Vampire Savior/Q-Bee: Difference between revisions
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== Movement == | == Movement == | ||
'''Walk:''' | '''Walk:''' Average speed both forward and backward. While easy to overlook compared to her unique options for movement, walking with Q-Bee is still important for her counterpoke game and adjusting potential IAD angles. | ||
'''Dash:''' | '''Dash:''' Functions similarly to a standard ground dash but she will enter an inactionable slide that acts as a recovery for both the forward and backward version. Because of this slide she is unable to empty cancel her dashes by pressing the opposite direction but she can thankfully still cancel it with her standing normals, making it important to learn how to move around while dash canceling. | ||
'''Jump:''' | '''Jump:''' Slightly floaty, the forward version travels average distance while the backward version travels almost no distance. Very useful when combined with her float and strong air-to-ground normals. | ||
'''Air Dash:''' | '''Air Dash:''' Can be input with any forward-facing direction once airborne. 99, 96, and 93 will all produce valid instant airdashes. From higher heights, 99, 66, 33, or any combination of 3/6/9 will produce an airdash. | ||
Perhaps Q-Bee’s single most defining tool, an airdash that locks on to the opponent’s current position and sends her there. From an instant air dash (IAD) Q-Bee is capable of extremely fast triangle jumps, giving her the fastest overheads in the game. While using her airdash counts as an air action and she can’t block after doing so you can cancel it into her three air okay special moves at any point in the air dash. | |||
'''Float (hover) - hold 7/8/9:''' Q-Bee will stay suspended in the air either for a set amount of time or until the direction held is let go. Both the neutral and backward float are rather short but her forward float allows her to cover about half screen distance. Incredible tool for mobility and stalling, allows Q-Bee to both advance forward while being able to chicken guard potential threats or hover and wait to react to what the opponent does. If there is a significant gap between air hits that allow QB to return to neutral, the second air hit will effectively guard break her. | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
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{{AttackDataCargo-VSAV/Query|QB_5LP}} | {{AttackDataCargo-VSAV/Query|QB_5LP}} | ||
Slightly stubbier than the average jab. Uses for this normal include catching air approaches like short hops or airdashes, guardbreaking opponents airblocking directly in front of you, whiff punishing higher reaching pokes, or setting up tick throws. This normal becomes particularly strong against tall crouchers as it will not whiff on them no matter which state they’re in. | |||
The following characters can not crouch under this normal: AN, AU, BI, DE, JE, and VI. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_5MP}} | {{AttackDataCargo-VSAV/Query|QB_5MP}} | ||
One of Q-Bee's main pokes and key normals. With fast startup, far range, and only moderate recovery Q-Bee will use this normal to control neutral, whiff punish poorly spaced normals, or guard break opponents trying to chicken guard away from her. As strong as this poke is it does extend her hurtbox considerably and can be prone to losing to moves with especially high active frames. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_5HP}} | {{AttackDataCargo-VSAV/Query|QB_5HP}} | ||
This normal goes unused due to poor | This normal has a few notable qualities in its long range and the bees being disjointed projectiles but goes unused due to a number of problems with it. As an ender in chains it's a poor choice as it leaves you minus on hit and the number of bees that hit the opponent is highly dependent on the character and if they're standing or crouching, while as a poke it is difficult to use due to the long startup and recovery. | ||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_5LK}} | {{AttackDataCargo-VSAV/Query|QB_5LK}} | ||
A more reliable light normal for pressure. While not as advantageous as 5LP it does not whiff against any crouchers and has great range with a nearly disjointed hitbox. Great for stuffing low normals or harassing the opponent just outside of point blank range. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_5MK}} | {{AttackDataCargo-VSAV/Query|QB_5MK}} | ||
Primarily used as an anti-air against jump ins from | Primarily used as an anti-air against jump ins from farther ranges. Other uses include using it while dashing to anti-air a chicken blocking opponent, particularly during bubble setups, and guard breaking an opponent upbacking in the corner after using an air chain against them. Unfortunately it whiffs against most crouching characters and even standing Felicia so it shouldn't be used against grounded opponents. | ||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_5HK}} | {{AttackDataCargo-VSAV/Query|QB_5HK}} | ||
Another anti-air option that covers directly above and in front of Q-Bee. It’s useful for catching opponents who have committed to an air option that leaves them especially high, like Morrigan and Jedah's hoverdash or Lei-Lei’s pendulum swing. When using it you will want to use it as late as possible in order to try and trigger the initial hitbox of the normal as this is the highest reaching one. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_2LP}} | {{AttackDataCargo-VSAV/Query|QB_2LP}} | ||
An interesting crouching jab that hits low, has notable range, and can gain renda bonus. Unfortunately its frame data leaves it outclassed by 2LK as both a pressure tool and chain starter, leaving it stuck mostly as chain filler from IAD starters when applicable. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_2MP}} | {{AttackDataCargo-VSAV/Query|QB_2MP}} | ||
Another key poking normal. While less advantageous on block then her other pokes, the fast startup and long reach of this low make it an incredible tool in Q-Bee's neutral and high/low mixups. Occasionally can be special canceled into CR to catch pushblock or counter poke attempts. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_2HP}} | {{AttackDataCargo-VSAV/Query|QB_2HP}} | ||
An unusual normal, but a useful anti-air option against jump-ins at the mid to far range. Because the stingers are projectiles that exist separate from Q-Bee opponents will still trade with them once active even if they happen to hit Q-Bee. Although the multihit nature of this normal can make it prone to being pushblocked or guard canceled it grants notably high frame advantage, allowing Q-Bee to even link into a 2MP or 2MK on hit. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_2LK}} | {{AttackDataCargo-VSAV/Query|QB_2LK}} | ||
Great pressure tool at point blank range, while it loses the renda bonus of 2LP it being a frame faster and more advantageous on hit and block allow it to cover for follow up options better. It also is commonly used to special cancel into ES CR from an IAD light normal. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_2MK}} | {{AttackDataCargo-VSAV/Query|QB_2MK}} | ||
Similar in use to 5MP but hits at a steeper angle, when used in tandem with 5MP and 2MP this allows Q-Bee particularly powerful neutral and space control. In instances where 2HK will not reach the opponent this is your preferred ender for chains thanks to the reliable reach and great frame advantage. Because this normal barely extends Q-Bee's hurtbox in front of her it's an effective low crush. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_2HK}} | {{AttackDataCargo-VSAV/Query|QB_2HK}} | ||
One of the weaker sweeps in the game, but integral to Q-Bee's kit. Being a slide gives it slightly better range then it may seem but it’s use should be kept solely as a chain ender. Because of the short range you'll generally have to gauge your spacing from the opponent in order to ensure it will connect. | |||
}} | }} | ||
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{{MoveDataCargoImage|QB_J_LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|QB_J_LP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-VSAV/Query|QB_J_LP}} | {{AttackDataCargo-VSAV/Query|QB_J_LP}} | ||
One of your air-to-ground starters and a core part of Q-Bee's high/low mixups. Because of the larger, steeper hitbox that reaches slightly under her this normal is advised specifically from IAD at close range, such as at point blank or just outside of it. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_J_MP}} | {{AttackDataCargo-VSAV/Query|QB_J_MP}} | ||
An incredibly powerful air-to-ground normal. From jump-ins or float Q-Bee can reliably chain into j.MK and perform a ground chain or special cancel into ES CR upon landing. Because of its far reach she can use it from midrange to get especially far range overhead confirms or whiff punish normals from the opponent. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_J_HP}} | {{AttackDataCargo-VSAV/Query|QB_J_HP}} | ||
This | This is another nontraditional normal, upon pressing it Q-Bee will shoot out four bees that then travel in an upward arc. As an attack she can not chain into or from this normal outside of Dark Force giving it little use as an option for offense, despite this both the upward arc and the fact that each bee is a separate projectile can make it a useful disjoint for clipping the opponent in certain situations. This normal has good utility as it will halt any air momentum Q-Bee has, this can be useful for canceling air dashes at unintended trajectories or tricking the opponent on where you will be positioned. | ||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_J_LK}} | {{AttackDataCargo-VSAV/Query|QB_J_LK}} | ||
While it has similar use to her j.LP as an air-to-ground light chain starter the steeper, further reaching hitbox makes it more reliable from farther ranges where j.LP might not reach. It can also make for an effective air-to-air option thanks to its great horizontal reach. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_J_MK}} | {{AttackDataCargo-VSAV/Query|QB_J_MK}} | ||
Q-Bee's default air-to-air normal, while not exceptional in this regard it still is effective thanks to her strong aerial mobility. While less rewarding then j.HK using j.MK for poking from an IAD or air chains is easier and can be more practical in situations where you want to guarantee the hit. Although it can function as an IAD overhead starter the stubbier range and shorter hitstun make it more tricky to confirm off of compared to other options. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_J_HK}} | {{AttackDataCargo-VSAV/Query|QB_J_HK}} | ||
Q-Bee's more optimal normal for air-to-air interactions and chaining into from j.MP in air chains. Its 10f frame startup makes it more difficult to use in air chains then j.MK but the increased hit stun makes it easier to confirm off of as well. Can be an effective option as an IAD overhead starter at farther ranges. | |||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_6MP_or_6HP}} | {{AttackDataCargo-VSAV/Query|QB_6MP_or_6HP}} | ||
Stinger into backflip. Pretty standard for a throw, | Stinger into backflip. Pretty standard for a throw, MP is always the preferable option here due to the issues of 5HP. QB recovers very quickly regardless if the opponent techs or not, allowing for okizeme and mixups. Though since the opponent bounces into the air, an early IAD could result in her flying horizontally or even upwards instead of the preferred diagonally downward path, so a normal groundash or late airdash is preferred. One notable quality of this throw is that teching it will only reduce damage by 20% as opposed to the standard 50% of most other throws. | ||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_J_6P_or_J_4P}} | {{AttackDataCargo-VSAV/Query|QB_J_6P_or_J_4P}} | ||
Identical to her ground throw, | Identical to her ground throw, average range and height properties. Using j.MP as your option select is preferable here due to the unsafe nature of j.HP. | ||
}} | }} | ||
=== Special Moves === | === Special Moves === | ||
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{{MoveDataCargoImage|QB_214KK|caption=ES|hitbox=yes}} | {{MoveDataCargoImage|QB_214KK|caption=ES|hitbox=yes}} | ||
| info = | | info = | ||
A niche special move, it's primary use is for when an IAD goes a direction you were not expecting as you can cancel into it and put yourself in a safer position then you would be completing the IAD. This special’s primary problem is how telegraphed the animation for it is, allowing opponents to easily punish it on reaction. Downs Airborne Opponents. In the rare occurences where you may land this special it has enough hitstun for you to be able to go into a full IAD combo. If you can predict the opponent teleporting (ZA, AN, MO etc.) it can be used to punish them, though this requires a hard read and is highly impractical. | |||
{{AttackDataCargo-VSAV/Query|QB_214LK}} | {{AttackDataCargo-VSAV/Query|QB_214LK}} | ||
Shortest version, leaves Q-Bee near the corner. This version is generally suggested when trying to recover from an unintended airdash angle. | |||
{{AttackDataCargo-VSAV/Query|QB_214MK}} | {{AttackDataCargo-VSAV/Query|QB_214MK}} | ||
Medium version, leaves Q-Bee around mid screen. Has no real uses. | |||
{{AttackDataCargo-VSAV/Query|QB_214HK}} | {{AttackDataCargo-VSAV/Query|QB_214HK}} | ||
Longest version, leaves Q-Bee near the opposite side of the screen, similarly has no real uses | |||
{{AttackDataCargo-VSAV/Query|QB_214KK}} | {{AttackDataCargo-VSAV/Query|QB_214KK}} | ||
Slightly shorter range than HK version, | Slightly shorter range than the HK version, it will poison the opponent on hit which acts the same as a traditional stun state. If you somehow manage to hit the opponent on the ground with the QJ bubble and you happen to be at the right range for this, then this would be the best followup since it poisons the opponent allowing for an additional ground-based followup (or even another QJ). But don't expect to be using this often, if at all. | ||
{{AttackDataCargo-VSAV/Query|QB_J_214LK}} | {{AttackDataCargo-VSAV/Query|QB_J_214LK}} | ||
{{AttackDataCargo-VSAV/Query|QB_J_214MK}} | {{AttackDataCargo-VSAV/Query|QB_J_214MK}} | ||
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{{MoveDataCargoImage|QB_K_K_K_K_LK|5|caption=|hitbox=yes}} | {{MoveDataCargoImage|QB_K_K_K_K_LK|5|caption=|hitbox=yes}} | ||
| info = | | info = | ||
A lightning legs type of special, there is no ES version. Most QB players will ignore this special, as its applications are few and far between. Despite the high frame advantage on hit/block it offers the multihit nature of this special makes it prone to be pushblocked or guard canceled. You can mash for more hits, and you can alternate which version she is doing by mashing a different button during the move. Four single-button inputs (i.e., MK,MK,MK,MK) are required, but any kick button (or mashing all three) can be used to sustain it beyond the initial four. Ground version is air-unblockable. | |||
{{AttackDataCargo-VSAV/Query|QB_K_K_K_K_LK}} | {{AttackDataCargo-VSAV/Query|QB_K_K_K_K_LK}} | ||
Slowest stings. | |||
{{AttackDataCargo-VSAV/Query|QB_K_K_K_K_MK}} | {{AttackDataCargo-VSAV/Query|QB_K_K_K_K_MK}} | ||
Medium stings, has the best frame advantage. | |||
{{AttackDataCargo-VSAV/Query|QB_K_K_K_K_HK}} | {{AttackDataCargo-VSAV/Query|QB_K_K_K_K_HK}} | ||
Fastest | Fastest stings. | ||
{{AttackDataCargo-VSAV/Query|QB_J_K_K_K_K_LK}} | {{AttackDataCargo-VSAV/Query|QB_J_K_K_K_K_LK}} | ||
{{AttackDataCargo-VSAV/Query|QB_J_K_K_K_K_MK}} | {{AttackDataCargo-VSAV/Query|QB_J_K_K_K_K_MK}} | ||
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| input = 4123P | | input = 4123P | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|QB_4123LP|caption=Normal Version}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|QB_4123PP|caption=ES Version}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|QB_4123LP|caption=Normal|hitbox=yes}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|QB_4123PP|caption=ES|hitbox=yes}} | ||
| info = | | info = | ||
It should be noted that while this special is given the notation 41236P in official material | It should be noted that while this special is given the notation 41236P in official material the special only checks for a 4123 input. | ||
A blockable airborne grab, if this hits she will perform an extended version of her throw animation. This special has a rather generous amount of active frames allowing it to be used to whiff punish or low crush the opponent. Despite having some recovery on block it's a fairly safe move, making it not entirely necessary to hitconfirm. Thanks to a good hitbox and recovery it can be used as a counter poke, though it’s not something you want to abuse as if it fails you lose initiative/pressure. | |||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_4123LP}} | ||
Shortest version, moves Q-Bee 107 pixels forward. Nearly useless. | |||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_4123MP}} | ||
Medium version, moves Q-Bee 136 pixels forward. Similarly useless. | |||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_4123HP}} | ||
Longest version, moves Q-Bee 171 pixels forward. This is the most useful of the meterless versions and can allow her to cover a good amount of space and catch whiffed normals during their recovery. | |||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_4123PP}} | ||
The ES version of CR functions differently from the other versions. In this version Q-Bee will leave the opponent in an egg, allowing a significant amount of time for her to set up whatever oki she wants. This is especially effective against cornered opponents, where the typical follow up is her 623PP QJ super. Generally one would IAD j.LP/j.LK/j.MP > 2LP/2LK/2MP xx 41236PP, then immediate 623PP on recovery and go for more IAD mixups or anti-air while the opponent is blocking the bubble. If the opponent is hit on the ground by the bubble the best follow up is another C->R. | |||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_J_4123LP}} | ||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_J_4123MP}} | ||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_J_4123HP}} | ||
{{AttackDataCargo-VSAV/Query| | {{AttackDataCargo-VSAV/Query|QB_J_4123PP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|QB_623K|2|caption=|hitbox=yes}} | {{MoveDataCargoImage|QB_623K|2|caption=|hitbox=yes}} | ||
| info = | | info = | ||
The first part is very short-ranged, and the second part is angled very high upwards. Thus, it | The first part is very short-ranged, and the second part is angled very high upwards. Thus, it can be difficult to hit with this move at farther ranges. It can be used as an anti-air, or against extended hurtboxes with long reocvery. All versions have the same invulnerability, startup, hit advantage, and block advantage. Only the ES version differs in any way, and solely by doing slightly more damage. One unique strength of this guard cancel however is that it doesn't overlap with any other special, allowing for GC negative edge inputs that do not leak on GC bait. Air unblockable, as Q-Bee does not technically leave the ground. | ||
{{AttackDataCargo-VSAV/Query|QB_623K}} | {{AttackDataCargo-VSAV/Query|QB_623K}} | ||
The invulnerability window lasts longer than the startup, but due to it's angle it's only ever used when the situation calls for it. | The invulnerability window lasts longer than the startup, but due to it's angle it's only ever used when the situation calls for it. | ||
{{AttackDataCargo-VSAV/Query|QB_623KK}} | {{AttackDataCargo-VSAV/Query|QB_623KK}} | ||
Basically identical to the normal version, not worth the meter. | Basically identical to the normal version, not worth the meter unless it will kill or to eat the opponent's dark force timer. | ||
}} | }} | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = O.M. | | title = O.M. | ||
| input = 632[4] | | input = 632[4] MP or HP | ||
| images = | | images = | ||
{{MoveDataCargoImage|QB_632[4]P|caption=}} | {{MoveDataCargoImage|QB_632[4]P|caption=}} | ||
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| info = | | info = | ||
{{AttackDataCargo-VSAV/Query|QB_632[4]P}} | {{AttackDataCargo-VSAV/Query|QB_632[4]P}} | ||
QB's command grab is one of the best in the game. While its startup does not provide any invulnerability, | It should be noted that while this special is given the notation 63214P in official material the special only checks for a 6324 input. Must be done with MP or HP. | ||
QB's command grab is one of the best in the game. While its startup does not provide any invulnerability, with only 2f of startup it is difficult to punish and beats various options, allowing it to be used in the same vein as a reversal. Because of how command grabs work here she generally will either grab the opponent or perform a standing MP/HP when the opponent is too far. Even in the rare scenario that the whiff animation is triggered she is fully invulnerable during the entire recovery preventing punishes. Because of the number of poor traits that 5HP possesses it's advised to always use MP instead, because a failed command grab resulting in a 5MP is always preferable to an accidental 5HP. | |||
{{AttackDataCargo-VSAV/Query|QB_632[4]PP}} | {{AttackDataCargo-VSAV/Query|QB_632[4]PP}} | ||
Not really worth the meter since the damage increase is | Not really worth the meter since the damage increase is minimal, though it may still be useful in order to ensure a kill. Only use it if you just happen to be overflowing with meter, or if you wish to use 6324LP+MP for a 5LP/Grab OS based on button priority. | ||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|QB_8P_or_8K}} | {{AttackDataCargo-VSAV/Query|QB_8P_or_8K}} | ||
Q-Bee will lock on the opponent’s position and set her stinger in them. Travels fast with low damage, this pursuit is notable in that upon completing it Q-Bee will reset to her starting position no matter where she was. Because of this it’s suggested that when trying to use a whiffed pursuit to travel to the opponent’s position that you delay it as much as possible. | |||
{{AttackDataCargo-VSAV/Query|QB_8PP_or_8KK}} | {{AttackDataCargo-VSAV/Query|QB_8PP_or_8KK}} | ||
ES version has several hits and will remove significant amounts of DF time. Used in conjunction with ESCR, most characters' DF bar will be entirely depleted, leading to an easy DF deactivate punish. Otherwise, save the meter for ESCR unless this will kill. | ES version has several hits and will remove significant amounts of DF time. Used in conjunction with ESCR, most characters' DF bar will be entirely depleted, leading to an easy DF deactivate punish. Otherwise, save the meter for ESCR unless this will kill. | ||
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| info = | | info = | ||
{{AttackDataCargo-VSAV/Query|QB_623PP}} | {{AttackDataCargo-VSAV/Query|QB_623PP}} | ||
This move will be neutralized if QB is hit during it. | Q-Bee will summon a large honey bubble which she then throws, this bubble will proceed to bounce five times around the stage before deactivating and leaving the screen. This move will be neutralized if QB is hit during it. If a grounded opponent is hit they will be coated in the honey and stunned, allowing a follow up. The opponent is considered partially airborne while in the coated state, so any single hit attack will reset them (if it isn't a natural knockdown), if no attack is made they will be knocked down for no additional damage. Because of the one-hit rule, the best followup is CR, usually the ES version if meter is available. If the opponent is hit while airborne they will not be coated and simply knocked down instead. This move makes for a great okizeme move, but only in certain situations. A normal C->R and normal throw are not good setups because the opponent can tech forward and punish her. However, her ES C->R and O.M. moves make great setups because she won't be punishable during the bubble startup. Typically when used in neutral it will be used to antiair an opponent, cover her rushdown, or lock the opponent in airblock allowing a free guard crush. | ||
{{AttackDataCargo-VSAV/Query|QB_J_623PP}} | {{AttackDataCargo-VSAV/Query|QB_J_623PP}} | ||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-VSAV/Query|QB_412[6]KK}} | {{AttackDataCargo-VSAV/Query|QB_412[6]KK}} | ||
Q-Bee will fly toward the top of the screen and summon a hive that then has a group of bees travel in an arc around the screen. Generally unused, the arc in which the bees travel can not be controlled or altered and both the startup and recovery make it easy for the opponent to punish on reaction. It will only see occasional use as a hard read against committal options, such as Demitri’s forward dash. | |||
{{AttackDataCargo-VSAV/Query|QB_J_412[6]KK}} | {{AttackDataCargo-VSAV/Query|QB_J_412[6]KK}} | ||
}} | }} | ||
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''' Flight: I^2 - Same strength P + K:''' | ''' Flight: I^2 - Same strength P + K:''' | ||
* '''(Any Version):''' Q-Bee | * '''(Any Version):''' Upon activation Q-Bee will gain unlimited flight for a short period of time. Exclusive to DF is the ability to chain into and out of j.HP. While similar to Jedah’s DF, which is one of the best in the game, this DF goes mostly unused due to a few problems such as its extensive startup and losing access to both her air dash and her float. While it may still find some use for the invulnerability it grants general this DF should be avoided. | ||
==Colors== | ==Colors== | ||
[[File:colors- | [[File:colors-q-bee.png]] | ||
== Notable Players == | == Notable Players == | ||
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/22.html | Japanese Player Index | ||
Old: http://www21.atwiki.jp/vsplayer/pages/22.html | |||
Modern: https://vampiresavior.info/player/ | |||
=== Japan === | |||
{| class="wikitable" | {| class="wikitable" | ||
!width="95"|Name (English) | !width="95"|Name (English) | ||
Line 531: | Line 539: | ||
|さかもと | |さかもと | ||
|style="text-align:center;"| HP [[file:qbee_color_hp_small.png]] | |style="text-align:center;"| HP [[file:qbee_color_hp_small.png]] | ||
|Kanto | |Kanto Region | ||
|http://twitter.com/sakamoto7691<br>https://www.youtube.com/channel/UCAu1kW9THjP-lNh3VOc_vnA | |http://twitter.com/sakamoto7691<br>https://www.youtube.com/channel/UCAu1kW9THjP-lNh3VOc_vnA | ||
|One of the primary T.O.'s of JP-VSAV<br>#01 Q-Bee<br>Tokyo Community Leader. | |One of the primary T.O.'s of JP-VSAV<br>#01 Q-Bee<br>Tokyo Community Leader. | ||
Line 538: | Line 546: | ||
|おらQ | |おらQ | ||
|style="text-align:center;"| MP [[file:qbee_color_mp_small.png]] | |style="text-align:center;"| MP [[file:qbee_color_mp_small.png]] | ||
|Kanto | |Kanto Region | ||
|http://twitter.com/oraoraqbee | |http://twitter.com/oraoraqbee | ||
|Used to be a GGPO regular under the name PPPPP. | |Used to be a GGPO regular under the name PPPPP. | ||
Line 545: | Line 553: | ||
|不能 -><br>佐伯 -><br>サイトー | |不能 -><br>佐伯 -><br>サイトー | ||
|style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | |style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | ||
|Kanto | |Kanto Region | ||
|https://note.mu/horibotan/n/n34eaf52098f4<br>https://twitter.com/hunou | |https://note.mu/horibotan/n/n34eaf52098f4<br>https://twitter.com/hunou | ||
|Rookie champion is now a pro<br>Saito is a popular JP family name | |Rookie champion is now a pro<br>Saito is a popular JP family name | ||
Line 554: | Line 562: | ||
|Kansai Region | |Kansai Region | ||
| | | | ||
|Old-School | |Old-School, famous for going "giga mode". | ||
|- | |- | ||
|Panpiina | |Panpiina | ||
Line 570: | Line 578: | ||
| | | | ||
|- | |- | ||
| | |Yankee | ||
|ヤンキー | |ヤンキー | ||
|style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | |style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | ||
| | |Kanto Region | ||
| | | | ||
|Retired | |Retired | ||
|- | |- | ||
|Sanpai | |Sanpai | ||
| | |産廃 | ||
|style="text-align:center;"| | |style="text-align:center;"| LK [[file:qbee_color_lk_small.png]] | ||
|Kanto | |Kanto Region | ||
| | |https://twitter.com/mo_error_mo (NSFW) | ||
|Mangaka and community artist. | |Mangaka and community artist. | ||
|- | |||
|Tsuchineko | |||
|土猫 | |||
|style="text-align:center;"| HK [[file:qbee_color_hk_small.png]] | |||
|Kanto Region | |||
|https://twitter.com/tutineko | |||
|Started around the release of Darkstalkers Resurrection with great success, seeing multiple notable placements. | |||
|- | |||
|Ninoude | |||
|にのうで | |||
|style="text-align:center;"| HK [[file:qbee_color_hk_small.png]] | |||
|Osaka Region | |||
|https://twitter.com/ninoudez | |||
|One of the newer Q-Bee players, he's a regular at Athena Nihonbashi. | |||
|- | |- | ||
|} | |} | ||
Line 652: | Line 674: | ||
|style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | |style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | ||
|Brazil | |Brazil | ||
|https://twitter.com/sagaminus | |https://twitter.com/sagaminus (Deactivated) | ||
|Retired. | |Retired. | ||
|- | |||
|} | |||
=== Europe === | |||
{| class="wikitable" | |||
!width="95"|Name (English) | |||
!width="105"| Name (Japanese) | |||
!width="70"| Color | |||
!width="125"|Location | |||
!Contact | |||
!Notes | |||
|- | |||
|Dushni | |||
| | |||
|style="text-align:center;"| KK [[file:qbee_color_kk_small.png]] | |||
|France | |||
|https://twitter.com/DDushni | |||
|Real life beekeeper, has real life Q-Bee! | |||
|- | |||
|FGHI-Trigger | |||
| | |||
|style="text-align:center;"| PP [[file:qbee_color_pp_small.png]] | |||
|France | |||
|https://twitter.com/BeatBy38_FGHI | |||
|Called "Fighter", significant contributor of the EU VSAV community | |||
|- | |- | ||
|} | |} |
Latest revision as of 22:24, 20 June 2024
Introduction
Q-Bee (キュービィ), the Soul Collector.
The Queen Bee of the Soul Bee species, a race that consumes souls to live. Q-Bee's race resided in the territory of the Dohma family, where they languished to near extinction during the period where Jedah was dead. Following Jedah's resurrection and his gathering of powerful souls in the Majigen, Q-Bee noticed the pooling of strong souls. She proceeded to ventured into the Majigen in order to gather souls she needed in order to alleviate the Soul Bees' hunger and restore their population.
Q-Bee is a top-tier pixie who is considered third best. She has strong normals for pressure and owning neutral, excellent mobility, & an annoyingly small hurtbox while crouching. She does suffer from standard pixie issues like low damage, low health, & relying on universal mechanics for defense. If you enjoy rushing your opponent down with insanely fast IADs & poking with incredible normals than Q-bee is recommended for you.
Gameplay
Primary objective:
- Bully opponents with strong pokes in neutral
- Float at/over opponents & make opportunities with her homing air dash
- Once inside, use instant-air-dashes as oppressive high/low offense
- Loop high/low mix-ups on oki to keep the opponent in a vortex/blender
- Once the opponent has accrued considerable white life, confirm into ES C>R
- Use Q.J. as corner pressure to elevate your corner advantage
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: Average speed both forward and backward. While easy to overlook compared to her unique options for movement, walking with Q-Bee is still important for her counterpoke game and adjusting potential IAD angles.
Dash: Functions similarly to a standard ground dash but she will enter an inactionable slide that acts as a recovery for both the forward and backward version. Because of this slide she is unable to empty cancel her dashes by pressing the opposite direction but she can thankfully still cancel it with her standing normals, making it important to learn how to move around while dash canceling.
Jump: Slightly floaty, the forward version travels average distance while the backward version travels almost no distance. Very useful when combined with her float and strong air-to-ground normals.
Air Dash: Can be input with any forward-facing direction once airborne. 99, 96, and 93 will all produce valid instant airdashes. From higher heights, 99, 66, 33, or any combination of 3/6/9 will produce an airdash.
Perhaps Q-Bee’s single most defining tool, an airdash that locks on to the opponent’s current position and sends her there. From an instant air dash (IAD) Q-Bee is capable of extremely fast triangle jumps, giving her the fastest overheads in the game. While using her airdash counts as an air action and she can’t block after doing so you can cancel it into her three air okay special moves at any point in the air dash.
Float (hover) - hold 7/8/9: Q-Bee will stay suspended in the air either for a set amount of time or until the direction held is let go. Both the neutral and backward float are rather short but her forward float allows her to cover about half screen distance. Incredible tool for mobility and stalling, allows Q-Bee to both advance forward while being able to chicken guard potential threats or hover and wait to react to what the opponent does. If there is a significant gap between air hits that allow QB to return to neutral, the second air hit will effectively guard break her.
Normal Moves
Standing Normals
5LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 8 | 8 | 7 | H: 11 G: 10 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
Slightly stubbier than the average jab. Uses for this normal include catching air approaches like short hops or airdashes, guardbreaking opponents airblocking directly in front of you, whiff punishing higher reaching pokes, or setting up tick throws. This normal becomes particularly strong against tall crouchers as it will not whiff on them no matter which state they’re in.
The following characters can not crouch under this normal: AN, AU, BI, DE, JE, and VI.5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 16 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 16 | 7 | H: 15 G: 9 W: 3 |
5HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 29 | 21 | -3 | -4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 5x5 | 2x5 | H: 10+4x4 G: 8+2x4 W: 6 |
5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 4 | 8 | 4 | 3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
5MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 4 | 17 | 4 | 3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 17 | 6 | H: 15 G: 9 W: 3 |
5HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 2,2(4)3,2 | 23 | 0 | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 6x4 | 2x4 | H: 11+5+4+4 G: 8+2x3 W: 6 |
Crouching Normals
2LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 9 | 4 | 3 | H: 7 G: 6 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
2MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 4 | 14 | 3 | 2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 16 | 6 | H: 15 G: 9 W: 3 |
2HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 14 | 22 | 10 | 9 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 7x3 | 3x3 | H: 12+6+6 G: 9+2x3 W: 6 |
2LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 2 | 10 | 6 | 5 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 6 | 2 | H: 6 G: 3 W: 0 |
2MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 16 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 16 | 6 | H: 15 G: 9 W: 3 |
2HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 13 | 22 | - | -7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 20,16 | 9,7 | H: 24 G: 15 W: 6 |
Air Normals
J.LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 5 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 8 | 3 | H: 6 G: 3 W: 0 |
J.MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 5 | 6 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 16 | 7 | H: 15 G: 9 W: 3 |
J.HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
24 | 13 | 18 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 6x4 | 3x4 | H: 10+4x3 G: 8+2x3 W: 6 |
J.LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 4 | 8 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 8 | 4 | H: 6 G: 3 W: 0 |
J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 5 | 9 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | yes | - | 17 | 6 | H: 15 G: 9 W: 3 |
J.HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 4 | 11 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 22 | 8 | H: 24 G: 15 W: 6 |
Normal Throws
6MP or 6HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 89 + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-88 whole body | 14+9 (14+4) | 5+3 (5+1) | H: 9 G: 0 W: 0 |
J.6P or J.4P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 83 + 1 + landing1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-83 whole body | 14+9 (14+4) | 5+3 (5+1) | H: 9 G: 0 W: 0 |
Special Moves
Delta A
214LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
45 | 11 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 21 | 5 | H: 21 G: 16 W: 12 |
Shortest version, leaves Q-Bee near the corner. This version is generally suggested when trying to recover from an unintended airdash angle.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
45 | 13 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 23 | 6 | H: 21 G: 16 W: 12 |
Medium version, leaves Q-Bee around mid screen. Has no real uses.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
45 | 22 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 25 | 7 | H: 21 G: 16 W: 12 |
Longest version, leaves Q-Bee near the opposite side of the screen, similarly has no real uses
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
45 | 17 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 28 | 8 | H: 0 G: 0 W: 0 |
Slightly shorter range than the HK version, it will poison the opponent on hit which acts the same as a traditional stun state. If you somehow manage to hit the opponent on the ground with the QJ bubble and you happen to be at the right range for this, then this would be the best followup since it poisons the opponent allowing for an additional ground-based followup (or even another QJ). But don't expect to be using this often, if at all.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
35 ~ 45 | 11 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 21 | 5 | H: 21 G: 16 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
35 ~ 45 | 13 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 23 | 6 | H: 21 G: 16 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
35 ~ 45 | 22 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 25 | 7 | H: 21 G: 16 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
35 ~ 45 | 17 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 28 | 8 | H: 0 G: 0 W: 0 |
S x P
K,K,K,K,LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 4(4)4 | 10 | 11 | 10 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8xn | 3xn | H: 9+6xn G: 9+3xn W: 9 |
Slowest stings.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3(3)3(3)1 | 10 | 14 | 13 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8xn | 3xn | H: 9+6xn G: 9+3xn W: 9 |
Medium stings, has the best frame advantage.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
15 | 2(3)2(3)2(1) | 10 | 12 | 11 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8xn | 3xn | H: 9+6xn G: 9+3xn W: 9 |
Fastest stings.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 4(4)4 | variable + landing 1 | 11 | 10 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8xn | 3xn | H: 9+6xn G: 9+3xn W: 9 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3(3)3(3)1 | variable + landing 1 | 14 | 13 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8xn | 3xn | H: 9+6xn G: 9+3xn W: 9 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
15 | 2(3)2(3)2(1) | variable + landing 1 | 12 | 11 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8xn | 3xn | H: 9+6xn G: 9+3xn W: 9 |
Catch And Release
236LP
A blockable airborne grab, if this hits she will perform an extended version of her throw animation. This special has a rather generous amount of active frames allowing it to be used to whiff punish or low crush the opponent. Despite having some recovery on block it's a fairly safe move, making it not entirely necessary to hitconfirm. Thanks to a good hitbox and recovery it can be used as a counter poke, though it’s not something you want to abuse as if it fails you lose initiative/pressure.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 24 | 14 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+3x3+11 | 2+1x3+3 | H: 22 G: 18 W: 18 |
Shortest version, moves Q-Bee 107 pixels forward. Nearly useless.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 26 | 14 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+3x3+11 | 2+1x3+3 | H: 22 G: 18 W: 18 |
Medium version, moves Q-Bee 136 pixels forward. Similarly useless.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 28 | 14 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+3x3+11 | 2+1x3+3 | H: 22 G: 18 W: 18 |
Longest version, moves Q-Bee 171 pixels forward. This is the most useful of the meterless versions and can allow her to cover a good amount of space and catch whiffed normals during their recovery.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 28 | 14 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+33 | 2+8 | H: 0 G: 0 W: 0 |
The ES version of CR functions differently from the other versions. In this version Q-Bee will leave the opponent in an egg, allowing a significant amount of time for her to set up whatever oki she wants. This is especially effective against cornered opponents, where the typical follow up is her 623PP QJ super. Generally one would IAD j.LP/j.LK/j.MP > 2LP/2LK/2MP xx 41236PP, then immediate 623PP on recovery and go for more IAD mixups or anti-air while the opponent is blocking the bubble. If the opponent is hit on the ground by the bubble the best follow up is another C->R.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 24 | variable + landing 1 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+3x3+11 | 2+1x3+3 | H: 22 G: 18 W: 18 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 26 | variable + landing 1 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+3x3+11 | 2+1x3+3 | H: 22 G: 18 W: 18 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 28 | variable + landing 1 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+3x3+11 | 2+1x3+3 | H: 22 G: 18 W: 18 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 28 | variable + landing 1 | - | -8 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 8+33 | 2+8 | H: 0 G: 0 W: 0 |
Guard Cancel
623K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 2(4)14 | 18 | - | -14 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-13 whole body | 12,12 | 4,4 | H: 24 G: 21+3 W: 18 |
The invulnerability window lasts longer than the startup, but due to it's angle it's only ever used when the situation calls for it.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 2(4)14 | 18 | - | -14 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-13 whole body | 19,19 | 4,4 | H: 0 G: 0 W: 0 |
Command Throw
632[4]P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 4 | 24 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-20 whole body (on whiff) | 28 | 8 | H: 21 G: 0 W: 12 |
It should be noted that while this special is given the notation 63214P in official material the special only checks for a 6324 input. Must be done with MP or HP.
QB's command grab is one of the best in the game. While its startup does not provide any invulnerability, with only 2f of startup it is difficult to punish and beats various options, allowing it to be used in the same vein as a reversal. Because of how command grabs work here she generally will either grab the opponent or perform a standing MP/HP when the opponent is too far. Even in the rare scenario that the whiff animation is triggered she is fully invulnerable during the entire recovery preventing punishes. Because of the number of poor traits that 5HP possesses it's advised to always use MP instead, because a failed command grab resulting in a 5MP is always preferable to an accidental 5HP.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 10 | 27 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-26 whole body (on whiff) | 10+10+13 | 3+3+4 | H: 0 G: 0 W: 0 |
Pursuits
8P/K or 8KK/PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
29 | 8 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-4 feet | 6 | 6 | H: 24 G: 0 W: 6 |
Q-Bee will lock on the opponent’s position and set her stinger in them. Travels fast with low damage, this pursuit is notable in that upon completing it Q-Bee will reset to her starting position no matter where she was. Because of this it’s suggested that when trying to use a whiffed pursuit to travel to the opponent’s position that you delay it as much as possible.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
29 | 8 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-4 feet | 3x5 | 3x5 | H: 0 G: 0 W: 0 |
Ex Moves
623PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
34 | 5 bounces, outside of screen | 69 | - | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 30 | 15 | H: 0 G: 0 W: 0 |
Q-Bee will summon a large honey bubble which she then throws, this bubble will proceed to bounce five times around the stage before deactivating and leaving the screen. This move will be neutralized if QB is hit during it. If a grounded opponent is hit they will be coated in the honey and stunned, allowing a follow up. The opponent is considered partially airborne while in the coated state, so any single hit attack will reset them (if it isn't a natural knockdown), if no attack is made they will be knocked down for no additional damage. Because of the one-hit rule, the best followup is CR, usually the ES version if meter is available. If the opponent is hit while airborne they will not be coated and simply knocked down instead. This move makes for a great okizeme move, but only in certain situations. A normal C->R and normal throw are not good setups because the opponent can tech forward and punish her. However, her ES C->R and O.M. moves make great setups because she won't be punishable during the bubble startup. Typically when used in neutral it will be used to antiair an opponent, cover her rushdown, or lock the opponent in airblock allowing a free guard crush.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
34 | 5 bounces, outside of screen | 52 + variable + landing 1 | - | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 30 | 15 | H: 0 G: 0 W: 0 |
412[6]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
39 | out of screen | 82-119 | - | 12 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 2+2x12+11 | (1+1)x4+7 | H: 0 G: 0 W: 0 |
Q-Bee will fly toward the top of the screen and summon a hive that then has a group of bees travel in an arc around the screen. Generally unused, the arc in which the bees travel can not be controlled or altered and both the startup and recovery make it easy for the opponent to punish on reaction. It will only see occasional use as a hard read against committal options, such as Demitri’s forward dash.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
28-39 | out of screen | 71-119 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 2+2x12+11 | (1+1)x4+7 | H: 0 G: 0 W: 0 |
Dark Force
Flight: I^2 - Same strength P + K:
- (Any Version): Upon activation Q-Bee will gain unlimited flight for a short period of time. Exclusive to DF is the ability to chain into and out of j.HP. While similar to Jedah’s DF, which is one of the best in the game, this DF goes mostly unused due to a few problems such as its extensive startup and losing access to both her air dash and her float. While it may still find some use for the invulnerability it grants general this DF should be avoided.
Colors
Notable Players
Japanese Player Index Old: http://www21.atwiki.jp/vsplayer/pages/22.html Modern: https://vampiresavior.info/player/
Japan
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Sakamoto | さかもと | HP ![]() |
Kanto Region | http://twitter.com/sakamoto7691 https://www.youtube.com/channel/UCAu1kW9THjP-lNh3VOc_vnA |
One of the primary T.O.'s of JP-VSAV #01 Q-Bee Tokyo Community Leader. |
OraOra | おらQ | MP ![]() |
Kanto Region | http://twitter.com/oraoraqbee | Used to be a GGPO regular under the name PPPPP. |
Saito | 不能 -> 佐伯 -> サイトー |
KK ![]() |
Kanto Region | https://note.mu/horibotan/n/n34eaf52098f4 https://twitter.com/hunou |
Rookie champion is now a pro Saito is a popular JP family name |
SIN | SIN | HP ![]() |
Kansai Region | Old-School, famous for going "giga mode". | |
Panpiina | パンピーナ | LP ![]() |
Kyushu Region | ||
Gyu-Bee | 牛-Bee | KK ![]() |
Kansai Region | ||
Yankee | ヤンキー | KK ![]() |
Kanto Region | Retired | |
Sanpai | 産廃 | LK ![]() |
Kanto Region | https://twitter.com/mo_error_mo (NSFW) | Mangaka and community artist. |
Tsuchineko | 土猫 | HK ![]() |
Kanto Region | https://twitter.com/tutineko | Started around the release of Darkstalkers Resurrection with great success, seeing multiple notable placements. |
Ninoude | にのうで | HK ![]() |
Osaka Region | https://twitter.com/ninoudez | One of the newer Q-Bee players, he's a regular at Athena Nihonbashi. |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Hilary | ヒラリー | PP ![]() |
Seattle, USA | https://twitter.com/Hilarylifts | One of the Seattle Crew. Absolute weight lifting boss, and a strong Q-Bee player. |
Sketch | スケッチ | LP ![]() |
New York, USA | https://twitter.com/SketchJP | Long time player with outstanding results. Loved Japan, and decided to make a food tour business because of it |
BushidoBrooklyn | 武士道ブルックリン | LP ![]() |
New York, USA | https://twitter.com/BushidoBrooklyn | Recent player that had notable success. He's a regular player at New York events. |
Yawn | ヤーウン | MP ![]() |
Texas, USA | ??? | Fightcade player that has been very successful. Plays with Snuggleguns at their local arcade. |
N-Bee | エン・ビー | KK ![]() |
New York, USA | ??? | Strong player. Primary developer for the FC2 Advanced Training Script. |
Moebius | モービアス | LP ![]() |
Chicago, USA | https://twitter.com/moebiusqbee | Chicago bee. Too busy grinding on Fightcade to think about improving. |
South America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Sagamin | サガミン | KK ![]() |
Brazil | https://twitter.com/sagaminus (Deactivated) | Retired. |
Europe
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Dushni | KK ![]() |
France | https://twitter.com/DDushni | Real life beekeeper, has real life Q-Bee! | |
FGHI-Trigger | PP ![]() |
France | https://twitter.com/BeatBy38_FGHI | Called "Fighter", significant contributor of the EU VSAV community |