Glove on Fight 2: Gleam of Force/Futaba Date: Difference between revisions
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*'''Easy Access to Jump Moves''' - Outside of 8B and 22X, many of Futaba's normals have small windows to input jump normals or j.22X. | *'''Easy Access to Jump Moves''' - Outside of 8B and 22X, many of Futaba's normals have small windows to input jump normals or j.22X. | ||
*'''Flexible Combos''' - Given a good starter, Futaba rarely has to worry about getting punished for dropping combos. Moves such as 8B and 3B let her do whatever she feels like afterwards. | *'''Flexible Combos''' - Given a good starter, Futaba rarely has to worry about getting punished for dropping combos. Moves such as 8B and 3B let her do whatever she feels like afterwards. | ||
*'''Command Grab Priority''' - 22X series has plenty of priority on startup and on recovery, making it a great movement option. | |||
*'''Aerial Master''' - Using j.44x allows her to fly all over the screen. | *'''Aerial Master''' - Using j.44x allows her to fly all over the screen. | ||
*'''Avoids Parry Chains''' - Futaba's 2C cannot be counterparried. | *'''Avoids Parry Chains''' - Futaba's 2C cannot be counterparried. | ||
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*'''Situational Timestop''' - Desperation super offers very little utility without a second bar to burn for Assault '''INFIGHT''', and is otherwise useless. Futaba also has to be in close range to the opponent if she wants to utilize time efficiently. | *'''Situational Timestop''' - Desperation super offers very little utility without a second bar to burn for Assault '''INFIGHT''', and is otherwise useless. Futaba also has to be in close range to the opponent if she wants to utilize time efficiently. | ||
*'''Vague Air Grab''' - j.22X has a tricky hitbox which is difficult to consistently hit, which is bad in a game with fast-paced footsies and movement. Slight changes in positioning can mess with combos, which makes j.22X not ideal for damage either. | *'''Vague Air Grab''' - j.22X has a tricky hitbox which is difficult to consistently hit, which is bad in a game with fast-paced footsies and movement. Slight changes in positioning can mess with combos, which makes j.22X not ideal for damage either. | ||
*Really bad at recruiting club members, apparently. | *Really bad at recruiting club members, apparently. |
Revision as of 03:38, 14 September 2022
Overview
Self-proclaimed rival of Kanae. Seeing Kanae set her mind to something, she also participated in Gleam of Force. At first, she received trouble because of her unorthodox technique, so she doesn't use some parts of her gymnastics anymore. She now plans to establish a "Girls' Rhythmic Gymnastics Grappling Club", but regrettably, it doesn't seem to be catching on.
A well-rounded character that uses quick movement and the threat of her command grab to control neutral.
Playstyle
Light Normals
Universal
5A
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2A
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4A
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6A THE STINGER THE STINGER
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8A
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Unique
3A
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9A
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Heavy Normals
Universal
5B
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2B Do not whiff this. Do not whiff this.
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4B
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6B
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8B
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Unique
1B
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3B If you were thinking of blocking, parying, dashing, or using INFIGHT, don't! If you were thinking of blocking, parying, dashing, or using INFIGHT, don't! Standing B followup Standing B followup
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9B
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Air Normals
j.A
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j.B
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Special Moves
22X
Moonsault Escape
ムーンサルトエスケープ 22X |
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j.22X
j.22X
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j.44X
j.44X
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Parries
High Parry
8C |
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Low Parry
2C |
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Super Arts
4AB
Super Explosive Invincible Demon Power Unified Zero Movement Paired Petal Punch
超爆裂無敵魔強統一零移動双花パンチ 4AB |
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6AB
Spin Knuckle (Queen Ant Silver Gun)
スピンナックル(女王蟻の銀銃) 6AB |
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2AB
I see you! 見えた! 2AB She sees you, the player, every time you don't cancel into Assault INFIGHT. She sees you, the player, every time you don't cancel into Assault INFIGHT.
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