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Line 915: |
Line 915: |
| |hitAdv= | | |hitAdv= |
| |hitbox= | | |hitbox= |
| |description=Universal Throw. | | |description=Universal Throw. 4S and it's ilk ''does'' combo from this, making for some degenerate full conversions into more oki. |
| }} | | }} |
| }} | | }} |
Line 935: |
Line 935: |
| |hitAdv= | | |hitAdv= |
| |hitbox= | | |hitbox= |
| |description=Requires 1 bar of the Skill Gauge. | | |description=Requires 1 bar of the Skill Gauge. Allows you to extend off anti-air 5E and 2E, or 6E when used as a mixup sans bombs. |
| }} | | }} |
| }} | | }} |
Line 953: |
Line 953: |
| |hitAdv= | | |hitAdv= |
| |hitbox= | | |hitbox= |
| |description=Requires 1 bar of the Skill Gauge. | | |description=Requires 1 bar of the Skill Gauge. Similar application as 5L+E, with a more vertical flavor. |
| }} | | }} |
| }} | | }} |
Line 971: |
Line 971: |
| |hitAdv= | | |hitAdv= |
| |hitbox= | | |hitbox= |
| |description=Requires 1 bar of the Skill Gauge. | | |description=Requires 1 bar of the Skill Gauge. Allows for stray air-conversions off moves like j.S where you wouldn't be able to convert otherwise. |
| }} | | }} |
| }} | | }} |
Line 991: |
Line 991: |
| |hitAdv= | | |hitAdv= |
| |hitbox= | | |hitbox= |
| |description=Requires 1 bar of the Skill Gauge. | | |description=Requires 1 bar of the Skill Gauge. Useful for dealing with the pressure options of certain characters. Namely Shovel Knight gem pressure. |
| }} | | }} |
| }} | | }} |
Revision as of 11:19, 4 September 2018
Introduction
Source Game: Code of Princess
Story
Short story summary here
Gameplay
Health: 10,000
Gameplay overview here
Move List
Light Attacks
6LL
Forward Light Attack 2x
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2L
Crouching Light Attack
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2LL
Crouching Light Attack 2x
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2LLL
Crouching Light Attack 3x
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Heavy Attacks
6H
Slide Kick
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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900 [1200]
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14 [45]
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-6 [-3]
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1 [Launches]
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M
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-
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Chargeable. Charged version causes wall bounce on hit. The forward movement allows for 2E+S launch combos midscreen or picking up off an air-hit by chaining 6L6H. Mostly unsafe on block unless charged. Cancel Charged 6H into 4S into 5E for a fun and damaging corner route.
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2H
Crouching Heavy Attack
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Unique Attacks
Skills
4S
Explosive Bomb
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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700
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33
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M
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-
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Explodes after 81 frames. This move is the corner-stone of Ali's pressure. Get a decent knockdown and throw it out. As mentioned above, you can time a 6E afterwards for pickup by whiffing 5L, which also sets up timing for 2H into a similar extension. Disappears if Ali is hit.
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4H+S
Explosive Bomb (Heavy)
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4S+E
Explosive Bomb (EX)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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600, 600, 600
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28
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M
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-
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Requires 1/2 a bar of the Skill Gauge. Explodes after 81, 91, and 101 frames. Covers the screen in Bombs, giving you a much wider timing window to approach and convert. This is actually very scary in a neutral situation, as the opponent cannot interact with the bombs and they explode later than 4S or 4HS. Disappears if Ali is hit.
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j.H+S
Hayabusa (Heavy)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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900
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14
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H
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-
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An aerial attack with great vertical and surprising horizontal range. Leads to full combo on air and ground hit in many situations. Disjointed and allows Ali to descend as early as she wants in her jump arc. Great for counterpoking. Great for suddenly turning a bomb you suspect will be blocked into frame advantage if you're airborne.
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j.4S
Aerial Explosive Bomb
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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700
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Jump Dependent
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M
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-
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Explodes after 91 frames. Similar in application to grounded 4S, however, this move allows you to act out of an air-state when it recovers. j.4S into j.H+S, j.4S into j.2S and many other variations are useful for pressure, neutral and okizeme. Disappears if Ali is hit.
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j.4H+S
Aerial Explosive Bomb (Heavy)
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j.4S+E
Aerial Explosive Bomb (EX)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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600,600,600
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Jump Dependent
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M
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-
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Requires 1/2 a bar of the Skill Gauge. Explodes after 101, 111, and 121 frames. The notable thing is that this explodes far later than grounded 4E+S. Done off a forward jump, this covers a lot of ground and returns you to a state where you can approach afterwards, making it a pretty terrifying presence in neutral if you need to approach. Disappears if Ali is hit.
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Universal Commands
L+E
Offensive Skill (horizontal)
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8L+E
Offensive Skill (upward)
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j.L+E
Aerial Offensive Skill
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Ultra Skills
H+S+E 2x
Meteor Dance Lv. 2
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Strategy
Offense
Defense
Neutral
Combos
Midscreen
Corner