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| ! Strengths !! Weaknesses | | ! Strengths !! Weaknesses |
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| *High HP | | *High HP |
Revision as of 01:32, 10 September 2020
Snow White
Profile
- EN Name: Unique Snow White
- JP Name: 特異型スノーホワイト
- Voice Actors: Sora Amamiya and Akio Otsuka (Kobito-san)
- Element: Ice
- Health: 24500
After hearing about the two "historians" from the future, the dwarves sign Snow White up for the tournament without her consent in order to record her beauty in the Akashic records. Many hijinks ensue.
Overview
Token grappler. Absurdly slow, absurdly large hurtboxes, bad frame data, 61F step dash... There are too many things wrong with this character.
But her command grabs hurt and her buttons are big so there's always a chance.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- High HP
- Huge normals can stuff careless approaches
- Good mixup with a large range command throw
- Command throw is a high single hit attack, great at ignoring guts
|
- Movement options are horrendous. Awful step dash, roll does not travel far and is slower than other characters, air dashes don't cover any distance
- Large hurtbox. Can be fuzzied by a large amount of the cast and susceptible to aerial blockstring into unblockable traps
- Slow buttons
- Mixup options are high commitment and she can easily be punished for choosing the wrong option
- Limited combo conversion ability and combos don't put her in the best position for okizeme
- Entirely reliant on assists for neutral game
|
Recommended Support Knights
1 Mana
- Fast attack with a large hitbox. Can be used for abare in neutral. Often seen with Hawkeye for combo conversion potential. Can be used to combo off rising j.A
2 Mana
- When your anti air is 24F and you need people to stop accidentally safe-jumping you
- Can be used for counter-poking. High health restoration on raw hit synergises with Snow White's large HP pool.
- Okizeme and counter-poke tool. Sometimes the only way to stop people running over you.
3 Mana
- To make every hit count. Synergises well with Snow White's ability to use EB
Normal Moves
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
800
|
L
|
8
|
-
|
-
|
-1
|
-
|
-
|
-
|
Hits low, Reaches far. Very good button
|
|
5AA
5AA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1500
|
M
|
11
|
-
|
-
|
-20
|
-
|
-
|
-
|
Advances Snow White forward significantly. Horribly unsafe on block but can delay cancel for frame traps or tick throws with 360C
|
|
5AAA
5AAA
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2400
|
M
|
20
|
-
|
-
|
-17
|
-
|
-
|
-
|
Natural frame trap. Not an overhead
|
|
5AAAA
5AAAA
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2500
|
M
|
20
|
-
|
-
|
-10
|
-
|
-
|
-
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Actually just 236A. Still not an overhead
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|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1600
|
-
|
14
|
-
|
-
|
-7
|
-
|
-
|
-
|
|
|
5C
5C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3600
|
M
|
17
|
-
|
-
|
-14
|
-
|
-
|
-
|
Huge range, Good for neutral abare. Causes sliding on hit
|
|
5C
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2000
|
H
|
26
|
-
|
-
|
-15
|
-
|
-
|
-
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Standing overhead. Bounces opponent on hit.
|
|
5C
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3600
|
M
|
24
|
-
|
-
|
-9
|
-
|
-
|
-
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Anti-air. Air-unblockable in neutral. Huge hitbox, Slow startup, Can hit behind Snow White, Can also accidentally be safe jumped often
|
|
2A
2A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
800
|
L
|
8
|
-
|
-
|
-2
|
-
|
-
|
-
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Just 5A but worse. Doesn't cancel to or from 5A.
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|
2B
2B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1400
|
M
|
12
|
-
|
-
|
-8
|
-
|
-
|
-
|
Surprisingly good hitbox. Can be used to anti-air at certain angles
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|
2C
2C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2500
|
L
|
17
|
-
|
-
|
-17
|
-
|
-
|
-
|
5C but low. Good for abare but easily jumped over to whiff punish
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
900
|
H
|
9
|
Until landing
|
-
|
-
|
-
|
-
|
-
|
The chop! Great hitbox in front of Snow White and active until landing. Can function as a rising overhead against Snow White, Sword, Iai, Nitou (Only connects if guarding)
|
|
j.B
j.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1200
|
H
|
12
|
-
|
-
|
-
|
-
|
-
|
-
|
Good air to air hitbox. Shame Snow White struggles to get confirms off this
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2500
|
H
|
22
|
-
|
-
|
-
|
-
|
-
|
-
|
Slow, doesn't combo from j.B. Knocks down on hit. Reaches far below Snow White but her floaty nature makes it difficult to combo off
|
|
j.C
j.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1500
|
H
|
15
|
-
|
-
|
-
|
-
|
-
|
-
|
Body splash! Alters Snow White's momentum on use, Capable of falling faster than normal.
|
|
Elemental Attacks
5D
Ice Straight 5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
4200
|
M
|
31
|
-
|
-
|
-14
|
-
|
-
|
Ice
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Can delete projectiles during active frames. Wall bounces on hit
|
|
2D
Ice Tower 2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2800
|
M
|
23
|
-
|
-
|
-7
|
-
|
-
|
Ice
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Can delete projectiles during active frames. Launches on hit
|
|
j.D
Ice Hammer j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3600
|
H
|
31
|
-
|
-
|
-
|
-
|
-
|
Ice
|
Floats Snow White on startup. Bounces on hit. Can be used to bait anti-airs
|
|
Throws
5/6B+C
Forward Throw 5/6B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3200
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Suplex! Snow White slides behind the opponent before suplexing for extra corner carry. Capable of reaching the corner from round start distance.
|
|
4B+C
Back Throw 4B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3200
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Suplex! Except this time Snow White doesn't slide behind the opponent. Less corner carry
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3200
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Stomp! Drops the opponent beneath her and stomps on them
|
|
Special Moves
360A/B/C
Sevens' Driver 360A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
360A
|
5600
|
Throw
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
Command grab. Largest range, Fastest Speed, Lowest damage. Can reach just short of 5B range. Leaves the opponent within 5B range.
|
360B
|
6000
|
Throw
|
12
|
-
|
-
|
-
|
-
|
-
|
-
|
Command grab. Medium Speed, Medium Range, Medium damage. Leaves opponent within 2B range
|
360C
|
6800
|
Throw
|
17
|
-
|
-
|
-
|
-
|
-
|
-
|
Command grab. Slowest Speed, Smallest range, Highest damage. Leaves opponent within 5A range. Can be used to tick throw off 5AA
|
|
236A/B/C
Grand Bash 236A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
236A
|
2500
|
M
|
20
|
-
|
-
|
-10
|
-
|
-
|
-
|
236B
|
3000
|
M
|
26
|
-
|
-
|
-15
|
-
|
-
|
-
|
236C
|
3200
|
M
|
28
|
-
|
-
|
-20
|
-
|
-
|
-
|
Each version travels increasingly further. Knocks down on hit. If only it was an overhead.
|
|
623A/B/C
Sevens' Buster 623A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
623A
|
5400
|
Throw
|
12
|
-
|
-
|
-
|
-
|
-
|
-
|
623B
|
5800
|
Throw
|
14
|
-
|
-
|
-
|
-
|
-
|
-
|
623C
|
6200
|
Throw
|
21
|
-
|
-
|
-
|
-
|
-
|
-
|
Only grabs airborne opponents. Each version travels increaingly further and higher. Has invul against aerial attacks and can be used as an anti-air
|
|
236D
Frost Cry 236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1990
|
M
|
18
|
-
|
-
|
-4
|
-
|
-
|
Ice
|
Creates an ice aura from 10F+ for 120F. The aura will destroy all projectiles that come in contact with it. Can be used as a reactionary anti-projectile tool. Does not stop Bisclavret's Pillars or Zech's Grams.
|
|
623D
Muscle Resist 623D (while guarding)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
1
|
-
|
32F(Total)
|
-
|
-
|
-
|
-
|
During guard. Pushes back the opponent. Recovery for 32F immediately after pushback. Can only cancel recovery into guard. Don't use this against multi-hit moves.
|
|
Million Skill
360XX
Sevens' Shadow Dynamic 360XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
8000
|
Throw
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
Command grab. 0F after flash
|
|
236XX
Heat-up Great 236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
6000(2700)
|
High/Mid
|
16
|
-
|
-
|
-18
|
-
|
-
|
-
|
Reversal for the first hit. 18F gap between the two hits. Second hit is an unblockable
|
|
Million Excalibur
Sevens' Shadow Galactic 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
11100
|
Throw
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
Command Grab. Jumpable after flash. Range is about the same as 360A. Churn this!
|
|
Combos
Solo Combos
- Auto-combo for meter gain
- Meterless combo for damage
- Anti-air combo
- Overhead combo
Support Knight Combos
- 5AA 2C Eneade Hawkeye sj.2C 5AAA 236A (3 Mana)
- Mid screen combo off Eneade support into auto-combo
- 5AAA 2D Eneade Hawkeye jump delay j.D 5C 2C 236XX (3 Mana, 100 Meter)
- Requires corner, Super ender
- j.A Enide j.B 2B j.B j.2C 5AAA 236A (1 Mana)
- Requires corner, Rising overhead combo
- 5AA 2C A+B+C 2B j.B j.2C 5AA j.B delay j.2C 5AA 5C Phalseria (3 Mana, 100 Meter)
- Mid-screen EB combo into Phalseria
Videos
Colors
Template:Colors-MAAB
External Links
General
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Characters
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Fire
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Ice
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Wind
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No Element
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