Melty Blood/MBTL/Vlov Arkhangel: Difference between revisions

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m (Corrected dash startup and dash actionable.)
(Adding Vlov air unblockables to his pros as it is a very important strength of the character)
 
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{{MBTL Character Intro|char=Vlov|short=VL|content=
{{MBTL Character Intro|char=Vlov|short=VL|content=
== Story ==
For some reason, this Dead Apostle from the frozen lands of the far north has arrived in the city of Souya. Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames. In battle, he can switch from Flame Mode to Ice Mode when in danger. In this mode, Vlov’s abilities expand exponentially, granting him nearly unrivaled strength.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content=
{{Content Box|content=
'''Vlov''' is a slow character who utilizes traditional projectile game alongside large mid-range special and normal attacks to pressure the opponent.
'''Vlov''' is a character who utilizes a strong projectile game alongside large mid-range special and normal attacks to crush his opponent's gameplan.


Vlov's moveset is largely geared towards offense, with many options leaving him at frame advantage to keep his turn going. He easily can hit people out of careless approach with ''Flame, Disease'' (236X) projectiles. His ''Homeward, Memory'' (22X) ground shockwave pushes and pull opponent when it connects. Should the opponent decide to play it safe, he still has his far-reaching normal attacks and ''Burya Tigr'' (214X) sword slash series (with its own mix-up followup) that cover wide area in front of him, letting him punish those who think he's no threat in melee. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he is close to losing the match.
Vlov's moveset is largely geared towards space control and defensive neutral. He can easily hit people out of careless approach with ''Flame, Disease'' (236X) projectiles. His ''Homeward, Memory'' (22X) ground shockwave pushes and can pull opponents in when it connects. Should the opponent decide to play it safe, he still has his far-reaching normal attacks and ''Burya Tigr'' (214X) sword slash series (with its own mix-up followup) that cover wide area in front of him, letting him punish those who think he's no threat in melee. If the opponent decides to stop engaging, Vlov can go on the offensive and reveal the true breadth of his moveset, containing plenty of ways to extend his pressure and keep the opponent on their toes. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he loses a round.


Despite his straightforward moveset, Vlov has several things working against him. His height, slow movement speed, laggy start up on many of his moves and sore lack of reversals outside of Moon Drive and Arc Drive mean he has very limited options when forced into defensive especially at close range. A good eye for when to press your turn and keep the advantage is a key to Vlov's survival.
Despite his seemingly straightforward gameplan, Vlov has several things working against him. His height, slow start up on many of his moves, and a sore lack of reversals outside of his slow Arc Drive and universal mechanics mean he has very limited options when forced into defense at close range. As well as this, while his resource usage is great, catching him without any resources is going to be a very bad time for him. A good eye for when to press your turn and keep the advantage, and when to back off and bide your time, is key to Vlov's survival.
{{ProConTable|width=100
{{CharacterPickReasons|width=100
|pros=
|pros=
* '''Principle of Freezing''': Unique to Vlov, once only one round seperates him and defeat, he will reveal the true frosty depths of his abilities by entering '''Ice Mode''' for the remainder of the fight. Special moves that once used his already-potent searing flames now use empowered bone-chilling ice that are far faster and just as powerful, allowing him to dominate the opponent with absolute zero.
* '''Ranged Offense''':  With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen.
* '''Ranged Offense''':  With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen.
* '''Strong Mid Range Game''': With far reaching disjointed pokes like 2B, 5C, and 214A / 214B Vlov is able to dominate the ground game from mid range.
* '''Strong Mid Range Game''': With far reaching disjointed pokes like 2B, 5C, and 214A / 214B Vlov is able to dominate the ground game from mid range.
* '''Conversion Flexibility''': Vlov is able to convert off of just about any hit, even from his projectiles fullscreen with the use of meter.
* '''Stellar Combo Game''': Vlov has some of the highest potential damage in the game, and combined with his extremely powerful ability to convert off any hit, all his combos are an extremely potent game changer.
* '''High Damage Potential''': Vlov has some of the highest potential damage in the game with resources, combined with his aforementioned conversion flexibility makes his hits extremely potent in any game state
* '''Great Resource Management''': Vlov has many ways to use his resources effectively as well as many opportunities to gather more through his higher than average meter gain and his inherent ability to leverage charge effectively.
* '''Great Resource Management''': Vlov has many ways to use his resources effectively as well as many opportunities to gather more through his higher than average meter gain and his ability to leverage charge
* '''Plus Frames On Demand''': With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources.
* '''Plus Frames On Demand''': With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources.
* '''Air unblockable setups''': Blocking Vlov's projectiles in the air leaves you vulnerable to a cancel into 214C or moon drive into 4BC, allowing the Vlov player to hit you with an air unblockable move on reaction for good reward. This is especially powerful in '''Ice Mode''' as the projectiles have bigger hitboxes and more blockstun.
|cons=
|cons=
* '''Slow''': Vlov has generally the slowest frame data in the game for normal attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find speed to be problematic at times.
* '''Bad Scrambles''': Vlov has generally the slowest frame data in the game for close range attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find dealing with scrambles particularly difficult.
* '''Committal Defense''': Vlov's specials are geared towards offense and zoning, leaving him with strong but committal normals like 2B on the defensive outside of system mechanics. Paired with his slow speed, tall height, and no reversals outside of arc drive, Vlov has a relatively difficult time cheating a turn up close safely compared to other cast members
* '''Committal Defense''': Vlov's specials are geared towards offense and zoning, leaving him with strong but slow abare options like 2B on the defensive outside of system mechanics, which aren't particularly geared towards mashing pressure up close and personal. Paired with his below average speed, tall height, and no reversals outside of arc drive, Vlov has a relatively difficult time cheating a turn up close safely compared to other cast members.
* '''Scrambles:''' Vlov's disadvantageous in situations where both players are close and actionable (throw tech, Shield-B, hitbox clashes). The lack of fast specials and further reaching fast moves forces vlov to gamble a lot or retreat.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/vAz5bv29Ik0</youtube></center>
<center><youtube>https://youtu.be/vAz5bv29Ik0</youtube></center></br>
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Story & Profile</div>
<div class="mw-collapsible-content">
'''''A new Ancestor, recently arrived from the frozen seas of the north'''''</br>
One of the Twenty-seven Dead Apostle Ancestors.</br>
He killed the previous Dead Apostle Ancestor head in order to take his place. However, due to the remote location of the family, his recent position is not widely known.
 
Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames.</br>
His true talent is his ability to lower the temperature around him to absolute zero.
 
In battle, he can switch from Flame Mode to Ice Mode when in danger.</br>
In this mode, Vlov's abilities expand exponentially,</br>
granting him nearly unrivaled strength.
 
'''Main Weapon/Skill'''</br>
Hunting Knife, Flame Arm, Flame River, Ice Spear, Glacier, Blizzard, Steel Pike
 
'''Basic Info'''</br>
Height: 188cm</br>
Weight: 79kg</br>
Blood Type: n/a</br>
Birthday: May (exact date unknown)</br>
Voiced by: [https://en.wikipedia.org/wiki/Kenjiro_Tsuda Kenjiro Tsuda]
</div></div>
}}
}}
{{Content Box|header=Unique Traits|content=
{{Content Box|header=Unique Traits|content=
===Principle: Freezing===
===Principle: Freezing===
Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being 1 round away from losing the game
Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being one round away from losing the game
}}
}}
}}
}}
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|content2=
|content2=
{{Content Box|header=Stats & vitals|content=
{{Content Box|header=Stats & vitals|content=
Health: 12000 (High)
Health: 12,000 (High)


Backdash:  
Backdash:  
   - 1-24 Throw Invul
   - 1-10 Full Invul
   - 1-14 Strike Invul
   - 1-14 Strike Invul
   - 15-19 Aerial Invul
   - 15-19 Projectile/Air Invul
   - 1-19 Projectile Invul
   - 6-24 Airborne
   - 36 Total
   - 36 Total
Dash startup: 6
Dash startup: 6


Dash actionable: 5
Dash actionable: 5


Jump startup: actionable f6
Jump startup: 5


Jump airtime: 39
Jump airtime: 39
}}
}}
}}
|content3=
|content3=
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[[Module:FrameChart|framechart]]
[[Module:FrameChart|framechart]]
==== Standing Normals ====
==== Standing Normals ====
===== 5A =====
{{MoveDataCargo
{{MoveDataCargo
| title    = 5A
| title    = 5A
| subtitle = You'll see people talking negatively about this move
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|5A}}
| input    = {{#invoke:InputsMBTL|toIcons|5A}}
| images  = {{MoveDataCargoImage|vl_5a|caption=}}
| images  =  
| hitboxes = {{MoveDataCargoImage|vl_5a|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_5a|caption=}}
| hitboxes =  
{{MoveDataCargoImage|vl_5a|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_5a}}
{{AttackDataCargo-MBTL/Query|vl_5a}}
* {{#invoke:FrameChart|drawFrameData
Vlov sticks out the pommel of his blade
|startup  = 7
* Very slow and stubby compared to other 5A's
|active  = 2
* Primary button to rebeat back to in pressure due to its range and recovery
|recovery = 10
* Its hitbox is high enough to hit airborne, making it a good option for stuffing IAD pressure and fuzzy mashes
}}
* A good strike/throw tool up close due to its framedata on block and ability to easily catch jumpers
* 7f startup and very stubby
* Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move)
* Primary button to rebeat back to in pressure after a B or C normal
* Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move).
* Its hitbox is high enough to hit airborne, so it’s a good option for stuffing IAD pressure or for fuzzy mashes.
}}
}}


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{{MoveDataCargo
{{MoveDataCargo
| title    = 5B
| title    = 5B
| subtitle = The linker
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|5B}}
| input    = {{#invoke:InputsMBTL|toIcons|5B}}
| images  = {{MoveDataCargoImage|vl_5b|caption=}}
| images  = {{MoveDataCargoImage|vl_5b|caption=}}
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_5b}}
{{AttackDataCargo-MBTL/Query|vl_5b}}
* {{#invoke:FrameChart|drawFrameData
Vlov swings his blade into a wide angle towards the sky
|startup  = 9
* BIG anti air, packing a strong disjoint and angle
|active  = 3
* Not necessarily effective against aggressive jump ins but can effectively tag people trying to approach Vlov's general deadzones
|recovery = 21}}
* Good for fighting delayed IAD pressure, jump pressure resets, and any other wacky close up air shenanigans, though often outclassed by 2B and 5C
* BIG anti air. You won’t be using this to catch people super jumping in, but its good people who go airborne on offense.
* A staple for combos, and a useful neutral tool when the need arises
* Good for fighting delayed iad pressure, jump pressure resets, and any other wacky close up air shenanigans  
* Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_5c}}
{{AttackDataCargo-MBTL/Query|vl_5c}}
* {{#invoke:FrameChart|drawFrameData
Vlov swings his massive blade forward
|startup  = 10
|active  = 4
|recovery = 26}}
* Vlov’s longest ground normal, you’ll be pressing this a lot in neutral
* Vlov’s longest ground normal, you’ll be pressing this a lot in neutral
* It hits high enough to catch IAD, so its a common mid range scramble button.
* It hits high enough to catch IAD, so its a common mid range scramble button
* Do not whiff this
* Difficult to whiff punish at farther spacings due to its range but still packs a long recovery so be careful
* Overall a powerful but committal poke that will reward you greatly for utilizing it correctly
* Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
{{AttackDataCargo-MBTL/Query|vl_5[c]}}
{{AttackDataCargo-MBTL/Query|vl_5[c]}}
*The god slap, ground bounces on hit and leads to high dmg
Vlov charges for an even larger swing
*Like every charged standing normal:<br/>
* The god slap, ground bounces on hit and leads to great dmg
-Has clashframes<br/>
* One of Vlov's strongest pressure tools
-Fatal's low shields
* Like every charged standing normal:<br/>
*Usefull in neutral if you're sure they'll be aproaching you in 20 frames, either from the air or ground
** Has clashframes<br/>
*Not an overhead like 6[c], but leads to higher damage if you have a read on their low shield atempt (4.6k for 1 bar)
** Fatals low shield
* Useful in neutral for this purpose, while not putting you at too much risk compared to similar options
* Not an overhead like 6[c], but leads to much higher reward if it hits
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_2a}}
{{AttackDataCargo-MBTL/Query|vl_2a}}
* {{#invoke:FrameChart|drawFrameData
Vlov crouches and sticks out the pommel of his blade
|startup  = 6
* Vlov's fastest normal at 6f, quite short, hits low
|active  = 2
* Preferable normal to start or layer your offense up close
|recovery = 12}}
* One of your main abare tools up close due to its speed
* Vlov's fastest normal at 6f, kinda stubby. Hits low.
* Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move)
* Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
* Preferable normal to start your offense up close
* One of your main abare buttons
}}
}}


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| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|2B}}
| input    = {{#invoke:InputsMBTL|toIcons|2B}}
| images  = {{MoveDataCargoImage|vl_2b|caption=}}
| images  = {{MoveDataCargoImage|vl_2b|caption=The God Normal}}
| hitboxes  = {{MoveDataCargoImage|vl_2b|caption=|hitbox=yes}}
| hitboxes  = {{MoveDataCargoImage|vl_2b|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_2b}}
{{AttackDataCargo-MBTL/Query|vl_2b}}
* {{#invoke:FrameChart|drawFrameData
Vlov strikes at the opponent's feet
|startup  = 9
* One of Vlov's best normals
|active  = 4
* Packs a strong disjoint and lowers his hurtbox
|recovery = 22}}
* Low, huge and even catches IADs, for the low price of slightly long recovery
* The god normal
* An incredible starter for how useful it is
* Low, huge, catches IADs, and his most common combo starter
* Powerful defensive poke that makes up a majority of his abare
* Powerful defensive poke that makes up a majority of his abare
}}
}}
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_2c}}
{{AttackDataCargo-MBTL/Query|vl_2c}}
* {{#invoke:FrameChart|drawFrameData
Vlov sweeps his blade across the floor
|startup  = 9
* Long range sweep that puts the opponent into an airborne state
|active  = 4
* Primarily serves as a combo starter and staple blockstring tool
|recovery = 27}}
* Leads to incredible damage, making it your best way to punish whiffed or unsafe moves
* Long range sweep, mediocre poke that's outclassed in neutral by his other normals
* A situational poke that's more often than not outclassed by his other tools due to it having terrible recovery and less range/coverage than other options with little to compensate
* Primarily blockstring and combo filler, launching the opponent off the ground
*Long recovery, use this when it'll land (e.g. long range punishes)
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_ja}}
{{AttackDataCargo-MBTL/Query|vl_ja}}
* Fastest air button at 6f.
A quick air jab with the blade's pommel
* Fastest air button at 6f
* Can repeat into itself twice
* Retains air options on whiff
* While an ok air to air button, it can be difficult to challenge opponents with it due to it being slower than most other j.As, and not hitting very high vertically either
* While an ok air to air button, it can be difficult to challenge opponents with it due to it being slower than most other j.As, and not hitting very high vertically either
* Essential for air to air blockstrings due to its speed and ability to repeat into itself
* Still one of his best answers to directly calling out most air to air exchanges up close due to its angle and speed, as well as its safety on whiff
* Essential for air to air blockstrings due to its ability to repeat into itself as well its variety of cancel options
* Whiff cancels starting on frame 20 onwards
}}
}}


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{{MoveDataCargo
{{MoveDataCargo
| title    = j.B
| title    = j.B
| subtitle = Air footsie missile
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|jB}}
| input    = {{#invoke:InputsMBTL|toIcons|jB}}
| images  = {{MoveDataCargoImage|vl_jb|caption=}}
| images  = {{MoveDataCargoImage|vl_jb|caption=Wara, is that you?}}
| hitboxes  = {{MoveDataCargoImage|vl_jb|caption=|hitbox=yes}}
| hitboxes  = {{MoveDataCargoImage|vl_jb|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_jb}}
{{AttackDataCargo-MBTL/Query|vl_jb}}
* Your go to air to air with fantastic horizontal range  
Vlov swings a massive horizontal strike
* Controls a lot of space and can be a powerful zoning tool that covers his retreats
* Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game
* The range on this move is invaluable for safe jumps and other strong pressure.
* Controls a lot of space and can be a powerful zoning tool that covers his aerial retreats nearly perfectly
* Despite how it looks, the swing can hit low enough at the hilt after IAD to strike crouchers extremely up close
* The range on this move is invaluable for safe jumps and other forms of strong pressure
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_jc}}
{{AttackDataCargo-MBTL/Query|vl_jc}}
A massive blade swing angled diagonally towards the ground
* Primary jump in attack, used for air to ground approaches and IAD pressure
* Primary jump in attack, used for air to ground approaches and IAD pressure
*Delayed chain into j.A off of jump-ins/IADs for easier confirms and to catch people sleeping
* Delayed chain into j.A off of jump-ins/IADs for easier confirms and to catch people sleeping
* Very disjointed and covers the ground beneath Vlov very well defensively
{{AttackDataCargo-MBTL/Query|vl_j[c]}}
{{AttackDataCargo-MBTL/Query|vl_j[c]}}
Vlov charges the swing for stronger properties
* Adds clash frames  
* Adds clash frames  
* Can be done from IAD
* Can be done from IAD
* Essential combo filler after 22X~X combos, get used to landing j.[C] dl j.B in combos a lot.
* Ground bounces the opponent on ground and air hit
* Gains more defensive applications in neutral as a pre-emptive way to easily stuff out anti air or air to air attempts for high reward
* Does have higher recovery on whiff than all his other air normals so be cautious of getting too zealous with this move
* Essential combo filler after 22X~X combos, get used to using this in all your rejump routes
}}
}}


==== Command Normals ====
==== Command Normals ====
===== 3C =====
{{MoveDataCargo
| title    = 3C
| subtitle = *clash*
| input    = {{#invoke:InputsMBTL|toIcons|3C}}
| images  = {{MoveDataCargoImage|vl_3c|caption=}}
| hitboxes = {{MoveDataCargoImage|vl_3c|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_3c}}
* {{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 3
|recovery = 27}}
* Vlov leans back a lot during the move, giving it a nice disjoint.
* However this move has an abnormally high chance of clashing with other moves, including jump-ins, putting Vlov in a bad position.
* Is also really bad if whiffed. With this and the aforementioned issue above, you should seldom use 3C as an anti air unless you are absolutely sure it will hit
* One of the ways to punish people using B shield followup after shielding a 236X projectile
}}
===== 6C =====
===== 6C =====
{{MoveDataCargo
{{MoveDataCargo
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_6c}}
{{AttackDataCargo-MBTL/Query|vl_6c}}
Vlov strikes the ground
* Massive sword strike that moves Vlov forward
* Launches on hit, can be used to frametrap by slightly charging
* Launches on hit, can be used to frametrap by slightly charging
* Primarily seen as combo filler
* Primarily seen as late combo filler due to its smaller pool of cancel options on block and lack of safety on whiff
* Can be used a very niche anti air due to its large forwards moving hitbox that can catch opponents trying to jump near Vlov
{{AttackDataCargo-MBTL/Query|vl_6[c]}}
{{AttackDataCargo-MBTL/Query|vl_6[c]}}
* Slow Overhead, not unblockable, but that means it leads to combos  
Vlov strikes the ground with even greater force
* The only charged normal without clash frames
* Slow Overhead that launches on hit and leads to easy combos
* Half charging into 214A is a a safe and easy mixup that can catch opponents off guard
* Moves Vlov even further than the uncharged version
* A good tool to call out buffered low shields during pressure
* Half charging into 214A is a safe and easy mixup that can catch opponents off guard
* Clash frames makes this a bit trickier to mash out like other charged overheads
* A nice tool to call out buffered low shields during pressure alongside 5[C]
}}
}}


=== Universal Mechanics ===
=== Universal Mechanics ===
===== Rapid Beat 2 =====
===== Rapid Beat 1 =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Rapid Beat 2
| title    = Rapid Beat 1
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|X X}}
| input    = {{#invoke:InputsMBTL|toIcons|X X}}
| images  =  
| images  = {{MoveDataCargoImage|vl_rapid1|caption=}}
{{MoveDataCargoImage|vl_rapid2|caption=}}
| hitboxes = {{MoveDataCargoImage|vl_rapid1|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_rapid2}}
{{AttackDataCargo-MBTL/Query|vl_rapid1}}
* {{#invoke:FrameChart|drawFrameData
Vlov pulls the opponent in with fire/ice
|startup  = 10
* Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X
|active  = 6
* Might sometimes launch them behind you, making Rapid Beat 2 whiff (stop this from happening by delaying the autocombo 3C)
|recovery = 34}}
* Shockingly good defensive option due to 5AA's utility as a fuzzy mash combined with this move's ability to catch people attempting to bait it with jump
* Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X.
* In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc
* Might sometimes launch them behind you, making Rapid Beat 3 whiff (stop this from happening by delaying the autocombo 3C)
* In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc.
}}
}}


===== Rapid Beat 3 =====
===== 3C / Rapid Beat 2 =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Rapid Beat 3
| title    = 3C / Rapid Beat 2
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|X X X}}
| input    = {{#invoke:InputsMBTL|toIcons|3C}}
| images  =  
or
{{MoveDataCargoImage|vl_rapid3|caption=}}
{{#invoke:InputsMBTL|toIcons|X X X}}
| images  = {{MoveDataCargoImage|vl_3c|caption=*Clash*}}
| hitboxes = {{MoveDataCargoImage|vl_3c|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_rapid3}}
{{AttackDataCargo-MBTL/Query|vl_3c}}
* Same animation as 3C
Vlov quickly summons a tall pillar of fire/ice
* Can uncombo after Rapid-2
* Launches the opponent with Vlov performing a follow-up jump right after on hit
* Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards
* Lacks horizontal range and is liable to whiff so its difficult and unadvised to utilize it in blockstrings
* Important for combos due to its utility as a consistent launcher into his powerful airthrow okizeme
* One of Vlov's go-to anti airs for dealing with the space right above him due to its head invul properties and massive vertical range
* Special cancellable on block, and has access to all of Vlov's stellar special cancel options to make it incredibly safe, otherwise punishable
* Being a command normal, ground-to-air clashes with it can net volatile results if MD isn't available and you're not ready to jump cancel, as rebeating into 5A is not possible
}}
}}


===== Ground Throw =====
===== Ground Throw =====
{{MoveDataCargo
{{MoveDataCargo
| title    = throw
| title    = Throw
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|4}}/{{#invoke:InputsMBTL|toIcons|6A+D}}
| input    = {{#invoke:InputsMBTL|toIcons|4}}/{{#invoke:InputsMBTL|toIcons|6A+D}}
| images  =  
| images  = {{MoveDataCargoImage|vl_throw|caption=}}
{{MoveDataCargoImage|vl_throw|caption=Kisses u on the neck UwU}}
| hitboxes = {{MoveDataCargoImage|vl_throw|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_throw}}
{{AttackDataCargo-MBTL/Query|vl_throw}}
Vlov grabs his opponent to have his fill of warm blood before throwing them down
* Standard throw with hard knockdown
* Standard throw with hard knockdown
* Leads to many easy framekill meaty setups
* Longer than average knockdown for a standard throw
* One of Vlov's best ways to present a threat up close
* Due to its long knockdown it can lead to good okizeme
}}
}}


===== Air Throw =====
===== Air Throw =====
{{MoveDataCargo
{{MoveDataCargo
| title    = airthrow
| title    = Airthrow
| subtitle = AA airthrow is viable
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}}
| input    = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}}
| images  =  
| images  = {{MoveDataCargoImage|vl_airthrow|caption=}}
{{MoveDataCargoImage|vl_airthrow|caption=}}
| hitboxes = {{MoveDataCargoImage|vl_airthrow|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_airthrow}}
{{AttackDataCargo-MBTL/Query|vl_airthrow}}
* Universal air combo ender and shield-beating air to air
Vlov grabs the opponent by the neck and slams them down with a blast of fire/ice
* Leads to his powerful j.B safejump post BnBs
* Standard Melty Air Throw
* Useful as an anti air in some matchups, stylish too.
* Can be used as a committal anti air to call out shields and usual deadzones
* His best combo ender as it leads to his powerful safejumps
* The lower to the ground it connects, the better the frame advantage
* Universal air combo ender
}}
}}


Line 357: Line 387:


===== Burya Tigr =====
===== Burya Tigr =====
Vlov's rekka series. A core part of all aspects of Vlov's gameplan as both an offensive poke in neutral and an excellent pressure/mixup tool once he has his opponents cornered.
{{MoveDataCargo
{{MoveDataCargo
| title    = Burya Tigr
| title    = Burya Tigr
| subtitle = My neutral doe
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|214X}}
| input    = {{#invoke:InputsMBTL|toIcons|214X}}
| images  =  
| images  =  
{{MoveDataCargoImage|vl_214a|caption=}}
{{MoveDataCargoImage|vl_214a|caption=214A}}
{{MoveDataCargoImage|vl_214b|caption=214XX is a regular strike ender, 4X is a slow command grab that you can combo into}}
{{MoveDataCargoImage|vl_214b|caption=214B}}
{{MoveDataCargoImage|vl_214c|caption=An important way to confirm of your zoning}}
{{MoveDataCargoImage|vl_214xx|caption=214A/B~X}}
{{MoveDataCargoImage|vl_214xxx|caption=214A/B~XX}}
{{MoveDataCargoImage|vl_214c|caption=214C}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|vl_214a|caption=214A|hitbox=yes}}
{{MoveDataCargoImage|vl_214a|caption=214A|hitbox=yes}}
{{MoveDataCargoImage|vl_214b|caption=214B|hitbox=yes}}
{{MoveDataCargoImage|vl_214b|caption=214B|hitbox=yes}}
{{MoveDataCargoImage|vl_214[b]|caption=214[B]|hitbox=yes}}
{{MoveDataCargoImage|vl_214[b]|caption=214[B]|1|hitbox=yes}}
{{MoveDataCargoImage|vl_214[b]|caption=214[B]|2|hitbox=yes}}
{{MoveDataCargoImage|vl_214xx|caption=214XX|hitbox=yes}}
{{MoveDataCargoImage|vl_214xx|caption=214XX|hitbox=yes}}
{{MoveDataCargoImage|vl_214xxx|caption=214XXX|hitbox=yes}}
{{MoveDataCargoImage|vl_214xxx|caption=214XXX|hitbox=yes}}
{{MoveDataCargoImage|vl_214xx4x|caption=214XX4X (Burya Drakon)|hitbox=yes}}
{{MoveDataCargoImage|vl_214xx4x|caption=214XX4X (Burya Drakon)|hitbox=yes}}
{{MoveDataCargoImage|vl_214c|caption=214C|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_214a}}
{{AttackDataCargo-MBTL/Query|vl_214a}}
* Long range low, useful in neutral and pressure
 
Rekka Starter: Vlov performs a long ranged low strike followed up by a higher slash
 
* A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile
* Leads to stable and serviceable conversions from most hits due to putting the opponent into an airborne state on hit
* Access to several cancel options like MD can prevent the opponent from capitalizing on its whiff recovery
* Difficult to even jump over as the second hit covers a lot of air space
* Vulnerable to clash, due to an 11f uncancellable gap between the first and second hit
 
{{AttackDataCargo-MBTL/Query|vl_214b}}
{{AttackDataCargo-MBTL/Query|vl_214b}}
* Long range up-angled slashes, useful as a general "stay away" space covering move
 
Rekka Starter: Vlov performs long range upwards-angled slashes
 
* Not quite as fast as 214A, but covers more space
* Can be used to clip people trying to invade your airspace
* Like 214A, leads to stable conversions due to its properties on hit
* Unlike 214A, this version extends his hurtbox a little
* Vulnerable to clash, due to an 9f uncancellable gap between the first and second hit
 
{{AttackDataCargo-MBTL/Query|vl_214[b]}}
{{AttackDataCargo-MBTL/Query|vl_214[b]}}
* Wallbounces, used in Vlov's corner bnbs
 
* Good to pressure reset into 22C if they're respecting
Vlov dashes towards the opponent with a wallbouncing strike
* Will also catch people trying to jump out (air unblockable)
 
{{AttackDataCargo-MBTL/Query|vl_214c}}
* A staple of Vlov's corner routes
* Works like a fast 214[B], goes into a launcher on hit
* An option to pressure reset with 214[B] 22C to initiate a strike throw mixup from farther ranges
* Can be used to create unblockables from blocked air fireball, leading to full combos
* Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner
* Low profiles while Vlov is invisible, meaning you can sometimes slide under air approaches with this move
* Can also be used to catch people messing around at a distance most of your other options don't threaten well, though it is niche
 
{{AttackDataCargo-MBTL/Query|vl_214xx}}
{{AttackDataCargo-MBTL/Query|vl_214xx}}
* A lot of untech time, allows linking into 2C/22A
 
Rekka Followup: Vlov continues his series of strikes and slams the ground
 
* A lot of untech time, allows linking into 2C/22A for good conversions
* Can be used to easily frametrap from 214X while still being safe on block from farther ranges
 
{{AttackDataCargo-MBTL/Query|vl_214xxx}}
{{AttackDataCargo-MBTL/Query|vl_214xxx}}
Rekka Finisher: Vlov summons a geyser of fire/ice to launch the opponent
* Why are you not blocking
* Why are you not blocking
* Strike ender to the rekka, slightly delayed it becomes a frametrap
* Strike ender to the rekka with a large cancel window to make it a frametrap option
* A terrible neutral tool due to its small range and long recovery
* Doesn't hit when rekka is spaced
 
{{AttackDataCargo-MBTL/Query|vl_214xx4x}}
{{AttackDataCargo-MBTL/Query|vl_214xx4x}}
Rekka Finisher: Vlov comes forward to grab the opponent by the neck and surrounds them with fire/ice
* Why are you blocking
* Why are you blocking
* Command grab ender, slow but will catch people fearing the strike. Sadly its easily reactable
* Command grab ender, slow but will catch people fearing the strike
* Vulnerable to fuzzy jump
* Catches backdashes point blank or in corner
* Catches backdashes point blank or in corner
* Can also be combo'd into and out of
* Can also be combo'd into and out of
* Doesn't hit when rekka is spaced
{{AttackDataCargo-MBTL/Query|vl_214c}}
Vlov dashes towards the opponent with a flurry of strikes
* Dashes forward like 214[B] into a large single strike, into several strikes that launch on hit
* His primary tool for setting up AUB setups due to his ability to jail opponents in the air with fireballs into this as a direct cancel option
* A big reason why approaching Vlov in the air is difficult without taking considerable risks
* At farther ranges, opponents can fall out of the following series of strikes even when he does hit
}}
{{MoveDataCargo
| title    = Burya Tigr
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|4B+C}}
| images  =
{{MoveDataCargoImage|vl_4bc|caption=AUB Machine}}
| hitboxes =
{{MoveDataCargoImage|vl_4bc|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_4bc|2|caption=AUB Machine|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_4bc}}
Vlov dashes forward cleaving two consecutive strikes
* Launches the opponent on hit for a full combo
* Moves forward a fair distance, giving it solid range
* Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools
* Unlike 214[B], has no low profile
* Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range
}}
}}


 
===== Flame, Disease / Ice, Memory =====
<tabber>
<tabber>
|-|Fire=
|-|Fire=
===== Flame, Disease =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Flame, Disease
| title    = Flame, Disease
Line 408: Line 507:
{{MoveDataCargoImage|vl_f236b|caption=236B}}
{{MoveDataCargoImage|vl_f236b|caption=236B}}
{{MoveDataCargoImage|vl_f236c|caption=236C}}
{{MoveDataCargoImage|vl_f236c|caption=236C}}
| hitboxes =
{{MoveDataCargoImage|vl_f236a|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_f236b|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_f236c|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_f236a}}
{{AttackDataCargo-MBTL/Query|vl_f236a}}
* Slow travelling fireball that is + on block
* Slow travelling fireball that is + on block and good for pressure
* Has more combo utility than i236a, but less dominant in neutral
* Great space control, but very slow and usually reactable
{{AttackDataCargo-MBTL/Query|vl_f236b}}
{{AttackDataCargo-MBTL/Query|vl_f236b}}
* Preemptive anti air, less neutral dominant than i236a
* Preemptive anti air that can lead into air unblockables if blocked
* Can be looped on the corner, massive untech time
* Slow, so often shielded by competent players if done too far away
* If uncancelled into followups, converts with 22A or 2C easily
* Can be looped on the corner as a staple of corner combos, massive untech time
{{AttackDataCargo-MBTL/Query|vl_f236c}}
{{AttackDataCargo-MBTL/Query|vl_f236c}}
* Massive damage, wallsticks for bombos or/and corner carry
* Massive damage ender, wallsticks and often allows you to get a safejump if this occurs, or knocks down to let you charge if it doesn't
* Situational chip and hitconfirm tool
* Situational hitconfirm tool
{{AttackDataCargo-MBTL/Query|vl_f236xx}}
{{AttackDataCargo-MBTL/Query|vl_f236xx}}
* 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle
* 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle
* Generally a very sad move, but hits at a convenient angle for air unblockable setups
{{AttackDataCargo-MBTL/Query|vl_f236x[a]}}
{{AttackDataCargo-MBTL/Query|vl_f236x[a]}}
* May hit people Shield-B'ing you
* May hit people Shield-B'ing you if you're lucky
* Can be used to keep your opponent respecting you, in neutral and pressure, by messing with timing
{{AttackDataCargo-MBTL/Query|vl_f236x[b]}}
{{AttackDataCargo-MBTL/Query|vl_f236x[b]}}
* Covers the air in case they jump over your fireball
* Covers a lot of space in the air in case they jump over your fireball
* Can very occasionally make people who expect 236[A] whiff shield
* The threat of this move can slow people down, leaving you time to do your thing
}}
}}
===== Homeward, Disease =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Homeward, Disease
| title    = Flame, Disease
| subtitle = The reason you play Vlov
| input    = {{#invoke:InputsMBTL|toIcons|22X}}
| images  =
{{MoveDataCargoImage|vl_f22a|caption=A version fires a fast but small trail of fire, B has more startup but fires a bigger trail of fire}}
{{MoveDataCargoImage|vl_f22b|caption=22XX}}
{{MoveDataCargoImage|vl_f22c|caption=22C<br />Learn hitconfirming}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_f22a}}
* Staple neutral and combo tool, hits fullscreen and allows for confirms with meter
{{AttackDataCargo-MBTL/Query|vl_f22b}}
* Slow fullscreen low, doesn't have much utility
{{AttackDataCargo-MBTL/Query|vl_f22c}}
* Probably Vlov's best move. Great way to spent meter
* Very short recovery, + on block and pressure re-buy, vacuums, has insane untech time allowing for new okizeme setups, might anti air low IADs
{{AttackDataCargo-MBTL/Query|vl_f22ax}}
* Hits low and vacuums on hit with a lot of untech time, staple combo tool
* Usable in pressure if you have resources
* Jump cancellable
{{AttackDataCargo-MBTL/Query|vl_f22bx}}
* Hits low and vacuums on hit with a lot of untech time, staple combo tool
* Significantly more + on hit then 22A~X
* Jump cancellable
}}
 
===== Flame, Disease (air) =====
{{MoveDataCargo
| title    = Flame, Disease (air)
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|236X}}
| input    = {{#invoke:InputsMBTL|toIcons|6B+C}}
| images  =  
| images  =  
{{MoveDataCargoImage|vl_fj236a|caption=j236A}}
{{MoveDataCargoImage|vl_f6bc|caption=}}
{{MoveDataCargoImage|vl_fj236b|caption=j236B}}
| hitboxes =  
{{MoveDataCargoImage|vl_fj236c|caption=j236C}}
{{MoveDataCargoImage|vl_f6bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_fj236a}}
{{AttackDataCargo-MBTL/Query|vl_f6bc}}
* Hard to contest for some
* Absurdly + on block, letting Vlov airdash in as a frametrap
{{AttackDataCargo-MBTL/Query|vl_fj236b}}
* Slow and less useful midscreen
* Can use to bait out grounded options at midscreen or further that might contest other zoning options
* Slow so only use as a hard callout
* Very very bad on whiff
{{AttackDataCargo-MBTL/Query|vl_fj236c}}
* Placeholder
{{AttackDataCargo-MBTL/Query|vl_fj236xx}}
* Placeholder
}}
}}
|-|Ice=
|-|Ice=
===== Ice, Memory =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Ice, Memory
| title    = Ice, Memory
Line 484: Line 556:
{{MoveDataCargoImage|vl_i236b|caption=}}
{{MoveDataCargoImage|vl_i236b|caption=}}
{{MoveDataCargoImage|vl_i236c|caption=Fires 7 icicles}}
{{MoveDataCargoImage|vl_i236c|caption=Fires 7 icicles}}
| hitboxes =
{{MoveDataCargoImage|vl_i236a|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_i236b|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_i236c|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_i236a}}
{{AttackDataCargo-MBTL/Query|vl_i236a}}
Line 501: Line 577:
* Same usage as fire
* Same usage as fire
}}
}}
{{MoveDataCargo
| title    = Ice, Memory
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|6B+C}}
| images  =
{{MoveDataCargoImage|vl_i6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|vl_i6bc|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_i6bc}}
* Way less + than fire but much faster
* Still a pressure re-buy but not + enough to airdash in and frametrap
}}
</tabber>
===== Homeward, Disease / Homeward, Memory =====
<tabber>
|-|Fire=
{{MoveDataCargo
| title    = Homeward, Disease
| subtitle = The reason you play Vlov
| input    = {{#invoke:InputsMBTL|toIcons|22X}}
| images  =
{{MoveDataCargoImage|vl_f22a|caption=22A/B}}
{{MoveDataCargoImage|vl_f22b|caption=22XX}}
{{MoveDataCargoImage|vl_f22c|caption=22C}}
| hitboxes =
{{MoveDataCargoImage|vl_f22a|caption=22A/B|hitbox=yes}}
{{MoveDataCargoImage|vl_f22b|caption=22XX|hitbox=yes}}
{{MoveDataCargoImage|vl_f22c|1|caption=22C|hitbox=yes}}
{{MoveDataCargoImage|vl_f22c|2|caption=22C|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_f22a}}
Vlov stomps the ground and summons a path of flame
* The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
* Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
* A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
{{AttackDataCargo-MBTL/Query|vl_f22b}}
Similar animation to 22A with slower startup
* A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
* Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
{{AttackDataCargo-MBTL/Query|vl_f22c}}
Vlov sends fast flames across the stage


===== Homeward, Memory =====
* A very versatile way to dump meter in almost every situation
* Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
* Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
* Its humongous range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
 
{{AttackDataCargo-MBTL/Query|vl_f22ax}}
 
Vlov calls back his path of flame
 
* Hits low and vacuums on hit with a lot of untech time, staple combo tool
* Used often in conjunction with 22C to guarantee massive amounts of chip damage
* Potentially very unsafe on block
 
{{AttackDataCargo-MBTL/Query|vl_f22bx}}
 
Similar animation to 22A~X
 
* Hits low and vacuums on hit with a lot of untech time, staple combo tool
* Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations up close
 
}}
{{MoveDataCargo
| title    = Homeward, Disease
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|2B+C}}
| images  =  
{{MoveDataCargoImage|vl_f2bc|caption=}}
| hitboxes =  
{{MoveDataCargoImage|vl_f2bc|caption=|hitbox=yes}}
| info    =  
{{AttackDataCargo-MBTL/Query|vl_f2bc}}
Vlov quickly stomps down
* Fast fullscreen projectile
* An important neutral and pressure tool due to its massive pushback and plus frames
* Makes advancing towards Vlov on the floor very difficult
}}
|-|Ice=
{{MoveDataCargo
{{MoveDataCargo
| title    = Homeward, Memory
| title    = Homeward, Memory
Line 508: Line 669:
| input    = {{#invoke:InputsMBTL|toIcons|22X}}
| input    = {{#invoke:InputsMBTL|toIcons|22X}}
| images  =  
| images  =  
{{MoveDataCargoImage|vl_i22a|caption=}}
{{MoveDataCargoImage|vl_i22a|caption=22A/B}}
{{MoveDataCargoImage|vl_i22b|caption=}}
{{MoveDataCargoImage|vl_i22b|caption=22XX}}
{{MoveDataCargoImage|vl_i22c|caption=}}
{{MoveDataCargoImage|vl_i22c|caption=22C}}
| hitboxes =
{{MoveDataCargoImage|vl_i22a|caption=22A/B|hitbox=yes}}
{{MoveDataCargoImage|vl_i22b|caption=22XX|hitbox=yes}}
{{MoveDataCargoImage|vl_i22c|1|caption=22C|hitbox=yes}}
{{MoveDataCargoImage|vl_i22c|2|caption=22C|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_i22a}}
{{AttackDataCargo-MBTL/Query|vl_i22a}}
* Like fire's but a bit faster, making it less reactable
 
Vlov stomps the ground and summons a path of ice
 
* The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
* Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
* A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
 
{{AttackDataCargo-MBTL/Query|vl_i22b}}
{{AttackDataCargo-MBTL/Query|vl_i22b}}
* Like fire's
 
Similar animation to 22A with slower startup
 
* A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
* Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
 
{{AttackDataCargo-MBTL/Query|vl_i22c}}
{{AttackDataCargo-MBTL/Query|vl_i22c}}
* Like fire's
 
Vlov sends a quick path of ice across the entire stage
 
* A very versatile way to dump meter in almost every situation
* Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
* Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
* Its massive range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
 
{{AttackDataCargo-MBTL/Query|vl_i22ax}}
{{AttackDataCargo-MBTL/Query|vl_i22ax}}
* Like fire's
 
Vlov calls back his path of ice
 
* Hits low and vacuums on hit with a lot of untech time, staple combo tool
* Used often in conjunction with 22C to guarantee massive amounts of chip damage
* Potentially very unsafe on block
 
{{AttackDataCargo-MBTL/Query|vl_i22bx}}
{{AttackDataCargo-MBTL/Query|vl_i22bx}}
* Like fire's
* -1 instead of 0 on block, limits some of the pressure reset utility
}}


===== Ice, Memory (air) =====
Similar animation to 22A~X
{{MoveDataCargo
| title    = Ice, Memory (air)
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|236X}}
| images  =
{{MoveDataCargoImage|vl_ij236a|caption=No charged follow-up}}
{{MoveDataCargoImage|vl_ij236b|caption=}}
{{MoveDataCargoImage|vl_ij236c|caption=}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_ij236a}}
* Comparable to fire
{{AttackDataCargo-MBTL/Query|vl_ij236b}}
* Comparable to fire
{{AttackDataCargo-MBTL/Query|vl_ij236c}}
* Comparable to fire
{{AttackDataCargo-MBTL/Query|vl_ij236xx}}
* Comparable to fire
}}
</tabber>


=== Moon Skills ===
* Hits low and vacuums on hit with a lot of untech time, staple combo tool
* Significantly more + on hit then 22A~X due to low recovery, and is safe enough on block to possibly continue offense


}}
{{MoveDataCargo
{{MoveDataCargo
| title    = Burya Tigr
| title    = Homeward, Memory
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|4B+C}}
| input    = {{#invoke:InputsMBTL|toIcons|2B+C}}
| images  =  
| images  =  
{{MoveDataCargoImage|vl_4bc|caption=My neutral tho part 2}}
{{MoveDataCargoImage|vl_i2bc|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|vl_4bc|caption=My neutral tho part 2|hitbox=yes}}
{{MoveDataCargoImage|vl_i2bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_4bc}}
{{AttackDataCargo-MBTL/Query|vl_i2bc}}
* Midscreen whiff punisher and one of your only reversals
Vlov quickly stomps down
* Launches for a full combo.
* Fast fullscreen projectile
* An important neutral and pressure tool due to its massive pushback and plus frames
* Makes advancing towards Vlov on the floor very difficult
}}
}}
</tabber>




===== Flame, Disease / Ice, Memory (air) =====
<tabber>
<tabber>
|-|Fire=
|-|Fire=
===== Flame, Disease =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Flame, Disease
| title    = Flame, Disease (air)
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|6B+C}}
| input    = {{#invoke:InputsMBTL|toIcons|236X}}
| images  =  
| images  =  
{{MoveDataCargoImage|vl_f6bc|caption=}}
{{MoveDataCargoImage|vl_fj236a|caption=j236A}}
{{MoveDataCargoImage|vl_fj236b|caption=j236B}}
{{MoveDataCargoImage|vl_fj236c|caption=j236C}}
| hitboxes =
{{MoveDataCargoImage|vl_fj236a|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_fj236b|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_fj236c|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_f6bc}}
{{AttackDataCargo-MBTL/Query|vl_fj236a}}
* Absurdly + on block, letting Vlov airdash in as a frametrap
* Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B
* Slow and less useful midscreen
{{AttackDataCargo-MBTL/Query|vl_fj236b}}
}}
* Can use to bait out grounded options at midscreen or further that might contest other zoning options
 
* Slow so only use as a hard callout
===== Homeward, Disease =====
* Very very bad on whiff, please for the love of god to not whiff this
{{MoveDataCargo
{{AttackDataCargo-MBTL/Query|vl_fj236c}}
| title    = Homeward, Disease
* Only used for converting off air fireball, is very bad just like j.236A
| subtitle =
{{AttackDataCargo-MBTL/Query|vl_fj236xx}}
| input    = {{#invoke:InputsMBTL|toIcons|2B+C}}
* Can be used to cover space where you expect your opponent might go to avoid the first fireball
| images  =
* Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly
{{MoveDataCargoImage|vl_f2bc|caption=}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_f2bc}}
* Fullscreen low poke.
* Has massive pushback on block, but +
}}
}}
===== Flame, Disease (air) =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Flame, Disease (air)
| title    = Flame, Disease (air)
Line 597: Line 771:
| images  =  
| images  =  
{{MoveDataCargoImage|vl_fj6bc|caption=}}
{{MoveDataCargoImage|vl_fj6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|vl_fj6bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_fj6bc}}
{{AttackDataCargo-MBTL/Query|vl_fj6bc}}
Line 602: Line 778:
}}
}}
|-|Ice=
|-|Ice=
===== Ice, Memory =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Ice, Memory
| title    = Ice, Memory (air)
| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|6B+C}}
| input    = {{#invoke:InputsMBTL|toIcons|236X}}
| images  =  
| images  =  
{{MoveDataCargoImage|vl_i6bc|caption=}}
{{MoveDataCargoImage|vl_ij236a|caption=No charged follow-up}}
{{MoveDataCargoImage|vl_ij236b|caption=}}
{{MoveDataCargoImage|vl_ij236c|caption=}}
| hitboxes =
{{MoveDataCargoImage|vl_ij236a|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_ij236b|caption=|hitbox=yes}}
{{MoveDataCargoImage|vl_ij236c|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_i6bc}}
{{AttackDataCargo-MBTL/Query|vl_ij236a}}
* Way less + than fire but much faster
* Comparable to fire
* Still a pressure re-buy but not + enough to airdash in and frametrap
{{AttackDataCargo-MBTL/Query|vl_ij236b}}
}}
* Comparable to fire
===== Homeward, Memory =====
{{AttackDataCargo-MBTL/Query|vl_ij236c}}
{{MoveDataCargo
* Comparable to fire
| title    = Homeward, Memory
{{AttackDataCargo-MBTL/Query|vl_ij236xx}}
| subtitle =
* Comparable to fire
| input    = {{#invoke:InputsMBTL|toIcons|2B+C}}
| images  =
{{MoveDataCargoImage|vl_i2bc|caption=}}
| info    =
{{AttackDataCargo-MBTL/Query|vl_i2bc}}
* Similar to Fire
}}
}}
===== Ice, Memory (air) =====
{{MoveDataCargo
{{MoveDataCargo
| title    = Ice, Memory (air)
| title    = Ice, Memory (air)
Line 632: Line 806:
| images  =  
| images  =  
{{MoveDataCargoImage|vl_ij6bc|caption=}}
{{MoveDataCargoImage|vl_ij6bc|caption=}}
| hitboxes =
{{MoveDataCargoImage|vl_ij6bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_ij6bc}}
{{AttackDataCargo-MBTL/Query|vl_ij6bc}}
Line 648: Line 824:
| images  =  
| images  =  
{{MoveDataCargoImage|vl_f236bc|caption=Pray your opponent B follow ups into this}}
{{MoveDataCargoImage|vl_f236bc|caption=Pray your opponent B follow ups into this}}
| hitboxes =
{{MoveDataCargoImage|vl_f236bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_f236bc}}
{{AttackDataCargo-MBTL/Query|vl_f236bc}}
Vlov summons a screen wide wall of fire
* Fully invincible wakeup option, but incredibly slow
* One of the most flexible ADs in the game combo wise
* Hits the entire screen.
* Hits the entire screen.
* Can hit behind Vlov.
* Can hit behind Vlov.
* Same as ice
}}
}}
|-|Ice=
|-|Ice=
Line 662: Line 842:
| images  =  
| images  =  
{{MoveDataCargoImage|vl_i236bc|caption=Pray your opponent B follow ups into this}}
{{MoveDataCargoImage|vl_i236bc|caption=Pray your opponent B follow ups into this}}
| hitboxes =
{{MoveDataCargoImage|vl_i236bc|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_i236bc}}
{{AttackDataCargo-MBTL/Query|vl_i236bc}}
Vlov summons a screen wide wall of ice
* Fully invincible wakeup option, but incredibly slow
* One of the most flexible ADs in the game combo wise
* Hits the entire screen.
* Hits the entire screen.
* Can hit behind Vlov.
* Can hit behind Vlov.
* Same as fire
}}
}}
</tabber>
</tabber>
Line 677: Line 861:
| images  =  
| images  =  
{{MoveDataCargoImage|vl_abcd|caption=}}
{{MoveDataCargoImage|vl_abcd|caption=}}
| hitboxes = {{MoveDataCargoImage|vl_abcd|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|vl_abcd}}
{{AttackDataCargo-MBTL/Query|vl_abcd}}
Here comes the big lance
"The spoils of this hunt now belong to me"
* Longest last arc in the game. A reference to Vlov's iconic spear stab from the Tsukihime Remake
* Can be performed by inputting A+B+C+D with 4 bars in neutral, or by Shielding an attack while in Blood Heat
* Damage in Blood Heat scales with amount of Heat Gauge remaining on activation
* Longest last arc in the game, which gives it the odd utility of being able to stall out heat and moon drive activation gauge easily
* One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it
* One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it
* If the opponent survives, both players are reset to the middle of the screen, with OK-ish okizeme for Vlov
}}
}}


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{{ColorGallery/Color|22|  text=Color 22 }}
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{{ColorGallery/Color|24|  text=Color 24 }}
{{ColorGallery/Color|25|  text=Color 25 }}
}}
}}



Latest revision as of 10:40, 24 June 2024

Gameplay

Vlov is a character who utilizes a strong projectile game alongside large mid-range special and normal attacks to crush his opponent's gameplan.

Vlov's moveset is largely geared towards space control and defensive neutral. He can easily hit people out of careless approach with Flame, Disease (236X) projectiles. His Homeward, Memory (22X) ground shockwave pushes and can pull opponents in when it connects. Should the opponent decide to play it safe, he still has his far-reaching normal attacks and Burya Tigr (214X) sword slash series (with its own mix-up followup) that cover wide area in front of him, letting him punish those who think he's no threat in melee. If the opponent decides to stop engaging, Vlov can go on the offensive and reveal the true breadth of his moveset, containing plenty of ways to extend his pressure and keep the opponent on their toes. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he loses a round.

Despite his seemingly straightforward gameplan, Vlov has several things working against him. His height, slow start up on many of his moves, and a sore lack of reversals outside of his slow Arc Drive and universal mechanics mean he has very limited options when forced into defense at close range. As well as this, while his resource usage is great, catching him without any resources is going to be a very bad time for him. A good eye for when to press your turn and keep the advantage, and when to back off and bide your time, is key to Vlov's survival.

Pick if you like Avoid if you dislike
  • Principle of Freezing: Unique to Vlov, once only one round seperates him and defeat, he will reveal the true frosty depths of his abilities by entering Ice Mode for the remainder of the fight. Special moves that once used his already-potent searing flames now use empowered bone-chilling ice that are far faster and just as powerful, allowing him to dominate the opponent with absolute zero.
  • Ranged Offense: With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen.
  • Strong Mid Range Game: With far reaching disjointed pokes like 2B, 5C, and 214A / 214B Vlov is able to dominate the ground game from mid range.
  • Stellar Combo Game: Vlov has some of the highest potential damage in the game, and combined with his extremely powerful ability to convert off any hit, all his combos are an extremely potent game changer.
  • Great Resource Management: Vlov has many ways to use his resources effectively as well as many opportunities to gather more through his higher than average meter gain and his inherent ability to leverage charge effectively.
  • Plus Frames On Demand: With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources.
  • Air unblockable setups: Blocking Vlov's projectiles in the air leaves you vulnerable to a cancel into 214C or moon drive into 4BC, allowing the Vlov player to hit you with an air unblockable move on reaction for good reward. This is especially powerful in Ice Mode as the projectiles have bigger hitboxes and more blockstun.
  • Bad Scrambles: Vlov has generally the slowest frame data in the game for close range attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find dealing with scrambles particularly difficult.
  • Committal Defense: Vlov's specials are geared towards offense and zoning, leaving him with strong but slow abare options like 2B on the defensive outside of system mechanics, which aren't particularly geared towards mashing pressure up close and personal. Paired with his below average speed, tall height, and no reversals outside of arc drive, Vlov has a relatively difficult time cheating a turn up close safely compared to other cast members.

Story & Profile

A new Ancestor, recently arrived from the frozen seas of the north
One of the Twenty-seven Dead Apostle Ancestors.
He killed the previous Dead Apostle Ancestor head in order to take his place. However, due to the remote location of the family, his recent position is not widely known.

Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames.
His true talent is his ability to lower the temperature around him to absolute zero.

In battle, he can switch from Flame Mode to Ice Mode when in danger.
In this mode, Vlov's abilities expand exponentially,
granting him nearly unrivaled strength.

Main Weapon/Skill
Hunting Knife, Flame Arm, Flame River, Ice Spear, Glacier, Blizzard, Steel Pike

Basic Info
Height: 188cm
Weight: 79kg
Blood Type: n/a
Birthday: May (exact date unknown)
Voiced by: Kenjiro Tsuda

Unique Traits

Principle: Freezing

Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being one round away from losing the game

Character Summary

Move list

(Flame Mode) / (Ice Mode)

Moon Skills
6B+C - Flame, Disease / Ice, Memory (Air OK)
4B+C - Burya Tigr
2B+C - Homeward, Disease / Homeward, Memory
Special Attacks
236A/B/C (EX OK) - Flame, Disease / Ice, Memory (Air OK)
> A/B/C - Additional input
214A/B/C (EX OK) - Burya Tigr
> A/B/C - Additional input
> A/B/C - Burya Drakon
> 4A/B/C - Additional input
22A/B/C (EX OK) - Homeward, Disease / Homeward, Memory
> A/B/C - Additional input
Arc Drive
236B+C - Mania, Scorching Heat / Depths, Northern Sea
Last Arc
A+B+C+D / D in Blood Heat - Javol Kopiy
Unique Attacks
6C, 3C
Blowback Edge Moves
6[C], j.[C], 236A>[A], 236A>[B], 236B>[A], 236B>[B], 214[B]
Stats & vitals

Health: 12,000 (High)

Backdash:

  - 1-10 Full Invul
  - 1-14 Strike Invul
  - 15-19 Projectile/Air Invul
  - 6-24 Airborne
  - 36 Total

Dash startup: 6

Dash actionable: 5

Jump startup: 5

Jump airtime: 39

}}

Move Analysis

Normal Moves

framechart

Standing Normals

5A
5A
5A
MBTL Vlov 5A.png
MBTL Vlov 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
190 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
7 2 11 19 -1 -

Vlov sticks out the pommel of his blade

  • Very slow and stubby compared to other 5A's
  • Primary button to rebeat back to in pressure due to its range and recovery
  • Its hitbox is high enough to hit airborne, making it a good option for stuffing IAD pressure and fuzzy mashes
  • A good strike/throw tool up close due to its framedata on block and ability to easily catch jumpers
  • Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move)
5B
5B
5B
MBTL Vlov 5b.png
MBTL Vlov 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
9 3 21 32 -9 -

Vlov swings his blade into a wide angle towards the sky

  • BIG anti air, packing a strong disjoint and angle
  • Not necessarily effective against aggressive jump ins but can effectively tag people trying to approach Vlov's general deadzones
  • Good for fighting delayed IAD pressure, jump pressure resets, and any other wacky close up air shenanigans, though often outclassed by 2B and 5C
  • A staple for combos, and a useful neutral tool when the need arises
  • Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
5C
5C
5C
MBTL Vlov 5C.png
MBTL Vlov 5CHitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
10 4 26 39 -13 -

Vlov swings his massive blade forward

  • Vlov’s longest ground normal, you’ll be pressing this a lot in neutral
  • It hits high enough to catch IAD, so its a common mid range scramble button
  • Difficult to whiff punish at farther spacings due to its range but still packs a long recovery so be careful
  • Overall a powerful but committal poke that will reward you greatly for utilizing it correctly
  • Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
Damage Guard Cancel Property Cost Attribute
1020 LH N, SP, EX, MD L, GB - Strike
First Active Active Recovery Overall Advantage Invul
22 4 26 51 -13 16-21 Clash

Vlov charges for an even larger swing

  • The god slap, ground bounces on hit and leads to great dmg
  • One of Vlov's strongest pressure tools
  • Like every charged standing normal:
    • Has clashframes
    • Fatals low shield
  • Useful in neutral for this purpose, while not putting you at too much risk compared to similar options
  • Not an overhead like 6[c], but leads to much higher reward if it hits

Crouching Normals

2A
2A
2+A
MBTL Vlov 2A.png
MBTL Vlov 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
6 2 12 19 -2 -

Vlov crouches and sticks out the pommel of his blade

  • Vlov's fastest normal at 6f, quite short, hits low
  • Preferable normal to start or layer your offense up close
  • One of your main abare tools up close due to its speed
  • Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move)
2B
2B
2+B
MBTL Vlov 2B.png
The God Normal
MBTL Vlov 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
460 L N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
9 4 23 35 -12 -

Vlov strikes at the opponent's feet

  • One of Vlov's best normals
  • Packs a strong disjoint and lowers his hurtbox
  • Low, huge and even catches IADs, for the low price of slightly long recovery
  • An incredible starter for how useful it is
  • Powerful defensive poke that makes up a majority of his abare
2C
2C
2+C
MBTL Vlov 2C.png
MBTL Vlov 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 L N, SP, EX, MD L, HK - Strike
First Active Active Recovery Overall Advantage Invul
9 4 26 38 -13 -

Vlov sweeps his blade across the floor

  • Long range sweep that puts the opponent into an airborne state
  • Primarily serves as a combo starter and staple blockstring tool
  • Leads to incredible damage, making it your best way to punish whiffed or unsafe moves
  • A situational poke that's more often than not outclassed by his other tools due to it having terrible recovery and less range/coverage than other options with little to compensate

Jumping Normals

j.A
j.A
Aerial A
MBTL Vlov jA.png
MBTL Vlov jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
170 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
6 4 11 20 - -

A quick air jab with the blade's pommel

  • Fastest air button at 6f
  • Can repeat into itself twice
  • Retains air options on whiff
  • While an ok air to air button, it can be difficult to challenge opponents with it due to it being slower than most other j.As, and not hitting very high vertically either
  • Still one of his best answers to directly calling out most air to air exchanges up close due to its angle and speed, as well as its safety on whiff
  • Essential for air to air blockstrings due to its ability to repeat into itself as well its variety of cancel options
  • Whiff cancels starting on frame 20 onwards
j.B
j.B
Aerial B
MBTL Vlov jB.png
Wara, is that you?
MBTL Vlov jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
10 4 X - - -

Vlov swings a massive horizontal strike

  • Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game
  • Controls a lot of space and can be a powerful zoning tool that covers his aerial retreats nearly perfectly
  • Despite how it looks, the swing can hit low enough at the hilt after IAD to strike crouchers extremely up close
  • The range on this move is invaluable for safe jumps and other forms of strong pressure
j.C
j.C
Aerial C
MBTL Vlov jC.png
MBTL Vlov jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
12 5 X - - -

A massive blade swing angled diagonally towards the ground

  • Primary jump in attack, used for air to ground approaches and IAD pressure
  • Delayed chain into j.A off of jump-ins/IADs for easier confirms and to catch people sleeping
  • Very disjointed and covers the ground beneath Vlov very well defensively
Damage Guard Cancel Property Cost Attribute
900 HA N, SP, EX, MD, TH L, GB - Strike, Air
First Active Active Recovery Overall Advantage Invul
20 6 X - - Clash 16-19

Vlov charges the swing for stronger properties

  • Adds clash frames
  • Can be done from IAD
  • Ground bounces the opponent on ground and air hit
  • Gains more defensive applications in neutral as a pre-emptive way to easily stuff out anti air or air to air attempts for high reward
  • Does have higher recovery on whiff than all his other air normals so be cautious of getting too zealous with this move
  • Essential combo filler after 22X~X combos, get used to using this in all your rejump routes

Command Normals

6C
6C
6+C
MBTL Vlov 6C.png
MBTL Vlov 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD GB - Strike
First Active Active Recovery Overall Advantage Invul
15 3 22 39 -8 -

Vlov strikes the ground

  • Massive sword strike that moves Vlov forward
  • Launches on hit, can be used to frametrap by slightly charging
  • Primarily seen as late combo filler due to its smaller pool of cancel options on block and lack of safety on whiff
  • Can be used a very niche anti air due to its large forwards moving hitbox that can catch opponents trying to jump near Vlov
Damage Guard Cancel Property Cost Attribute
950 H SP, EX, MD L, Strike - Strike
First Active Active Recovery Overall Advantage Invul
29 3 24 55 -10 -

Vlov strikes the ground with even greater force

  • Slow Overhead that launches on hit and leads to easy combos
  • Moves Vlov even further than the uncharged version
  • Half charging into 214A is a safe and easy mixup that can catch opponents off guard
  • Clash frames makes this a bit trickier to mash out like other charged overheads
  • A nice tool to call out buffered low shields during pressure alongside 5[C]

Universal Mechanics

Rapid Beat 1
Rapid Beat 1
X>X
MBTL Vlov rapid1.png
MBTL Vlov rapid1 hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
220*2 (407) LH RB2, SP, EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 6 34 49 -9 -

Vlov pulls the opponent in with fire/ice

  • Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X
  • Might sometimes launch them behind you, making Rapid Beat 2 whiff (stop this from happening by delaying the autocombo 3C)
  • Shockingly good defensive option due to 5AA's utility as a fuzzy mash combined with this move's ability to catch people attempting to bait it with jump
  • In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc
3C / Rapid Beat 2
3C / Rapid Beat 2
3+C

or

X>X>X
MBTL Vlov 3C.png
*Clash*
MBTL Vlov 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH SP, EX, MD LR - Strike
First Active Active Recovery Overall Advantage Invul
10 3 26 38 -12 Air 5-12

Vlov quickly summons a tall pillar of fire/ice

  • Launches the opponent with Vlov performing a follow-up jump right after on hit
  • Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards
  • Lacks horizontal range and is liable to whiff so its difficult and unadvised to utilize it in blockstrings
  • Important for combos due to its utility as a consistent launcher into his powerful airthrow okizeme
  • One of Vlov's go-to anti airs for dealing with the space right above him due to its head invul properties and massive vertical range
  • Special cancellable on block, and has access to all of Vlov's stellar special cancel options to make it incredibly safe, otherwise punishable
  • Being a command normal, ground-to-air clashes with it can net volatile results if MD isn't available and you're not ready to jump cancel, as rebeating into 5A is not possible
Ground Throw
Throw
4/6+A+D
MBTL Vlov throw.png
MBTL Vlov throw hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800+700 (1500) U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 22 28 +61 -

Vlov grabs his opponent to have his fill of warm blood before throwing them down

  • Standard throw with hard knockdown
  • Longer than average knockdown for a standard throw
  • One of Vlov's best ways to present a threat up close
  • Due to its long knockdown it can lead to good okizeme
Air Throw
Airthrow
Aerial 4/6+A+D
MBTL Vlov airthrow.png
MBTL Vlov airthrow hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U J - - -
First Active Active Recovery Overall Advantage Invul
1 3 28 + 12L 43 - -

Vlov grabs the opponent by the neck and slams them down with a blast of fire/ice

  • Standard Melty Air Throw
  • Can be used as a committal anti air to call out shields and usual deadzones
  • His best combo ender as it leads to his powerful safejumps
  • The lower to the ground it connects, the better the frame advantage
  • Universal air combo ender

Special Moves

Burya Tigr

Vlov's rekka series. A core part of all aspects of Vlov's gameplan as both an offensive poke in neutral and an excellent pressure/mixup tool once he has his opponents cornered.

Burya Tigr
214+X
MBTL Vlov 214A.png
214A
MBTL Vlov 214B.png
214B
MBTL Vlov 214XX.png
214A/B~X
MBTL Vlov 214XXX.png
214A/B~XX
MBTL Vlov 214C.png
214C
MBTL Vlov 214AHitbox.png
214A
MBTL Vlov 214BHitbox.png
214B
MBTL Vlov 214-B 0-Hitbox.png
214[B]
MBTL Vlov 214-B-Hitbox.png
214[B]
MBTL Vlov 214XXHitbox.png
214XX
MBTL Vlov 214AAAHitbox.png
214XXX
MBTL Vlov 214AA4AHitbox.png
214XX4X (Burya Drakon)
MBTL Vlov 214C Hitbox.png
214C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) L(1), LH(2) -CH-, -EX-, -MD- L - Strike
First Active Active Recovery Overall Advantage Invul
9 4 (8) 4 19 43 -6 -

Rekka Starter: Vlov performs a long ranged low strike followed up by a higher slash

  • A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile
  • Leads to stable and serviceable conversions from most hits due to putting the opponent into an airborne state on hit
  • Access to several cancel options like MD can prevent the opponent from capitalizing on its whiff recovery
  • Difficult to even jump over as the second hit covers a lot of air space
  • Vulnerable to clash, due to an 11f uncancellable gap between the first and second hit
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX, MD L - Strike
First Active Active Recovery Overall Advantage Invul
13 4 (6) 3 20 45 -6 -

Rekka Starter: Vlov performs long range upwards-angled slashes

  • Not quite as fast as 214A, but covers more space
  • Can be used to clip people trying to invade your airspace
  • Like 214A, leads to stable conversions due to its properties on hit
  • Unlike 214A, this version extends his hurtbox a little
  • Vulnerable to clash, due to an 9f uncancellable gap between the first and second hit
Damage Guard Cancel Property Cost Attribute
1400 LH EX, MD L, WB - Strike
First Active Active Recovery Overall Advantage Invul
23 4 15 41 -2 13-19 Low Profile

Vlov dashes towards the opponent with a wallbouncing strike

  • A staple of Vlov's corner routes
  • An option to pressure reset with 214[B] 22C to initiate a strike throw mixup from farther ranges
  • Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner
  • Low profiles while Vlov is invisible, meaning you can sometimes slide under air approaches with this move
  • Can also be used to catch people messing around at a distance most of your other options don't threaten well, though it is niche
Damage Guard Cancel Property Cost Attribute
550*2 (1100) LH EX, MD L, GB - Strike
First Active Active Recovery Overall Advantage Invul
7 3 (11) 4 20 44 -7 -

Rekka Followup: Vlov continues his series of strikes and slams the ground

  • A lot of untech time, allows linking into 2C/22A for good conversions
  • Can be used to easily frametrap from 214X while still being safe on block from farther ranges
Damage Guard Cancel Property Cost Attribute
1000 LH EX, MD L, WB - Projectile
First Active Active Recovery Overall Advantage Invul
13 2 36 50 -9 -

Rekka Finisher: Vlov summons a geyser of fire/ice to launch the opponent

  • Why are you not blocking
  • Strike ender to the rekka with a large cancel window to make it a frametrap option
  • A terrible neutral tool due to its small range and long recovery
  • Doesn't hit when rekka is spaced
Damage Guard Cancel Property Cost Attribute
500, 450*3 (1640) U EX, MD, AD, (J) L, AB - Throw
First Active Active Recovery Overall Advantage Invul
27 2 31 59 N/A -

Rekka Finisher: Vlov comes forward to grab the opponent by the neck and surrounds them with fire/ice

  • Why are you blocking
  • Command grab ender, slow but will catch people fearing the strike
  • Vulnerable to fuzzy jump
  • Catches backdashes point blank or in corner
  • Can also be combo'd into and out of
  • Doesn't hit when rekka is spaced
Damage Guard Cancel Property Cost Attribute
400, 300*5 (1894) LH AD, MD L, LR, GB HK AB 1 Magic Circuit Strike
First Active Active Recovery Overall Advantage Invul
4+9 4 20 36 -7 -

Vlov dashes towards the opponent with a flurry of strikes

  • Dashes forward like 214[B] into a large single strike, into several strikes that launch on hit
  • His primary tool for setting up AUB setups due to his ability to jail opponents in the air with fireballs into this as a direct cancel option
  • A big reason why approaching Vlov in the air is difficult without taking considerable risks
  • At farther ranges, opponents can fall out of the following series of strikes even when he does hit
Burya Tigr
4+B+C
MBTL Vlov 4BC.png
AUB Machine
MBTL Vlov 4BC 0 Hitbox.png
MBTL Vlov 4BCHitbox.png
AUB Machine
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
750*2 (1357) LH EX, MD L, GB 3 Moon Icons Strike
First Active Active Recovery Overall Advantage Invul
15 4 (8) 3 18 47 -4 1-11 Clash

Vlov dashes forward cleaving two consecutive strikes

  • Launches the opponent on hit for a full combo
  • Moves forward a fair distance, giving it solid range
  • Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools
  • Unlike 214[B], has no low profile
  • Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range
Flame, Disease / Ice, Memory
Flame, Disease
236+X
MBTL Vlov F236A.png
236A
MBTL Vlov F236B.png
236B
MBTL Vlov F236C.png
236C
MBTL Vlov F236A hb.png
MBTL Vlov F236B hb.png
MBTL Vlov F236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
20 X 23 42 +4 -
  • Slow travelling fireball that is + on block and good for pressure
  • Great space control, but very slow and usually reactable
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
17 X 22 38 +5 -
  • Preemptive anti air that can lead into air unblockables if blocked
  • Slow, so often shielded by competent players if done too far away
  • If uncancelled into followups, converts with 22A or 2C easily
  • Can be looped on the corner as a staple of corner combos, massive untech time
Damage Guard Cancel Property Cost Attribute
1000*3 (2350) LHA AD, MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+9 X 25 37 +12 -
  • Massive damage ender, wallsticks and often allows you to get a safejump if this occurs, or knocks down to let you charge if it doesn't
  • Situational hitconfirm tool
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
20 X 39 58 -12 -
  • 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle
  • Generally a very sad move, but hits at a convenient angle for air unblockable setups
Damage Guard Cancel Property Cost Attribute
750*2 (1387) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
41 X 12 52 +15 -
  • May hit people Shield-B'ing you if you're lucky
  • Can be used to keep your opponent respecting you, in neutral and pressure, by messing with timing
Damage Guard Cancel Property Cost Attribute
750*2 (1387) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
43 X 12 54 +15 -
  • Covers a lot of space in the air in case they jump over your fireball
  • Can very occasionally make people who expect 236[A] whiff shield
  • The threat of this move can slow people down, leaving you time to do your thing
Flame, Disease
6+B+C
MBTL Vlov F6BC.png
MBTL Vlov F6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1100*2 (1793) LHA EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
28 X 9 36 +21 1-11 Clash
  • Absurdly + on block, letting Vlov airdash in as a frametrap
  • Slow and less useful midscreen

Ice, Memory
The other reason you play Vlov
236+X
MBTL Vlov I236A.png
Charged version fire 5 icicles
MBTL Vlov I236B.png
MBTL Vlov I236C.png
Fires 7 icicles
MBTL Vlov I236A hb.png
MBTL Vlov I236B hb.png
MBTL Vlov I236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 X 33 42 -1 -
  • Chip machine, but scales harder in combos
  • Much better projectile than fire's, comes out faster, multihit and has a bigger hitbox
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
7 X 32 38 0 -
  • Your go-to anti air
  • May lose to clashframe moves
Damage Guard Cancel Property Cost Attribute
450*7 (2258) LHA AD, MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+5 X 29 37 +10 -
  • Absurd base damage, but scales the combo harder
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 X 49 58 -17 -
  • Fullscreen combos
Damage Guard Cancel Property Cost Attribute
520*5 (1819) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
32 X 21 52 +13 -
  • Chip machine 2
  • Same usage as fire
Damage Guard Cancel Property Cost Attribute
520*5 (1819) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
34 X 21 54 +13 -
  • Same usage as fire
Ice, Memory
6+B+C
MBTL Vlov I6BC.png
MBTL Vlov I6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520*6 (2053) LHA EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
11 X 26 35 +9 1-11 Clash
  • Way less + than fire but much faster
  • Still a pressure re-buy but not + enough to airdash in and frametrap
Homeward, Disease / Homeward, Memory
Homeward, Disease
The reason you play Vlov
22+X
MBTL Vlov F22A.png
22A/B
MBTL Vlov F22B.png
22XX
MBTL Vlov F22C.png
22C
MBTL Vlov F22A hitbox.png
22A/B
MBTL Vlov F22XX hitbox.png
22XX
MBTL Vlov F22C hitbox.png
22C
MBTL Vlov F22CF hitbox.png
22C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
12/17/22 5,5,5 24 50 -13/-8/-3 -

Vlov stomps the ground and summons a path of flame

  • The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
  • Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
  • A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
Damage Guard Cancel Property Cost Attribute
1000 LA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
23/28/33 5,5,5 11 48 +0/+5/+10 -

Similar animation to 22A with slower startup

  • A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
  • Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
Damage Guard Cancel Property Cost Attribute
1200*2 (2016) LA AD, MD L, HK, V, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4/4+7 - 31 38 +16~+10 -

Vlov sends fast flames across the stage

  • A very versatile way to dump meter in almost every situation
  • Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
  • Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
  • Its humongous range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
Damage Guard Cancel Property Cost Attribute
900 LA EX, MD, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
13/16/19 3,3,3 20 41 -12/-9/-6 -

Vlov calls back his path of flame

  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Used often in conjunction with 22C to guarantee massive amounts of chip damage
  • Potentially very unsafe on block
Damage Guard Cancel Property Cost Attribute
900 LA -EX-, -MD-, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 14 33 -6/-3/+0 -

Similar animation to 22A~X

  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations up close
Homeward, Disease
2+B+C
MBTL Vlov F2BC.png
MBTL Vlov F2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 LHA EX, MD L, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
12/17/22 5,5,5 11 37 +5/+10/+15 1-7 Clash

Vlov quickly stomps down

  • Fast fullscreen projectile
  • An important neutral and pressure tool due to its massive pushback and plus frames
  • Makes advancing towards Vlov on the floor very difficult

Homeward, Memory
The reason you play Vlov
22+X
MBTL Vlov I22A.png
22A/B
MBTL Vlov I22B.png
22XX
MBTL Vlov I22C.png
22C
MBTL Vlov I22A hitbox.png
22A/B
MBTL Vlov I22XX.png
22XX
MBTL Vlov I22C hitbox.png
22C
MBTL Vlov I22CF hitbox.png
22C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 31 50 -13/-10/-7 -

Vlov stomps the ground and summons a path of ice

  • The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
  • Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
  • A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
Damage Guard Cancel Property Cost Attribute
1000 LA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
22/25/28 3,3,3 18 48 +0/+3/+6 -

Similar animation to 22A with slower startup

  • A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
  • Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
Damage Guard Cancel Property Cost Attribute
1200*2 (2016) LA AD, MD L, HK, V, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4/4+7 - 31 38 +16~+10 -

Vlov sends a quick path of ice across the entire stage

  • A very versatile way to dump meter in almost every situation
  • Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
  • Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
  • Its massive range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
Damage Guard Cancel Property Cost Attribute
900 LA EX, MD, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
12/15/18 3,3,3 21 41 -13/-10/-7 -

Vlov calls back his path of ice

  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Used often in conjunction with 22C to guarantee massive amounts of chip damage
  • Potentially very unsafe on block
Damage Guard Cancel Property Cost Attribute
900 LA -EX-, -MD-, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
10/13/16 3,3,3 15 33 -7/-4/-1 -

Similar animation to 22A~X

  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Significantly more + on hit then 22A~X due to low recovery, and is safe enough on block to possibly continue offense
Homeward, Memory
2+B+C
MBTL Vlov I2BC.png
MBTL Vlov I2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 LHA EX, MD L, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 18 37 +5/+8/+11 1-7 Clash

Vlov quickly stomps down

  • Fast fullscreen projectile
  • An important neutral and pressure tool due to its massive pushback and plus frames
  • Makes advancing towards Vlov on the floor very difficult


Flame, Disease / Ice, Memory (air)
Flame, Disease (air)
236+X
MBTL Vlov Fj236A.png
j236A
MBTL Vlov Fj236B.png
j236B
MBTL Vlov Fj236C.png
j236C
MBTL Vlov Fj236A hb.png
MBTL Vlov Fj236B hb.png
MBTL Vlov Fj236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 X X
[12 on landing]
- +5 (TK) -
  • Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 X X
[12 on landing]
- -5 -
  • Can use to bait out grounded options at midscreen or further that might contest other zoning options
  • Slow so only use as a hard callout
  • Very very bad on whiff, please for the love of god to not whiff this
Damage Guard Cancel Property Cost Attribute
800*3 (1880) LHA MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+8 X X
[12 on landing]
- -7 (TK) -
  • Only used for converting off air fireball, is very bad just like j.236A
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
13 X X
[12 on landing]
- -8 (TK) -
  • Can be used to cover space where you expect your opponent might go to avoid the first fireball
  • Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly
Flame, Disease (air)
Aerial 6+B+C
MBTL Vlov Fj6BC.png
MBTL Vlov Fj6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900*2 (1467) LHA -J-, EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
20 X 4
[12 on landing]
23 +25/+23 (TK>jc) -
  • Jump cancelable, allows combo into j.[C]

Ice, Memory (air)
236+X
MBTL Vlov Ij236A.png
No charged follow-up
MBTL Vlov Ij236B.png
MBTL Vlov Ij236C.png
MBTL Vlov Ij236A hb.png
MBTL Vlov Ij236B hb.png
MBTL Vlov Ij236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
14 X X
[12 on landing]
- +10 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
15 X X
[12 on landing]
- -10 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
430*7 (2156) LHA MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4 X X
[12 on landing]
- -9 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
3 X X
[12 on landing]
- -11~-10 (TK) -
  • Comparable to fire
Ice, Memory (air)
Aerial 6+B+C
MBTL Vlov Ij6BC.png
MBTL Vlov Ij6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520*6 (2053) LHA -J-, EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
12 X 12
[12 on landing]
23 +22/+23 (TK>jc) -
  • Similar to Fire

Super Moves

Mania, Scorching Heat
Mania, Scorching Heat
236+B+C
MBTL Vlov f236BC.png
Pray your opponent B follow ups into this
MBTL Vlov f236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LHA - HK, AB 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+14 60 30 104 -9 1-79 All

Vlov summons a screen wide wall of fire

  • Fully invincible wakeup option, but incredibly slow
  • One of the most flexible ADs in the game combo wise
  • Hits the entire screen.
  • Can hit behind Vlov.

Depths, Northern Sea
Depths, Northern Sea
236+B+C
MBTL Vlov i236BC.png
Pray your opponent B follow ups into this
MBTL Vlov i236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LHA - HK, AB 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+14 60 30 104 -11 1-79 All

Vlov summons a screen wide wall of ice

  • Fully invincible wakeup option, but incredibly slow
  • One of the most flexible ADs in the game combo wise
  • Hits the entire screen.
  • Can hit behind Vlov.
Javol Kopiy
Javol Kopiy
A+B+C+D
MBTL Vlov ABCD.png
MBTL Vlov ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 LH - - 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
22 4 27 52 -14 1-25 All

"The spoils of this hunt now belong to me"

  • Can be performed by inputting A+B+C+D with 4 bars in neutral, or by Shielding an attack while in Blood Heat
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activation
  • Longest last arc in the game, which gives it the odd utility of being able to stall out heat and moon drive activation gauge easily
  • One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it
  • If the opponent survives, both players are reset to the middle of the screen, with OK-ish okizeme for Vlov

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -5
5C/2C 5A/2A -3
Gap Table
Attack Chain Frame Gap

E.g. 2C > 5A(whiff) leaves you -3

Customization

Palette options

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