Smoldering kick!" (闷烧踢) "Cyclone fire kick!" "Cyclone fire kick!" "Sheng Ho Ti!" (旋火踢) "Sheng Ho Ti!" (旋火踢)
|
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Toggle Hitboxes Toggle Hitboxes
|
Level 2 (Follow Up)
Ran Shao Feng 214XX "Burning winds!" "Burning winds!" "Ránshāo fēng!" (燃烧风) "Ránshāo fēng!" (燃烧风)
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Ran Shao Feng Only
Volcanic Series (Ran Shao Feng) 236A/B/C / j.236A/B/C Volcanic Ash (Ran Shao Feng) Volcanic Ash (Ran Shao Feng) Volcanic Bash (Ran Shao Feng) Volcanic Bash (Ran Shao Feng) Volcanic Bash (Air) (Ran Shao Feng) Volcanic Bash (Air) (Ran Shao Feng) Volcanic Crash (Ran Shao Feng) Volcanic Crash (Ran Shao Feng)
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Toggle Hitboxes Toggle Hitboxes
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j.A (Ran Shao Feng) back to the glory days, baby! back to the glory days, baby!
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Toggle Hitboxes Toggle Hitboxes
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Flight (Ran Shao Feng)
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Level 3
Flames of Huoshan 63214XX Feature length movie Feature length movie "Sky Fire!" "Sky Fire!"
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Toggle Hitboxes Toggle Hitboxes
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Cross-Canter
Cross-Canter
6XX (While Blocking) |
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Colors