Wonderful World/Lunathia: Difference between revisions

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[[image:PortraitLunathia.JPEG|
{{TOClimit|2}}
'''Name:'''   Lunathia (ルナシア)
[[image:WanWan_Lunathia_Profile.png|<center><font size="4"><b>Lunathia<br><small><small>ルナシア</small></small></b></font></center>
<br\><br\>
'''Age:''' 14
'''Age:'''&nbsp;&nbsp;&nbsp;16&nbsp;&nbsp;&#8212;&nbsp;&nbsp;'''Occupation:'''&nbsp;&nbsp;&nbsp;Demon
<br>
<br\><br\>
'''Occupation:''' Demon
'''Height:'''&nbsp;&nbsp;&nbsp;145cm&nbsp;&nbsp;&#8212;&nbsp;&nbsp;'''Weight:'''&nbsp;&nbsp;&nbsp;40kg
<br>
<br\><br\>
'''Height:''' 145cm
'''3 Sizes:'''&nbsp;&nbsp;&nbsp;B71 W59 H77
<br>
<br\><br\>
'''Weight:''' 40kg
'''Interests:'''&nbsp;&nbsp;&nbsp;Having fun and discovering new things
<br> <!--DO NOT ADD THE THREE SIZES OF ANY OF THE FEMME CHARACTERS FROM THE PROFILES, THAT SHIT'S WEIRD.-->
<br\><br\>
'''Likes:''' Having fun, discovering new things
'''Dislikes:'''&nbsp;&nbsp;&nbsp;Free time
<br>
<br\><br\>
'''Dislikes:''' Having spare time
'''Important things:'''&nbsp;&nbsp;&nbsp;The fishing rod she found
<br>
<br\><br\>
'''Values:''' A fishing rod she found
'''Weapon:'''&nbsp;&nbsp;&nbsp;Flesh and blood summons
<br>
|frame|right]]
'''Weapon:''' Flesh and blood manipulation, summoning techniques |frame|right]]


= Profile =
== Character Specific Data ==


== Background ==
*'''Health:''' 700
魔界で生まれた人型の魔族。
*'''Starting Guts Correction:''' 40%
見た目通りの年齢で、人間と魔族の戦争も知らないため、人間に特別な敵意を持っていない。
*'''Guts Correction:''' 60%
幼少期に色々と相手を罵倒する言葉を教わったため、要所要所でやけに汚い言葉を浴びせかける事がある。
*'''Total Effective Health:''' 887
基本的にボーっとしていて受け身な性格だが、意外と好奇心旺盛で、はじめて見るものには目を輝かせる。
*'''Weight:''' Lightweight
地上から紛れ込んできた釣竿を気に入っており、何もないときはそこらの血の池で釣り糸を垂れている。
*'''Shave Value:''' 25%
*'''Combo Correction Value:''' 4%


サーベの命令で、奪われた魔王の蛹を取り返しに地上へと赴くことになり、初めての地上にドキドキしているようだ。
== Playstyle ==


魔族としての能力は「血肉操作、召喚」
Lunathia excels at attacking from multiple ranges thanks to her Original Ability, which lets her change the positioning of any attacks that use the S or HS buttons. This, plus a decent selection of anti-airs and a fair chunk of damage on many of her buttons, allows Lunathia to maintain a good all-round balance between zoning and aggressive pressure, and grants her strong okizeme and setplay as well. However, this comes at the cost of low mobility, high recovery times on her specials and ranged normals, and a need to carefully manage what range she's currently set to in order to avoid giving the enemy openings.
魔界の沼から魔族の元と言われているなんだかよくわからない血と肉を召喚し、操ることが出来る。
召喚には赤色の物質が必要なため、常に身に着けている。


== Game Play ==
{{ProConTable|
A somewhat slow character with ranged attacks. The distance of Lunathia's ranged attacks can be set using her original action, this lets her fight up close or at a large distance. Despite being slow, and having limited combo potential without meter, Lunathia makes up for it by having enormous/ranged attacks that are cancelable into her Original Action, making any of her normal attacks safe.  
|pros=  
* '''Original Ability makes S and HS into flexible tools and helps maintain her pressure.''' Being able to affect the positioning of her normals and specials that use S or HS lets Luna assert herself at a variety of ranges, which is supplemented by using her Original Ability after many other normals. This either gives her time to set her change of position as she needs to before getting into things, or reduce the recovery time of many of her normals by canceling them with her Original Ability.
* '''Stable combos and setplay, no matter the range.''' Luna's fairly comfortable running her game from whatever distance she pleases, but is especially powerful at zoning and spacing people out followed by running relentless okizeme. It can be hard for opponents to find a gap when she's got her setups running.
* '''Good damage at medium and long range.''' Most of Luna's mid and long range moves are where her powerful hits are concentrated, meaning that her zoning game is especially powerful. Additionally, the reach of Luna's Finish Skill is affected by her Original Ability and becomes stronger when her Original Ability is set to longer ranges, so it becomes a great punisher or combo ender when used correctly.
|cons=
* '''Bad ground mobility.''' Luna isn't a very fast character, even though she has slightly better air mobility if she can land hits and air dash cancel them. Most situations that she finds herself in defensively will require her to push the opponent out instead of running away from them to make distance.
* '''Exploitable gaps if Original Ability is set at the wrong range.''' While the range changes applied by Luna's Original Ability are still very good to use, they do have a significant effect on how she has to use her S and HS buttons while playing. Using an attack while in the wrong range mode will leave big dead zones in front of her, which can get her into a lot of trouble against faster opponents that can work their way into them.
* '''Long recovery on longer-ranged moves.''' Many of Luna's ranged moves have noticeable recovery time. Much like the weakpoints of her Original Ability, this can make it easy for faster opponents to get in on her if she makes a mistake.
}}


== Character Specific Data ==
== Movelist ==
Total Life - 700
<br>
Combo Hits Before Damage Reduction -
 
= Move List =


{| style="width:500px; border:1px solid silver"
{| class="wikitable"
|-
|-
| colspan=2 style="background:#B0B0B0" | '''Special Skills'''  
| colspan=2 style="background:#B0B0B0" | '''Original Abilities'''  
|-
| Change Summoning Position / 召喚位置変更 || {{#invoke:InputsWanWan|toIcons|4O/5O/6O}}
|- 
| Trinity Farm / トリニティファム || {{#invoke:InputsWanWan|toIcons|22O}}  (costs 50% of the Skill Meter)
|-  
|-  
| Close Range Mode / 近距離変更  || [[image:4.png]][[image:+.png]][[image:O.png]]
| Dash Cancel / ダッシュキャンセル || Can cancel air jump cancelable moves into an airdash.
|- style="background:#DDDDDD"
| Medium Range Mode / 中距離変更 || [[image:O.png]]
|-  
|-  
| Long Range Mode / 遠距離変更  || [[image:6.png]][[image:+.png]][[image:O.png]]
| colspan=2 style="background:#B0B0B0" | '''Command Moves'''
|- style="background:#DDDDDD"
| Dash Cancel || During j.[[image:K.png]] or j.[[image:S.png]], [[image:4.png]][[image:4.png]] or [[image:6.png]][[image:6.png]]
|-  
|-  
| colspan=2 style="background:#B0B0B0" | '''Specials'''
| Phantom Whip / ファントムウィップ || {{#invoke:InputsWanWan|toIcons|4S}}
|-
| Dagger Worm / ダガーワーム || {{#invoke:InputsWanWan|toIcons|4HS}}
|- 
| colspan=2 style="background:#B0B0B0" | '''Skills'''
|-
| Howling Beast / ハウリングビースト || {{#invoke:InputsWanWan|toIcons|236P}}
|-
| Curse Link / カースリンク || {{#invoke:InputsWanWan|toIcons|623K}}
|-
| Misfortune / ミスフォーチュン || {{#invoke:InputsWanWan|toIcons|214S}}
|-
|-
| Howling Beast / ハウリングビースト || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]
| Hell's Rain / ヘルズレイン || {{#invoke:InputsWanWan|toIcons|236S}} (air OK)
|- style="background:#DDDDDD"
| Curse Link / カースリンク  || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:K.png]]
|-
|-
| Hell's Rain / ヘルズレイン  || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]] (ground or air)
| Coffin Blood / コフィンブラッド || {{#invoke:InputsWanWan|toIcons|236HS}}
|- style="background:#DDDDDD"
| Misfortune /ミスフォーチュン  || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]
|-
|-
| Coffin Blood / コフィンブラッド  || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]
| Disaster / ディザスター || {{#invoke:InputsWanWan|toIcons|214HS}}
|- style="background:#DDDDDD"
| Disaster / ディザスター || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]
|-
|-
| colspan=2 style="background:#B0B0B0" | '''Finishing Moves'''
| Fresh Hunter / フレッシュハンター || {{#invoke:InputsWanWan|toIcons|22HS}}
|-
| colspan=2 style="background:#B0B0B0" | '''Finish Skills (cost 100% of the Skill Gauge)'''
|-
|-
| Bad End / バッドエンド || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:S.png]]
| Bad End / バッドエンド || {{#invoke:InputsWanWan|toIcons|2146S}}
|-
|}
|}
<br>
{{WW_Key}}


= Strategy =
== Original Abilities Overview ==


[http://www.youtube.com/watch?v=WJ6ZQkcS9Zw[Lunathia Tutorial v.62]]
Luna's Original Ability will change the range of any moves that use the S or HS buttons. You can also use her Original Ability after many of her normals; in the frame data below, these will have OA in their Cancelable window.


Lunathias strategy is as rounded as it gets. Not only does she have amazing rushdown with her disjointed creatures, devastating throw game and + frames, but also great zoning with her O modes and air options. Her best attribute is she can very easily reloop the same scenarios until she either conditions the opponent or they get impatient leading you to a big payout if you hit the right move. Abuse O modes as much as possible to suffocate your opponents, its an extremely oppressive mechanical tool.  
== Normal Moves & Original Abilities ==
====== <font style="visibility:hidden" size="0">5P</font> ======
{{MoveData
|image=WanWan_Lunathia_5P.PNG
|caption=
|name=5P
|data=
{{AttackData-WW
|damage=8
|guard=Mid
|startup=9
|active=5
|recovery=25
|canceltype=OA
|level=1
|GFA=-5
|AFA=-5
|description= A quick swipe that advances Lunathia forward slightly.
}}
}}


== Basic Tactics ==
====== <font style="visibility:hidden" size="0">5K</font> ======
{{MoveData
|image=WanWan_Lunathia_5K.PNG
|caption=
|name=5K
|data=
{{AttackData-WW
|damage=12
|guard=Mid
|startup=11
|active=5
|recovery=25
|canceltype=Jump, OA
|level=1
|GFA=-5
|AFA=-5
|description= Another advancing swipe, much like 5P.
}}
}}


You can use Lunathia's original ability to "O-cancel" any of her ground normal attacks.  (Based on the frame data from the .jp wiki ...) This will reduce the recovery time of all of her attacks except 5P, 5K, and 2K (those three will come out even). This technique has several possible applications, including keeping pressure on the opponent, keeping them guessing as to what range of moves you're using at the moment, and also to link together some combos that don't work otherwise.
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
|image=WanWan_Lunathia_5S.PNG
|caption=
|name=5S
|data=
  {{AttackData-WW
|damage=26(4O)<br>31(5O)<br>35(6O)
|guard=Mid
|startup=15
|active=5
|recovery=60
  |canceltype=Jump, OA
|level=2
|GFA=-5
|AFA=-15
|description=Lunathia summons a small beast that jumps from the ground forward.


== Neutral Game ==
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}
====== <font style="visibility:hidden" size="0">5HS</font> ======
{{MoveData
|image=WanWan_Lunathia_5HS.PNG
|caption=
|name=5HS
|data=
{{AttackData-WW
|damage=34(4O)<br>38(5O)<br>45(6O)
|guard=Mid
|startup=21
|active=5
|recovery=45
|canceltype=Jump, OA
|level=2
|GFA=-10
|AFA=-20
|description= Lunathia summons a pair of blood-covered blades that close together like a pair of scissors. Against an airborne opponent, you can combo into 6HS as long as you haven't already juggled the opponent for many hits.


When in a neutral situation, you generally want to do one of two things: get close and go for pressure/rushdown, or try and build distance and start to zone the opponent.  This works best if you switch it up frequently, sometimes even in the middle of doing eitherYou'll also have to keep in mind what the opponent can do, and act accordingly so they don't get around your attacks and hit you.
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}
====== <font style="visibility:hidden" size="0">2P</font> ======
{{MoveData
|image=WanWan_Lunathia_2P.PNG
|caption=
|name=2P
|data=
{{AttackData-WW
|damage=8
|guard=Mid, Air Unblockable
|startup=8
|active=5
|recovery=32
|canceltype=Jump, OA
|level=1
|GFA=-2
|AFA=?
|description= A small, overhead swipe. It is air unblockable, but the hitbox isn't too great so you'll mainly only use it to punish people chicken-blocking in the air. Lunathia's fastest normal.
}}
}}
====== <font style="visibility:hidden" size="0">2K</font> ======
{{MoveData
|image=WanWan_Lunathia_2K.PNG
|caption=
|name=2K
|data=
{{AttackData-WW
|damage=10
|guard=Low
|startup=11
|active=5
|recovery=25
|canceltype=OA
|level=1
|GFA=-5
|AFA=-5
  |description= A low swipe at the opponent's shins.
}}
}}
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
|image=WanWan_Lunathia_2S.png


In short: do stuff.
|caption=
|name=2S
|data=
{{AttackData-WW
|damage=25(4O)<br>30(5O)<br>32(6O)
|startup=17
|active=10
|recovery=35
|canceltype=OA
|level=2
|GFA=-5
|AFA=-15
|description= Lunathia summons a small beast lunging backward into the opponent. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}


== Zoning ==
====== <font style="visibility:hidden" size="0">2HS</font> ======
{{MoveData
|image=WanWan_Lunathia_2HS.PNG
|caption=''Tallest vertical hitbox of the move''
|name=2HS
|data=
{{AttackData-WW
|damage=30(4O)<br>34(5O)<br>41(6O)
|guard=Mid
|startup=20
|active=20
|recovery=25
|canceltype=OA
|level=2
|GFA=-5
|AFA=-15
|description= Lunathia summons a waterfall of blood. This move has a great vertical hit box, and is very good at keeping airborne opponents in check (although they can superjump and get above it). Against airborne opponents it will knock down on hit and ground bounce on counterhit.


At range, Lunathia is probably one of the best zoners in the game.  She has full-screen high/low mixups which can lead into combos and even knockdown for fullscreen okizeme - take advantage of this whenever you can.  At any range, instant jH is her fastest overhead, but you can't get any combos off of it without something else set up; 6HS also works at any range and will lead into a free combo, but is much slower.  2S is your go-to low attack at range, although you can also get gimmicky with 214SAll of these work off of a guarded 5S, and all but 2S off of a guarded 5HS, so mix that shit up!
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.  
  }}
}}


On guard, you can O-cancel any normals and try to catch them in another string, or use 214S, 214HS, and 236S to try and mess with the opponent furtherUsing a BRK will allow more silly mixups, although keep in mind that Lunathia tends to gain little meter while attacking at range.
====== <font style="visibility:hidden" size="0">j.P</font> ======
{{MoveData
|image=WanWan_Lunathia_jP.PNG
|caption=
|name=j.P
|data=
{{AttackData-WW
|damage=8
|guard=High
|startup=10
|active=5
|recovery=20
|canceltype= None
|level=1
|GFA=0
|AFA=0
|description=A quick, airborne horizontal swipe. Decent hitbox, and can be used for air-to-air attacks in a pinch, but in many cases is overshadowed by Lunathia's other air attacks.
}}
}}
====== <font style="visibility:hidden" size="0">j.K</font> ======
{{MoveData
|image=WanWan_Lunathia_jK.PNG
|caption=
|name=j.K
|data=
{{AttackData-WW
|damage=9
|guard=High
|startup=12
|active=5
|recovery=35
|canceltype=Jump, Airdash
|level=1
|GFA=-15
|AFA=-15
|description= A vertical swipe with a good hitbox. Can be airdash canceled.
}}
}}
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
|image=WanWan_Lunathia_jS.PNG
|caption=
|name=j.S
|data=
{{AttackData-WW
  |damage=6,9
|guard=High
|startup=24
|active=15
|recovery=30
|canceltype=Jump, Airdash
|level=1
|GFA=-24
|AFA=-24
|description= Lunathia summons a small fleshblob with spiky bones that hits the opponent twice.


Also, it is good to keep in mind that chances are the opponent is trying to get back close to you. They may try a ground approach, but 5S and a low jHS will stop that pretty well.  They may try and jump over your attacks as well - jHS also works here, but 2HS can be just as good at shutting down jumps unless they get very high up.
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}
====== <font style="visibility:hidden" size="0">j.HS</font> ======
{{MoveData
|image=WanWan_Lunathia_jHS.PNG
|caption=
|name=j.HS
|data=
{{AttackData-WW
|damage=38
|guard=High
|startup=17
|active=5
|recovery=28
|canceltype= None
|level=2
|GFA=-3
|AFA=-13
|description= Lunathia summons a cross-shaped burst of blood. This move is arguably her best air move overall, with a good hit box and decently fast startup. The burst's position is fixed based on Lunathia's position when the move is activated, so if you jump and immediately do j.HS, it will even hit crouching opponents! Be careful, though, since this move leaves you in recovery until landing unless you special cancel it.


== Pressuring ==
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}
====== <font style="visibility:hidden" size="0">5O</font> ======
{{MoveData
|image=WanWan_Lunathia_5O.PNG
|caption=
|name=Change Summoning Position <br><small>召喚位置変更</small>
|input = {{#invoke:InputsWanWan|toIcons|4O/5O/6O}}
|data=
{{AttackData-WW
|damage=N/A
|guard=Mid
|startup=9
|active=0
|recovery=19
|canceltype=-
|level=-
|GFA=?
|AFA=?
|description=This move changes the distance that many of Lunathia's attacks come out and their damage. Specifically, it changes the range of all moves that use the S and HS button and most of their damage; it also changes where the opponent appears after using Curse Link. 4O locks her S and HS moves to close range, 5O to mid-range (about 2/5th the stage), and 6O to long range(about 3/4). By default, Lunathia starts out at 4O range.
}}
}}


Lunathia is very flexible with her offensive gameplan, with her ability to attack at all 3 ranges of the screen she has amazing neutral with her creature attacks, and if any of them connect she can O cancel to both be + and start a O mode mixup at the same time. Her 5p and 5k are great pressure reset tools because they are either O or slightly + with O cancel and move her forward very far. And on top of that she has 2p and 2h to catch jumpouts to start a heavy combo into scary oki regardless of either button used. And her most powerful tool is also an overhead at the same time, which if that wasnt enough for you can both restart pressure and do a big combo with yet again good oki. Sleeping on Lunathia pressure is certain pain and will give you a rude awakening.
====== <font style="visibility:hidden" size="0">22O</font> ======
{{MoveData
|image=WanWan_Lunathia_22O.PNG
|caption= Costs 50% Skill Gauge to use.
|name=Trinity Farm <br><small>トリニティファム</small>
|input = {{#invoke:InputsWanWan|toIcons|22O}}
|data=
{{AttackData-WW
|damage=18x18
|guard=Mid
|startup=-
|active=-
|recovery=-
|canceltype=-
|level=1
|GFA=?
|AFA=?
|description=Lunathia summons 3 fleshy blobs with spikes in the air which fly in a spiral pattern, hitting the opponent 6 times for every blob. Because of the wide area the attack covers and the moderately small size of the blobs, it is almost impossible to hit all 18 hits on the opponent.  
}}
}}


= Combos =
== Command Moves ==
====== <font style="visibility:hidden" size="0">4S</font> ======
{{MoveData
|image=WanWan_Lunathia_4S.PNG
|caption=
|name=Phantom Whip<br><small>ファントムウィップ</small>
|input= {{#invoke:InputsWanWan|toIcons|4S}}
|data=
{{AttackData-WW
|damage=18(4O)<br>22(5O)<br>26(6O)
|guard=Mid
|startup=-
|active=-
|recovery=-
|canceltype=
|level=1
|GFA=?
|AFA=?
|description=A short range swipe that comes out decently fast. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}


== BnBs ==
====== <font style="visibility:hidden" size="0">4HS</font> ======
'''Meterless, Anywhere, Close''' 5K (2K) 5S 2S 5H 236P
{{MoveData
<br>
|image=WanWan_Lunathia_4HS.PNG
•Lunathia's basic ground meterless BnB.  Omitting the 2K may yield more damage, since 2K has bad prorationThis will only knockdown in the corner.
|caption=
|name=Dagger Worm <br><small>ダガーワーム</small>
|input={{#invoke:InputsWanWan|toIcons|4HS}}
|data=
{{AttackData-WW
|damage=19(4O)<br>23(5O)<br>32(6O)
|guard=Mid
|startup=-
|active=-
|recovery=-
|canceltype=
|level=1
|GFA=?
|AFA=?
|description=A pair of bloody, wormlike summons appear at a fixed distance and bite the opponent. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability, but reaches a little farther than 4S.
  }}
}}


'''Meterless, Anywhere, Close''' 6HS jS HS land jK jK HS 236S
== Universal Moves ==
<br>
•A basic Just Break combo into knockdown.  For the first jump, time the jS and jHS late, or you'll end up dropping the combo at jK.


'''Meterless, Anywhere, Close''' 623K <66 if starting set to Far distance> 5S 5HS <O-cancel> 4S 5HS 236HS
====== <font style="visibility:hidden" size="0">6HS</font> ======
<br>
{{MoveData
•Command grab into basic combo. For the <O-cancel>, which input you use depends on what distance you were set to originally:
|image=WanWan_Lunathia_6HS.PNG
* Close: 5O
|input={{#invoke:InputsWanWan|toIcons|6HS}}
* Medium or Far: 6O
|caption=
 
|name= Just Break
'''Meterless, Anywhere, Any distance''' 5S 2S 5H (214S or original ability or 214HS or 236S)
|data=
<br>
{{AttackData-WW
•At range, you can't end the combo with 236P.  You can end with 214S for a bit more damage (without using a BRK), but the opponent recovers in the air, leaving them able to approach quickly.  In many cases, if you don't want to (or can't) spend meter, it is likely a better idea to forgo this and instead either O-cancel to try to reset the situation, or try to bait out the opponent with 236S or 214HS, although keep in mind the opponent can get around either of these options if you become predictable.
|damage=60(4O)<br>64(5O)<br>70(6O)
 
|guard=High
'''Meterless, Anywhere, Any distance''' 6HS jS HS (land jHS) 236S
|startup=44
<br>
|active=5
• For a ranged hit with Lunathia's Just Break, this simple combo will sufficeIf you have good timing, you can land then jump again to get another jHS hit.
|recovery=42
|canceltype=
|level=3
|GFA=-7
|AFA=-12
|description=Universal overhead option. A giant claw comes up from the ground and then smashes down on the opponent, launching them into the air. Can hit knocked down opponents. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.  
  }}
}}


'''1 BRK, Anywhere, Close''' 5K (2K) 5S 2S 5H 214S BRK 2S 5H 6H jS HS land jK jK HS 236S
====== <font style="visibility:hidden" size="0">Throw</font> ======
<br>
{{MoveData
•A basic ground combo into an air combo with knockdownFor the 2S after 214S, time it so that it hits just after the sword of 214S. For lighter characters try to delay the 5HS after that to let them float lower, so that they don't go too high and escape the air combo. The air combo at the end is the same as the basic Just Break combo above, although the timing is a bit tighter since the opponent was already floating when the 6HS hit.
|image=WanWan_Lunathia_Throw.PNG
|input=When close, {{#invoke:InputsWanWan|toIcons|4/6HS}}
|caption=
|name= Throw
|data=
{{AttackData-WW
|damage=105
  |guard=
|startup=4
|active=-
|recovery=-
|canceltype=-
|level=1
|GFA=?
  |AFA=?
  |description= Lunathia creates a cross-shaped blood explosion before impaling the opponent with a wrist blade.
}}
}}


'''1 BRK, Anywhere, Close''' 5K (2K) 5S 2S 5H 214S BRK 2S 5HS 5O 5S 5HS 6HS jS 66 jHS 236S
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
<br>
{{MoveData
•A more advanced version of the previous combo, making use of O-canceling and airdash cancelling. This does more damage than the basic combo, but is a bit harder to use. Also note that you can replace the forward airdash cancel with a backward one; Hell's Rain might not connect if you don't time it well, but this option allows a quick way to set far distance while moving away from the opponent.
|image=WanWan_Lunathia_AirThrow.PNG
|input= {{#invoke:InputsWanWan|toIcons|j4/6HS}} when close
|caption=
|name=Air Throw
|data=
{{AttackData-WW
  |damage=80
|guard=
|startup=4
|active=-
|recovery=-
|canceltype=-
|level=1
|GFA=?
|AFA=?
  |description= Lunathia throws the opponent at the ground.  
}}
}}


'''1 BRK, Anywhere, Any distance''' 5S 2S 5H 214S BRK 5S 2S 5HS 6HS jHS 236S
== Skills ==
<br>
====== <font style="visibility:hidden" size="0">236P</font> ======
•214S BRK combo at range. Basically, this is the basic ranged combo flowing into an air combo.
{{MoveData
|image=WanWan_Lunathia_236P_1.png
|image2=WanWan_Lunathia_236P.PNG
|caption2= ''He's a big boy now''
|name=Howling Beast<br><small>ハウリングビースト</small>
|input={{#invoke:InputsWanWan|toIcons|236P}}
|data=
{{AttackData-WW
|version=
|damage=15,60
|guard=Mid
|startup=-
|active=-
|recovery=-
|canceltype= None
|level=1
|GFA=?
|AFA=?
|description=A huge beast erupts from the ground at Lunathia's feet. Hits twice and can hit knocked down opponents. Launches the opponent up and away for a knockdown. A good move to use at the end of a ground combo if you don't have meter to launch into a juggle with Misfortune.  
}}
}}


'''1 Super, Anywhere, Close''' throw 6O 2K 2146S
====== <font style="visibility:hidden" size="0">623K</font> ======
<br>
{{MoveData
•Throw into far distance super. If you have the meter, this gives pretty good damage off of her regular throw and sets you up for far distance
|image=WanWan_Lunathia_623K.PNG
|image2=WanWan_Lunathia_632K_2.PNG
|caption2=''Same animation as ground throw btw''
|name=Curse Link<br><small>カースリンク</small>
|input={{#invoke:InputsWanWan|toIcons|623K}}
|data=
{{AttackData-WW
|version=
|damage=30(4O)<br>50(5O)<br>100(6O)
|guard= None
|startup=6
|active=5
|recovery=45
|canceltype= None
|level=N/A
|GFA=N/A
|AFA=N/A
|description= Lunathia grabs the opponent, then the screen goes red as they are hit. Where they appear is dependent on your current distance set with Lunathia's Original Ability. Additionally, more damage is done if the stance is set to a farther distance (although it is harder to get it, since you still need to get close while having a limited close-range attack set). The opponent is staggered long enough before knockdown to be hit with most attacks.
}}
}}


== Confirms ==
====== <font style="visibility:hidden" size="0">214S</font> ======
'''<Meter Cost, Location''' <notation>
{{MoveData
<br>
|image=WanWan_Lunathia_214S.PNG
•<description(if needed)>
|caption=
|name=Misfortune<br><small>ミスフォーチュン</small>
|input={{#invoke:InputsWanWan|toIcons|214S}}
|data=
{{AttackData-WW
|version=
|damage= 18,45(4O)<br>20,53(5O)<br>24,61(6O)
|guard=Low
|startup=20
|active=25
|recovery= 72
|canceltype=BRK
|level=2
|GFA=-15
|AFA=-25
|description=Lunathia creates a small ring on the ground. It only lasts briefly, but if the opponent is hit by it a sword erupts upward out of it to launch the opponent. BRK'ing this move is the typical way of going from a ground combo to an air combo - follow it up with a 5S or 2S timed to hit right after the sword. Only the first hit (the ring on the ground) hits low and is air unblockable. Due to the incredibly small vertical range of this move, it is not worth it to try and use it as an anti-air, even though it is air unblockable.


== OTGs ==
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}


'''1 Super, Anywhere, Any distance''' 5S 2S 2146S
====== <font style="visibility:hidden" size="0">236S</font> ======
<br>
{{MoveData
•If you have the meter and need a bit more damage, you can tack a super on to any knockdown. Best at long range, as the super does more damage. Keep in mind that the super knocks down too, so you don't lose your OTG. You can, if the situation arises, even do this twice in a row, although it is probably not worth the meter unless it finishes the opponent.
|image=WanWan_Lunathia_236S.PNG
|caption=
|name=Hell's Rain<br><small>ヘルズレイン</small>
|input={{#invoke:InputsWanWan|toIcons|236S}} (air OK)
|data=
{{AttackData-WW
|version= Ground
|damage=38x3(4O)<br>42x3(5O)<br>46x3(6O)
|guard=Mid
|startup=50
|active=N/A
|recovery=23
|canceltype=BRK
  |level=1
  |GFA=31
  |AFA=26


On a whole, it is not recommended that you go for OTG unless it will finish off the opponent, and instead focus on okizeme.
}} {{AttackData-WW
|version= Air
|damage=14x3(4O)<br>18x3(5O)<br>23x3(6O)
|guard=Mid
|startup=27
|active=N/A
|recovery=42
|canceltype=BRK
|level=1
|GFA=-
|AFA=-
|description=Lunathia summons three spears in the air that travel almost straight down in front of her, knocking down airborne opponents. The air version have significantly faster start up time than the ground version but deals proportionally less damage. This attack is typically used after j.H to end an air combo.


== Post OTG Game ==
*Both version can be timed so BRK-ing suspends the projectiles in their starting position for some time before falling down.
*Projectile disappear if Lunathia is hit.


== Okizeme ==
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}


'''214HS'''
====== <font style="visibility:hidden" size="0">236HS</font> ======
<br>
{{MoveData
•Generally, when you knock the opponent down, you want to set a puddle on top of them. The opponent will be able to backdash away from it unless you get really close or they're in the corner, but that can be baited and even if they get away you still have the puddle there to keep the opponent wary for a bit. If the opponent guards this, you easily get a high/low/throw mixup using jHS or 6HS for high, 2K or 2S for low, and preferably 623K for throw.
|image=WanWan_Lunathia_236HS.PNG
|caption=
|name=Coffin Blood<br><small>コフィンブラッド</small>
|input={{#invoke:InputsWanWan|toIcons|236HS}}
|data=
{{AttackData-WW
|version=
|damage=10,5,10,42(4O)/3(On failed hit)<br>15,5,10,48(5O)/4(On failed hit)<br>20,5,10,55(6O)/5(On failed hit)
|guard=Mid
|startup=-
|active=-
|recovery=-
|canceltype=None
|level=1
|GFA=?
|AFA=?
|description=Lunathia creates an arcing downward wave with a respectable hitbox. On hit, it captures the opponent into a coffin and then hits them. A good combo ender, and can be canceled into 2146S for even more damage, especially if Luna is in long-range mode. Unfortunately, it's a bit slow and doesn't combo off of any groundstrings. If the opponent is about to get knocked down and cannot be grabbed, it deals a small amount of damage.


'''214HS BRK'''
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.  
<br>
  }}
•If you have some meter to burn, you can BRK 214HS to get some trickier mixups going.  You can go for a quick jHS for an overhead, but your options are limited from this (Lunathia's jHS used to recover in the air, setting up a combo from this, but not anymore)You can also mix it up with a low attack - 2K (and possibly 2S - needs testing) will hit before 214HS itself hits, allowing you to then go straight in to a full combo on hit, and keeping you safe if they guard it.  For the really daring, you can even get close and do 214HS BRK 623K.  Timed properly, the command throw will go active just before the puddle, meaning it will grab them if they try to just block while the puddle will catch them if they try to use throw invulnerability to hit you out or whatnot.
}}


'''Punishing backdashes'''
====== <font style="visibility:hidden" size="0">214HS</font> ======
<br>
{{MoveData
•The best tool for punishing backdashes is 2S. You have plenty of time to do it even after setting up a puddle, it doubles as a low hit, and you can go into 5HS, followed by 6HS for airborne hits or 214S BRK for ground hits to get a combo ending in a knockdown to reset the situation.
|image=WanWan_Lunathia_214HS.PNG
|caption=
|name=Disaster<br><small>ディザスター</small>
|input={{#invoke:InputsWanWan|toIcons|214HS}}
|data=
{{AttackData-WW
|version=
|damage=34
|guard=Mid
|startup=62
|active=N/A
|recovery=17
|canceltype=BRK
|level=2
|GFA=23
|AFA=13
  |description=Lunathia summons a puddle on the ground. If the opponent touches it, a set of spikes erupt from it. On hit, the opponent is stuck in place for a moment before being launched slightly into the air. If you hit them quickly (and they were standing on the ground when they got hit), you can do a ground combo; otherwise, you'll get an air combo. This move can be great for baiting opponents to attack you (as they'll get caught by it if they're not careful), but if Lunathia gets hit before the move fully comes out, the puddle will disappear and not hit the opponent at all. Additionally, this move can be used to set up okizeme on a downed opponent.


== Silly Impractical Combos ==
The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.
}}
}}


This section contains combos that, in general, are not necessary for any regular gameplay.  I'm listing them here mostly for reference.
====== <font style="visibility:hidden" size="0">22HS</font> ======
{{MoveData
|image=WanWan_Lunathia_22HS.PNG
|caption=
|name=Fresh Hunter<br><small>フレッシュハンター</small>
|input={{#invoke:InputsWanWan|toIcons|22HS}}
|data=
{{AttackData-WW
|version=
|damage=47,27
|guard=Mid
|startup=-
|active=-
|recovery=-
|canceltype=
|level=1
|GFA=?
|AFA=?
|description=Lunathia creates a pool of blood that travels along the ground and stops. If the opponent walks over it, a giant maw rises up, bites them, and throws them into the air.  


'''Meterless, Corner, Close''' (jK 66 jK HS land) x ∞
The distance the pool travels varies with the distance set by Lunathia's Original Ability.
<br>
  }}
•A very specific infinite.  Execution-wise, it is very difficult to time - the first jK and the airdash cancel must be done very quickly, while the second jK and the jHS must be done as late as possible, so the hitstun gives Lunathia time to land and jump again.  Furthermore, this combo only works if your opponent is Ryuza or Sabe (since other characters are too short and the first jK will whiff), and they must be standingFinally, if all that wasn't enough to indicate how impractical this is, it takes a good three and a half minutes to KO your opponent from full life with this - even if you can get it going long enough the opponent will burst out long before you finish.
}}
'''Note: untested, but believed to no longer work after version 0.50'''


'''1 BRK, Corner, Close''' whatever ground string > 2H 236S BRK 5P > another ground string
== Finish Skills ==
<br>
====== <font style="visibility:hidden" size="0">2146S</font> ======
•A way to string together two ground combos in the corner. The 5P hits before 236S does - allow 236S to hit after 5P and then start up another ground combo.  The timing for this is pretty tight, and the damage is not worth it (even more so considering you don't get knockdown with this). You can even do this multiple times in one combo, provided you want to waste tons of meter and your ground combos don't push you too far out. As an alternative, you can cancel the 5P into 214HS, then use the launch from that to go into an air combo.
{{MoveData
|image=WanWan_Lunathia_2146S.PNG
|caption=
|name=Bad End<br><small>バッドエンド</small>
|input={{#invoke:InputsWanWan|toIcons|2146S}}
|data=
{{AttackData-WW
|version=
|damage=50,122(4O)<br>50,45,130(5O Close)<br>45,158(5O Far)<br>50,45,45,154(6O Close)<br>45,45,154(6O Mid)<br>45,184(6O Far)
|guard=Mid
|startup=9
|active=-
|recovery=44
|canceltype=-
|level=1
|GFA=-19
|AFA=-24
|description=Lunathia's arm extends into a demon claw that reaches forward to grab the opponent. If it hits, the opponent is sucked into an orb as Lunathia materializes a scythe and cuts them. This move will combo fully off of an OTG 5S or 2S, allowing you to get extra damage on a downed opponent. Additionally, the damage increases the further out the Original Ability's range is set and the closer the opponent are.


'''Full Meter, Midscreen, Far distance''' 623K 2S 5HS 6O 5S 2S 5HS 2146S 2S 2146S 236S
The distance the arm reaches varies with the distance set by Lunathia's Original Ability.
<br>
}}
•A full-kill combo against Aiwhen.  Impractical for a multitude of reasons, including that you have to land Curse Link while having far distance set (no small task against one of the fastest characters in the game) and that you need a completely full meter which you probably won't even see in a legitimate match.
}}
'''Note: no longer works as of 0.62'''


'''Full Meter, Midscreen, Far distance''' 623K 66 5S 5HS 6O 4S 5HS 236HS 2S 2146S 5S 2S 2146S
== Gameplan & Strategy==
<br>
•New full-kill combo against Aiwhen for 0.62.  Impractical for the same reasons as the previous one,


= Match-ups =
== Matchups ==


'''[[Wonderful World/Ryuza | Ryuza]]:'''
'''[[Wonderful World/Ryuza | Ryuza]]:'''
Line 238: Line 731:
'''[[Wonderful World/Friede | Friede]]:'''
'''[[Wonderful World/Friede | Friede]]:'''


= Move Details =
== Combos ==
 
== Special Skills ==
 
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Stance Change - 4O or O or 6O'''</font>
|-valign="top"
| This move changes the distance that many of Lunathia's attacks come out.  Specifically, it changes the range of all moves that use the S and HS button.  It also changes where the opponent appears after using Curse Link.
|}


== Specials ==
== Videos ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Howling Beast - 236P'''</font>  [ Projectile?, BRK ]
|-valign="top"
| A small beast erupts from the ground at Lunathia's feet.  Launches the opponent up and away; will wallbounce, but will only grant knockdown near the corner.  A good move to use at the end of a ground combo if you don't have meter to launch into a juggle with Misfortune, but very unsafe on guard if not BRK'd.


|- valign="top"
== External Links ==
| rowspan="2" style="background:#EEEEEE" |
{|
| [[image:x.PNG|left]] || [[image:x.PNG|left]]
|}
| style="height:20px; background:#DDDDDD" | <font size="3">'''Curse Link - 623K'''</font>  [ Command Grab ]
|-valign="top"
| Lunathia grabs the opponent, then the screen goes red as they are hit.  Where they appear is dependent on your current distance set with Lunathia's original ability.  Additionally, more damage is done if the stance is set to a farther distance (although it is harder to get it, since you still need to get close while having a limited close-range attack set).  Can be followed with 5S, 2S, or 5H.


|-valign="top"
== Colors ==
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Hell's Rain - 236S (ground and air)'''</font>  [ Projectile, BRK ]
|-valign="top"
| Lunathia summons a set of spears in the air that travel almost straight down in front of her.  The ground version summons 4 spears, while the air version only summons three.  This move will knock down airborne opponents, and is normally comboed into after jH to end an air combo.  While it's an unusual circumstance, if you land a counter hit against an airborne opponent, the opponent will groundbounce for a free combo (also note that, if another spear hits them, the groundbounce will be canceled, as only the first hit is a counter hit).
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.


|-valign="top"
{{Colors-WW
| rowspan="2" style="background:#EEEEEE" | 
|Character=WanWan_Lunathia_Color_
| style="height:20px; background:#DDDDDD" | <font size="3">'''Misfortune - 214S'''</font>  [ Projectile?, Low, Air Unblockable, BRK ]
}}
|-valign="top"
| Lunathia creates a small ring on the ground.  It only lasts briefly, but if the opponent is hit by it a sword erupts upward out of it to launch the opponent.  BRK'ing this move is the typical way of going from a ground combo to an air combo - follow it up with a 5S or 2S timed to hit right after the sword.  Only the first hit (the ring on the ground) hits low and is air unblockable.  Due to the incredibly small vertical range of this move, it is not worth it to try and use it as an anti-air, even though it is air unblockable.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.


|-valign="top"
{{WW}}
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Coffin Blood - 236HS'''</font>  [ Projectile?, BRK ]
|-valign="top"
| Lunathia creates an arcing downward wave with a respectable hitbox.  On hit, captures the opponent into a coffin and then hits them.  Appears to do the same amount of damage regardless of how long your combo leading up to it has been, making it a good combo ender.  Unforunately, it's a bit slow and doesn't combo off of any groundstrings.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.


|-valign="top"
[[Category:Wonderful World]]
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Disaster - 214HS'''</font>  [ Projectile?, BRK ]
|-valign="top"
| Lunathia summons a puddle on the ground.  If the opponent touches it, a set of spikes erupt from it.  On hit, the opponent is stuck in place for a moment before being launched slightly into the air.  If you hit them quickly (and they were standing on the ground when they got hit), you can do a ground combo; otherwise, you'll get an air combo.  This move can be great for baiting opponents to attack you (as they'll get caught by it if they're not careful), but if Lunathia gets hit before the move fully comes out, the puddle will disappear and not hit the opponent at all.  Additionally, this move can be used to set up okizeme on a downed opponent.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|}
 
== Finishing Moves ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Bad End - 2146S'''</font>
|-valign="top"
| Lunathia's arm extends into a demon claw that reaches forward - the distance it goes depends on the distance currently set by her original ability.  If it hits, the opponent is sucked into an orb as Lunathia materializes a scythe and cuts them.  This move will combo fully off of an OTG 5S or 2S, allowing you to get extra damage on a downed opponent.  Additionally, more damage is done if you have the stance set to a farther distance.
|}
 
== Command Normals ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font>  [ Overhead, Jump (on hit only) ]
|-valign="top"
| Lunathia's ground overhead launcher.  A giant claw comes up from the ground and then smashes down on the opponent.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Phantom Whip - 4S'''</font>  [ Projectile? ]
|-valign="top"
| A short range swipe that comes out decently fast.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
|}
 
== Normals ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font> [ Jump ]
|-valign="top"
| A quick swipe that advances Lunathia forward slightly.
 
|- valign="top"
| rowspan="2" style="background:#EEEEEE" |
{|
| [[image:x.PNG|left]] || [[image:x.PNG|left]]
|}
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font>  [ Air Unblockable ]
|-valign="top"
| A small, overhead swipe.  It is air unblockable, but the hitbox isn't too great so you'll mainly only use it to punish people chicken-blocking in the air.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font> [ Jump ]
|-valign="top"
| Another advancing swipe, much like 5P.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font>  [ Low ]
|-valign="top"
| A low swipe at the opponent's shins.  Lunathia's quickest low, but has a pretty bad prorate.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''5S'''</font> [ Projectile?, Jump ]
|-valign="top"
| Lunathia summons a small beast that jumps from the ground forward.  Note that Lunathia does not have a close S and far S - she just has one 5S.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font>  [ Low, Projectile? ]
|-valign="top"
| Lunathia summons a small beast that jumps from the ground backwards.  A slower low attack than 2K, but has a better hitbox.  For okizeme, a properly-timed 2S will easily catch an opponent trying to backdash out.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''5H'''</font> [ Projectile?, Jump ]
|-valign="top"
| Lunathia summons a pair of blood-covered blades that close together like a pair of scissors.  Against an airborn opponent, you can combo into 6HS as long as you haven't already juggled the opponent for many hits.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font>  [ Projectile? ]
|-valign="top"
| Lunathia summons a waterfall of blood.  This move has a great vertical hit box, and is very good at keeping airborne opponents in check (although they can superjump and get above it).  Against airborne opponents it will knock down on hit and ground bounce on counterhit.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|}
 
== Air Normals ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''jP'''</font> [ Overhead?, Jump ]
|-valign="top"
| A quick, airborne horizontal swipe.  Decent hitbox, and can be used for air-to-air attacks in a pinch, but in many cases is overshadowed by Lunathia's other air attacks.
 
|- valign="top"
| rowspan="2" style="background:#EEEEEE" |
{|
| [[image:x.PNG|left]] || [[image:x.PNG|left]]
|}
| style="height:20px; background:#DDDDDD" | <font size="3">'''jK'''</font>  [ Overhead, Jump ]
|-valign="top"
| A vertical swipe with a good hitbox.  Can be airdash canceled.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''jS'''</font>  [ Overhead?, Jump ]
|-valign="top"
| Lunathia summons a small fleshblob with spiky bones that hits the opponent twice.  Can be airdash canceled.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''jH'''</font>  [ Overhead ]
|-valign="top"
| Lunathia summons a cross-shaped burst of blood.  This move is arguably her best air move overall, with a good hit box and decently fast startup.  The burst's position is fixed based on Lunathia's position when the move is activated, so if you jump and immediately do jH it will even hit crouching opponents!  Be careful, though, since this move leaves you in recovery until landing unless you special cancel it.
The horizontal position this move appears at varies with the distance set by Lunathia's original ability.
 
|}
 
= Frame Data =
 
Frame data is copied from the JP Wiki.  Data is current as of version 0.5.
 
=== Normals ===
 
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| 5P || 9 || 5 || 25 || 39 || 1 || -5 || -5
|- style="background:#DDDDDD"
| 5K || 11 || 5 || 25 || 41 || 1 || -5 || -5
|-
| 5S || 15 || 5 || 60 || 80 || 2 || -5 *1 || -10 *1
|- style="background:#DDDDDD"
| 5HS || 21 || 5 ||45 || 71 || 2 || -10 *1 || -15 *1
|-
| 2P || 8 || 5 || 32 || 45 || 1 || -1 *1 || *7
|- style="background:#DDDDDD"
| 2K || 11 || 5 || 25 || 41 || 1 || -5 || -5
|-
| 2S || 17 || 10 || 35 || 62 || 2 || -5 *1 || -10 *1
|- style="background:#DDDDDD"
| 2HS || 20 || 20 || 25 || 65 || 2 || -5 *1 || -10 *1
|-
| j.P || 10 || 5 || 20 || 35 || 1 || 0 *1 || 0 *1
|- style="background:#DDDDDD"
| j.K || 12 || 5 || 35 || 52 || 1 || -15 *2 || -15 *2
|-
| j.S || 24 || 15 || 30 || 69 || 1 || -24 *2 || -24 *2
|- style="background:#DDDDDD"
| j.HS || 17 || 5 || 28 || 50 || 2 || -3 *2 || -8 *2
|-
| 6HS || 44 || 5 || 42 || 91 || 3 || -7 || -12
|- style="background:#DDDDDD"
|}
 
 
=== Specials ===
 
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| Howling Beast (236P) || 21 || 12 || 72 || 105 || 2 || -33 || -38
|- style="background:#DDDDDD"
| Curse Link (623K) || 6 || 5 || 45 || 56 || n/a || n/a || n/a
|-
| Misfortune (214S) || 20 || 25 || 72 || 117 || 2 || -15 || -20
|- style="background:#DDDDDD"
| Hell's Rain (236S) || 50 || n/a (projectile) || 23 || 73 || 1 || 31 *3 || 26 *3
|-
| air Hell's Rain (j236S) || 27 || n/a (projectile) || 42 || 69 || 1 || *4 || *4
|- style="background:#DDDDDD"
| Disaster (214H) || 62 || n/a (*6) || 17 || 79 || 2 || 23 || 18
|}
 
=== Original Actions ===
 
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| Distance Change (4/5/6O) || 9 || n/a || 19 || 28 || n/a || n/a || n/a
|- style="background:#DDDDDD"
|}
 
=== Finishing Skills ===
 
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| Bad End (close) (2146S) || 9 *5 || 15 || 44 || 68 || 3 || -19 || -24
|- style="background:#DDDDDD"
| Bad End (middle) (2146S) || 9 *5 || 19 || 44 || 72 || 3 || -19 || -24
|-
| Bad End (far) (2146S) || 9 *5 || 23 || 44 || 76 || 3 || -19 || -24
|- style="background:#DDDDDD"
|}
 
=== Frame Data Notes ===
 
*<nowiki>*</nowiki>1: decreased recovery on hit (meaning better advantange, I think)
*<nowiki>*</nowiki>2: increased recovery on hit (meaning less advantage, I think)
*<nowiki>*</nowiki>3: advantage applies for when all hits are guarded.
*<nowiki>*</nowiki>4: gave up on determining this, due to difficulty with it
*<nowiki>*</nowiki>5: 60F super flash
*<nowiki>*</nowiki>6: the spikepit stays active for about 140F
*<nowiki>*</nowiki>7: cannot be guarded in the air
 
 
 
 
{{WW}}

Latest revision as of 00:34, 23 June 2024

Lunathia
ルナシア
Age: 14
Occupation: Demon
Height: 145cm
Weight: 40kg
Likes: Having fun, discovering new things
Dislikes: Having spare time
Values: A fishing rod she found
Weapon: Flesh and blood manipulation, summoning techniques

Character Specific Data

  • Health: 700
  • Starting Guts Correction: 40%
  • Guts Correction: 60%
  • Total Effective Health: 887
  • Weight: Lightweight
  • Shave Value: 25%
  • Combo Correction Value: 4%

Playstyle

Lunathia excels at attacking from multiple ranges thanks to her Original Ability, which lets her change the positioning of any attacks that use the S or HS buttons. This, plus a decent selection of anti-airs and a fair chunk of damage on many of her buttons, allows Lunathia to maintain a good all-round balance between zoning and aggressive pressure, and grants her strong okizeme and setplay as well. However, this comes at the cost of low mobility, high recovery times on her specials and ranged normals, and a need to carefully manage what range she's currently set to in order to avoid giving the enemy openings.


Strengths Weaknesses
  • Original Ability makes S and HS into flexible tools and helps maintain her pressure. Being able to affect the positioning of her normals and specials that use S or HS lets Luna assert herself at a variety of ranges, which is supplemented by using her Original Ability after many other normals. This either gives her time to set her change of position as she needs to before getting into things, or reduce the recovery time of many of her normals by canceling them with her Original Ability.
  • Stable combos and setplay, no matter the range. Luna's fairly comfortable running her game from whatever distance she pleases, but is especially powerful at zoning and spacing people out followed by running relentless okizeme. It can be hard for opponents to find a gap when she's got her setups running.
  • Good damage at medium and long range. Most of Luna's mid and long range moves are where her powerful hits are concentrated, meaning that her zoning game is especially powerful. Additionally, the reach of Luna's Finish Skill is affected by her Original Ability and becomes stronger when her Original Ability is set to longer ranges, so it becomes a great punisher or combo ender when used correctly.
  • Bad ground mobility. Luna isn't a very fast character, even though she has slightly better air mobility if she can land hits and air dash cancel them. Most situations that she finds herself in defensively will require her to push the opponent out instead of running away from them to make distance.
  • Exploitable gaps if Original Ability is set at the wrong range. While the range changes applied by Luna's Original Ability are still very good to use, they do have a significant effect on how she has to use her S and HS buttons while playing. Using an attack while in the wrong range mode will leave big dead zones in front of her, which can get her into a lot of trouble against faster opponents that can work their way into them.
  • Long recovery on longer-ranged moves. Many of Luna's ranged moves have noticeable recovery time. Much like the weakpoints of her Original Ability, this can make it easy for faster opponents to get in on her if she makes a mistake.

Movelist

Original Abilities
Change Summoning Position / 召喚位置変更 4+O / 5O / 6+O
Trinity Farm / トリニティファム 22+O (costs 50% of the Skill Meter)
Dash Cancel / ダッシュキャンセル Can cancel air jump cancelable moves into an airdash.
Command Moves
Phantom Whip / ファントムウィップ 4+S
Dagger Worm / ダガーワーム 4+HS
Skills
Howling Beast / ハウリングビースト 236+P
Curse Link / カースリンク 623+K
Misfortune / ミスフォーチュン 214+S
Hell's Rain / ヘルズレイン 236+S (air OK)
Coffin Blood / コフィンブラッド 236+HS
Disaster / ディザスター 214+HS
Fresh Hunter / フレッシュハンター 22+HS
Finish Skills (cost 100% of the Skill Gauge)
Bad End / バッドエンド 2146+S

Original Abilities Overview

Luna's Original Ability will change the range of any moves that use the S or HS buttons. You can also use her Original Ability after many of her normals; in the frame data below, these will have OA in their Cancelable window.

Normal Moves & Original Abilities

5P
5P
WanWan Lunathia 5P.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
8 Mid 9 5 25 OA 1 -5 -5

A quick swipe that advances Lunathia forward slightly.

5K
5K
WanWan Lunathia 5K.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
12 Mid 11 5 25 Jump, OA 1 -5 -5

Another advancing swipe, much like 5P.

5S
5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
26(4O)
31(5O)
35(6O)
Mid 15 5 60 Jump, OA 2 -5 -15

Lunathia summons a small beast that jumps from the ground forward.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

5HS
5HS
WanWan Lunathia 5HS.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
34(4O)
38(5O)
45(6O)
Mid 21 5 45 Jump, OA 2 -10 -20

Lunathia summons a pair of blood-covered blades that close together like a pair of scissors. Against an airborne opponent, you can combo into 6HS as long as you haven't already juggled the opponent for many hits.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

2P
2P
WanWan Lunathia 2P.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
8 Mid, Air Unblockable 8 5 32 Jump, OA 1 -2 ?

A small, overhead swipe. It is air unblockable, but the hitbox isn't too great so you'll mainly only use it to punish people chicken-blocking in the air. Lunathia's fastest normal.

2K
2K
WanWan Lunathia 2K.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
10 Low 11 5 25 OA 1 -5 -5

A low swipe at the opponent's shins.

2S
2S
WanWan Lunathia 2S.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
25(4O)
30(5O)
32(6O)
- 17 10 35 OA 2 -5 -15

Lunathia summons a small beast lunging backward into the opponent. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

2HS
2HS
WanWan Lunathia 2HS.PNG
Tallest vertical hitbox of the move
Tallest vertical hitbox of the move
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
30(4O)
34(5O)
41(6O)
Mid 20 20 25 OA 2 -5 -15

Lunathia summons a waterfall of blood. This move has a great vertical hit box, and is very good at keeping airborne opponents in check (although they can superjump and get above it). Against airborne opponents it will knock down on hit and ground bounce on counterhit.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

j.P
j.P
WanWan Lunathia jP.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
8 High 10 5 20 None 1 0 0

A quick, airborne horizontal swipe. Decent hitbox, and can be used for air-to-air attacks in a pinch, but in many cases is overshadowed by Lunathia's other air attacks.

j.K
j.K
WanWan Lunathia jK.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
9 High 12 5 35 Jump, Airdash 1 -15 -15

A vertical swipe with a good hitbox. Can be airdash canceled.

j.S
j.S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
6,9 High 24 15 30 Jump, Airdash 1 -24 -24

Lunathia summons a small fleshblob with spiky bones that hits the opponent twice.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

j.HS
j.HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
38 High 17 5 28 None 2 -3 -13

Lunathia summons a cross-shaped burst of blood. This move is arguably her best air move overall, with a good hit box and decently fast startup. The burst's position is fixed based on Lunathia's position when the move is activated, so if you jump and immediately do j.HS, it will even hit crouching opponents! Be careful, though, since this move leaves you in recovery until landing unless you special cancel it.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

5O
Change Summoning Position
召喚位置変更

4+O / 5O / 6+O
WanWan Lunathia 5O.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
N/A Mid 9 0 19 - - ? ?

This move changes the distance that many of Lunathia's attacks come out and their damage. Specifically, it changes the range of all moves that use the S and HS button and most of their damage; it also changes where the opponent appears after using Curse Link. 4O locks her S and HS moves to close range, 5O to mid-range (about 2/5th the stage), and 6O to long range(about 3/4). By default, Lunathia starts out at 4O range.

22O
Trinity Farm
トリニティファム

22+O
WanWan Lunathia 22O.PNG
Costs 50% Skill Gauge to use.
Costs 50% Skill Gauge to use.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
18x18 Mid - - - - 1 ? ?

Lunathia summons 3 fleshy blobs with spikes in the air which fly in a spiral pattern, hitting the opponent 6 times for every blob. Because of the wide area the attack covers and the moderately small size of the blobs, it is almost impossible to hit all 18 hits on the opponent.

Command Moves

4S
Phantom Whip
ファントムウィップ

4+S
WanWan Lunathia 4S.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
18(4O)
22(5O)
26(6O)
Mid - - - - 1 ? ?

A short range swipe that comes out decently fast. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

4HS
Dagger Worm
ダガーワーム

4+HS
WanWan Lunathia 4HS.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
19(4O)
23(5O)
32(6O)
Mid - - - - 1 ? ?

A pair of bloody, wormlike summons appear at a fixed distance and bite the opponent. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability, but reaches a little farther than 4S.

Universal Moves

6HS
Just Break
6+HS
WanWan Lunathia 6HS.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
60(4O)
64(5O)
70(6O)
High 44 5 42 - 3 -7 -12

Universal overhead option. A giant claw comes up from the ground and then smashes down on the opponent, launching them into the air. Can hit knocked down opponents. The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

Throw
Throw
When close, 4 / 6+HS
WanWan Lunathia Throw.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
105 - 4 - - - 1 ? ?

Lunathia creates a cross-shaped blood explosion before impaling the opponent with a wrist blade.

Air Throw
Air Throw
In air, 4 / 6+HS when close
WanWan Lunathia AirThrow.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
80 - 4 - - - 1 ? ?

Lunathia throws the opponent at the ground.

Skills

236P
Howling Beast
ハウリングビースト

236+P
WanWan Lunathia 236P 1.png
WanWan Lunathia 236P.PNG
He's a big boy now
He's a big boy now
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
15,60 Mid - - - None 1 ? ?

A huge beast erupts from the ground at Lunathia's feet. Hits twice and can hit knocked down opponents. Launches the opponent up and away for a knockdown. A good move to use at the end of a ground combo if you don't have meter to launch into a juggle with Misfortune.

623K
Curse Link
カースリンク

623+K
WanWan Lunathia 623K.PNG
WanWan Lunathia 632K 2.PNG
Same animation as ground throw btw
Same animation as ground throw btw
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
30(4O)
50(5O)
100(6O)
None 6 5 45 None N/A N/A N/A

Lunathia grabs the opponent, then the screen goes red as they are hit. Where they appear is dependent on your current distance set with Lunathia's Original Ability. Additionally, more damage is done if the stance is set to a farther distance (although it is harder to get it, since you still need to get close while having a limited close-range attack set). The opponent is staggered long enough before knockdown to be hit with most attacks.

214S
Misfortune
ミスフォーチュン

214+S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
18,45(4O)
20,53(5O)
24,61(6O)
Low 20 25 72 BRK 2 -15 -25

Lunathia creates a small ring on the ground. It only lasts briefly, but if the opponent is hit by it a sword erupts upward out of it to launch the opponent. BRK'ing this move is the typical way of going from a ground combo to an air combo - follow it up with a 5S or 2S timed to hit right after the sword. Only the first hit (the ring on the ground) hits low and is air unblockable. Due to the incredibly small vertical range of this move, it is not worth it to try and use it as an anti-air, even though it is air unblockable.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

236S
Hell's Rain
ヘルズレイン

236+S (air OK)
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
Ground 38x3(4O)
42x3(5O)
46x3(6O)
Mid 50 N/A 23 BRK 1 31 26
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
Air 14x3(4O)
18x3(5O)
23x3(6O)
Mid 27 N/A 42 BRK 1 - -

Lunathia summons three spears in the air that travel almost straight down in front of her, knocking down airborne opponents. The air version have significantly faster start up time than the ground version but deals proportionally less damage. This attack is typically used after j.H to end an air combo.

  • Both version can be timed so BRK-ing suspends the projectiles in their starting position for some time before falling down.
  • Projectile disappear if Lunathia is hit.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

236HS
Coffin Blood
コフィンブラッド

236+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
10,5,10,42(4O)/3(On failed hit)
15,5,10,48(5O)/4(On failed hit)
20,5,10,55(6O)/5(On failed hit)
Mid - - - None 1 ? ?

Lunathia creates an arcing downward wave with a respectable hitbox. On hit, it captures the opponent into a coffin and then hits them. A good combo ender, and can be canceled into 2146S for even more damage, especially if Luna is in long-range mode. Unfortunately, it's a bit slow and doesn't combo off of any groundstrings. If the opponent is about to get knocked down and cannot be grabbed, it deals a small amount of damage.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

214HS
Disaster
ディザスター

214+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
34 Mid 62 N/A 17 BRK 2 23 13

Lunathia summons a puddle on the ground. If the opponent touches it, a set of spikes erupt from it. On hit, the opponent is stuck in place for a moment before being launched slightly into the air. If you hit them quickly (and they were standing on the ground when they got hit), you can do a ground combo; otherwise, you'll get an air combo. This move can be great for baiting opponents to attack you (as they'll get caught by it if they're not careful), but if Lunathia gets hit before the move fully comes out, the puddle will disappear and not hit the opponent at all. Additionally, this move can be used to set up okizeme on a downed opponent.

The horizontal position this move appears at varies with the distance set by Lunathia's Original Ability.

22HS
Fresh Hunter
フレッシュハンター

22+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
47,27 Mid - - - - 1 ? ?

Lunathia creates a pool of blood that travels along the ground and stops. If the opponent walks over it, a giant maw rises up, bites them, and throws them into the air.

The distance the pool travels varies with the distance set by Lunathia's Original Ability.

Finish Skills

2146S
Bad End
バッドエンド

2146+S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
50,122(4O)
50,45,130(5O Close)
45,158(5O Far)
50,45,45,154(6O Close)
45,45,154(6O Mid)
45,184(6O Far)
Mid 9 - 44 - 1 -19 -24

Lunathia's arm extends into a demon claw that reaches forward to grab the opponent. If it hits, the opponent is sucked into an orb as Lunathia materializes a scythe and cuts them. This move will combo fully off of an OTG 5S or 2S, allowing you to get extra damage on a downed opponent. Additionally, the damage increases the further out the Original Ability's range is set and the closer the opponent are.

The distance the arm reaches varies with the distance set by Lunathia's Original Ability.

Gameplan & Strategy

Matchups

Ryuza:

TODO - fill in - freaking projectiles.

Duna:

TODO - fill in - lightning hurts.

Lemius:

TODO - fill in - ... ?

Aiwhen:

You're going to be guarding. A lot. If Aiwhen touches you with anything, you're going to be in guardstrings and mixups forever. Try to bust out with a Moment Attack if you can, but make sure you don't get baited. Dagger teleports are dangerous, try to anticipate where she will end up next. Since Lunathia doesn't have any real reversals, you don't have much you can do on wakeup. Reversal backdash doesn't work either, since she can easily enough punish it.
Once you get her away, try to zone her out and make her take risks to approach. However, you may want to avoid going in to medium or far range, since chances are she'll be in your face again before you have time to readjust. Play patient, and wait for the opponent to mess up. Once you get her, it shouldn't take much to win a round, due to Aiwhen's incredibly low health.

Corona:

TODO - fill in - ... ?

Sasari:

TODO - fill in - ;_;

Lunathia:

Like all mirror matchups, this is all about who can outplay their opponent better. What's different with this one is that, because of Lunathia's large variety of strategies from various distances, things can get very hectic.

Orphe:

TODO - fill in - 6P is still bullshit.

Cielo:

Keeping distance should be easy in this matchup, since Cielo moves so slow and can't airdash. Hell's Rain alone can make her approach miserably difficult, and mixing in other things only makes it even rougher. If she does get close, though, caution is advised since she can do tons of damage with only a couple hits.

Alicephia:

Sabe:

TODO - fill in - don't get hit. :V

Neva:

Unlike most matchups, you'll want to fight Neva almost exclusively at short range. Trying for long range is just tempting her to use her 236P to charge in and counterhit you into big damage. Also, be very careful about jumping - Neva's large-hitbox anti-airs will cause lots of trouble if you try to jump around a lot.

Lynia:

You want to try and keep your distance a bit more in this matchup, since Lynia has an excellent pressure game which can leave Lunathia guarding mixups for what seems like an eternity.

Friede:

Combos

Videos

External Links

Colors

P Button K Button S Button HS Button
WanWan Lunathia Color P.png
WanWan Lunathia Color K.png
WanWan Lunathia Color S.png
WanWan Lunathia Color HS.png
O Button SP Button Hidden
WanWan Lunathia Color O.png
WanWan Lunathia Color SP.png
WanWan Lunathia Color H.png


General
Changes
FAQ
HUD
Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy