Wonderful World/Semnia: Difference between revisions
(Move descriptions, strategy, combos.) |
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*'''Full Name''': Semnia Yubeintz (セムニア・ユーベインツ) | *'''Full Name''': Semnia Yubeintz (セムニア・ユーベインツ) | ||
*'''Age''': 14 | *'''Age''': 14 | ||
*''' | *'''Occupation''': Devil sword wielder | ||
*'''Height''': 143cm | *'''Height''': 143cm | ||
*'''Weight''': 37kg | *'''Weight''': 37kg | ||
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|guard=High, Air | |guard=High, Air | ||
|description=Universal overhead. Not a big move, considering her other normals. Can be an effective method of opening the opponent up when they're busy blocking Semnia's 5O and is also used in some combos. Can be cancelled into 5O or 6S on hit only. | |description=Universal overhead. Not a big move, considering her other normals. Can be an effective method of opening the opponent up when they're busy blocking Semnia's 5O and is also used in some combos. Can be cancelled into 5O or 6S on hit only. | ||
}} | |||
}} | |||
==Throws== | |||
====== <font style="visibility:hidden" size="0">Ground throw</font> ====== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Ground throw | |||
|input=4HS/6HS up close | |||
|data= | |||
{{AttackData-WW | |||
|description=Semnia's ground throw is very unique: the opponent will remain standing and be free after a single, weak hit; however, the sword that normally requires you to input 5O will be right on top of them afterwards. | |||
Unfortunately, there is a gap after that initial hit, so the opponent to block the follow-up, but you will be able to apply Semnia's pressure and mix-up while they're busy blocking. | |||
If the opponent doesn't react in time and block, and instead gets hit by the sword, the combos you can do are different from a regular 5O starter, as the opponent will float less. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Air throw | |||
|input=j.4HS/j.6HS up close | |||
|data= | |||
{{AttackData-WW | |||
|description=Semnia's air-throw is also unique: the opponent will be slammed on the ground and two orbs will appear at their sides. Anything other than jumping straight up will get them caught by the orbs' hitboxes and if they do jump, you can hit them with 236S, which is air-unblockable. | |||
If the opponent stays on the ground, which is the most common scenario, you have the time to apply some mix-up, or place 5O. | |||
}} | }} | ||
}} | }} | ||
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==Combos== | ==Combos== | ||
===Meterless=== | ===Meterless=== | ||
*'''Anywhere, half or more screen away from opponent:''' 2HS > 214S > 236HS > 6HS > 6S > 5O(184 damage) | |||
2HS is horribly unsafe on whiff, so don't go for this combo often, unless your opponent likes to stay on the ground. Not much damage, but ends with 5O oki, so that you can start the pressure right as they get up. | |||
*'''Mid-screen:''' 6P > delay > f.5S > 2HS > 214S > 236HS > 6HS > 6S > 5O (206 damage) | *'''Mid-screen:''' 6P > delay > f.5S > 2HS > 214S > 236HS > 6HS > 6S > 5O (206 damage) | ||
6P starter | 6P starter leading into the previous combo. If 6P is done from too far away, 5S won't connect. Make sure you input the delay, otherwise cl.5S will come out, ruining your combo. Mostly a combo to punish mistakes up close. | ||
*'''Mid-screen:''' 5O > j.O > j.HS > 5HS > 214HS > 236HS > 214S > 5HS > 6HS > 6S > 5O(317 damage) | *'''Mid-screen:''' 5O > j.O > j.HS > 5HS > 214HS > 236HS > 214S > 5HS > 6HS > 6S > 5O(317 damage) | ||
Great damage and 5O | Great damage and 5O oki off a 5O starter. It's not common to start a combo with a 5O, but when an inpatient opponent gets caught by that move, it's a good combo to remember. | ||
===50% Meter=== | ===50% Meter=== | ||
*'''Mid-screen:''' 5O > j.O > j.HS > 5HS > 22O > | *'''Mid-screen:''' 5O > j.O > j.HS > 5HS > 22O > 5HS > 6HS > 5O > j.HS > 5HS > 214HS > short delay > 214S > 236HS > 6S > 5O (478 damage) | ||
Big damage combo with a 5O starter and 5O | Big damage combo with a 5O starter and 5O oki. The delay may be different or unnecessary depending on the opponent's character. This combo will drop when the opponent is close to the corner, so replace everything after 214HS with 6HS > 6S > 5O (445 damage). | ||
Everything from 22O onward can be used upon successfully opening up an opponent blocking 5O. | |||
*'''Mid-screen:''' 2K(1) > 2S > 2HS > 236S > BRK > 5P > cl.5S > 5HS > 5O > j.O > j.HS > land > 5HS > 214HS > 236HS > 214S > 5HS > 6HS > 6S > 5O(424 damage) | |||
Damaging BRK combo from a 2K starter, with 5O oki. The opponent should get caught by the 236S fireball after the first 5HS, which will enable you to connect 5O. The idea of this combo is to lead into a 5O starting from a ground normal, through the use of meter. | |||
== Colors == | |||
{{WW}} | {{WW}} | ||
[[Category:Wonderful World]] | [[Category:Wonderful World]] |
Latest revision as of 14:31, 3 October 2022
Profile
- Full Name: Semnia Yubeintz (セムニア・ユーベインツ)
- Age: 14
- Occupation: Devil sword wielder
- Height: 143cm
- Weight: 37kg
- 3 sizes: B69 W56 H70
- Likes: Afternoon naps
- Dislikes: Interacting with people
- Values: Pillow
- Weapon: Devil swords
Special Skills
Semnia's original ability will throw a devil sword, that will spin in place for a long time. By repeating the input, Semnia will quickly float forward, which can be used to get close to the opponent. Her ground normals may also be cancelled into this float, allowing for quick overheads.
If you input 22O while her sword is spinning, it will drop a big pool of fire on the ground. This extends the duration of the hitbox quite a bit and makes some damaging combos possible. When this pool of fire is active, inputting O will result in the usual float forward.
Introduction
Semnia has really good space control, with large normals and big specials that stay out for long. Her okizeme is particularly powerful thanks to her original ability, which she can use after inflicting a hard-knockdown on the opponent. Fortunately, she gets to end her combos with a hard-knockdown fairly often.
Once her original ability is out, it remains active for a long time, giving her the chance to mix the opponent up and, if she is successful in doing so, she can confirm into a combo that ends with another hard-knockdown and use her original ability again.
While single hits from her normals or specials deal minimum damage, she is capable of lengthy, damaging combos, especially off a 5O starter.
Her main weakness is that everything about her is slow: ground movement, air movement, normals and specials, both in start-up and recovery. Neutral can be very scary for her, as whiffing a move or failing to prevent the opponent from getting close will most often result in her getting hit, or at least being subject to the opponent's pressure.
When under pressure, Semnia requires a lot of patience, as she lacks reversals, has no good normals to interrupt the opponent's momentum, and her jump is extremely slow and floaty, with a pitiful air-dash, making her easy to anti-air. You will find yourself stuck on the defensive for a long time, waiting for a chance to act again.
Information on this page refers to version 0.938 of the game.
Normal Moves
5P
5P
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5K
5K
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cl.5S
cl.5S
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f.5S
f.5S
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5HS
5HS
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2P
2P
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2K
2K
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2S
2S
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2HS
2HS
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j.P
j.P
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j.K
j.K
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j.S
j.S
|
. |
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j.HS
j.HS
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Command Normals
6P
6P
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6S
6S
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6HS
6HS
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Throws
Ground throw
Ground throw
4HS/6HS up close |
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Air Throw
Air throw
j.4HS/j.6HS up close |
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Special Moves
Devil sword of the flame prison "Ifrinde"
Devil sword of the flame prison "Ifrinde"
236S |
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Devil swords of ruin "Heillist"
Devil swords of ruin "Heillist"
236HS |
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Devil sword of calamity "Kraihorn"
Devil sword of calamity "Kraihorn"
214S |
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Devil sword of rupture "Exrun"
Devil sword of rupture "Exrun"
214HS |
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Devil sword of vanishing "Diriiz"
Devil sword of vanishing "Diriiz"
22P/K |
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Finishing Moves
Devil sword of origin "Mistoul"
Devil sword of origin "Mistoul"
2146HS |
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Devil sword of demise "Endiriva"
Devil sword of demise "Endiriva"
214214S |
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Strategy
When playing as Semnia, you want to control space as much as possible, patiently trying to land a first hit. Once you hit, you ideally want to finish the combo with a hard-knockdown, so that you may set her 5O afterwards.
5O leads into big damage if it hits, but as it comes out so slowly, it will most likely be blocked. When 5O is blocked, you should try to mix the opponent up and, if successful, you'll probably only have time for a small combo, that you should try to finish with another hard-knockdown, in order to use 5O again and repeat the process.
If you can't open the opponent up during 5O, you need to avoid returning to neutral, as the distance between your and your opponent will likely be uncomfortably short. Semnia's slow movement and slow attacks make being close to the opponent very dangerous.
If you feel like you can't break the opponent's guard before 5O goes away, consider using 236HS to keep the opponent blocking for a little longer, hopefully enough for you to use 5O again.
Combos
Meterless
- Anywhere, half or more screen away from opponent: 2HS > 214S > 236HS > 6HS > 6S > 5O(184 damage)
2HS is horribly unsafe on whiff, so don't go for this combo often, unless your opponent likes to stay on the ground. Not much damage, but ends with 5O oki, so that you can start the pressure right as they get up.
- Mid-screen: 6P > delay > f.5S > 2HS > 214S > 236HS > 6HS > 6S > 5O (206 damage)
6P starter leading into the previous combo. If 6P is done from too far away, 5S won't connect. Make sure you input the delay, otherwise cl.5S will come out, ruining your combo. Mostly a combo to punish mistakes up close.
- Mid-screen: 5O > j.O > j.HS > 5HS > 214HS > 236HS > 214S > 5HS > 6HS > 6S > 5O(317 damage)
Great damage and 5O oki off a 5O starter. It's not common to start a combo with a 5O, but when an inpatient opponent gets caught by that move, it's a good combo to remember.
50% Meter
- Mid-screen: 5O > j.O > j.HS > 5HS > 22O > 5HS > 6HS > 5O > j.HS > 5HS > 214HS > short delay > 214S > 236HS > 6S > 5O (478 damage)
Big damage combo with a 5O starter and 5O oki. The delay may be different or unnecessary depending on the opponent's character. This combo will drop when the opponent is close to the corner, so replace everything after 214HS with 6HS > 6S > 5O (445 damage). Everything from 22O onward can be used upon successfully opening up an opponent blocking 5O.
- Mid-screen: 2K(1) > 2S > 2HS > 236S > BRK > 5P > cl.5S > 5HS > 5O > j.O > j.HS > land > 5HS > 214HS > 236HS > 214S > 5HS > 6HS > 6S > 5O(424 damage)
Damaging BRK combo from a 2K starter, with 5O oki. The opponent should get caught by the 236S fireball after the first 5HS, which will enable you to connect 5O. The idea of this combo is to lead into a 5O starting from a ground normal, through the use of meter.