Akatsuki Blitzkampf/Marilyn Sue: Difference between revisions
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| description = Unga charge. Marilyn temporarily enters an autoguard state and palm rushes forward (looks like Sanshou but with her glowing blue). | | description = Unga charge. Marilyn temporarily enters an autoguard state and palm rushes forward (looks like Sanshou but with her glowing blue). | ||
::*The only move in the game with such a mechanic. No, Blitztank's super armor, Kanae's command counter stance and Wei's Level 3 super armor is a different deal, as well as all that stuff with invincible frames. | ::*The only move in the game with such a mechanic. No, Blitztank's super armor, Kanae's command counter stance and Wei's Level 3 super armor is a different deal, as well as all that stuff with invincible frames. | ||
::*Taking hits while autoguarding counts as if they were blocked high, so you don't receive hitstun (and obviously no blockstun too), you receive guard damage, | ::*Taking hits while autoguarding counts as if they were blocked high, so you don't receive hitstun (and obviously no blockstun too), you receive guard damage, chip damage, Marilyn can be KO'd by the latter as usual (her sprite hilariously continue to glow blue while she is down), she can be guard broken, thrown, and opponent can cancel his attacks against Marilyn's "armor" as if blocked too. | ||
::*Dies to all lows. | ::*Dies to all lows. | ||
::*214A is fast but the autoguard lasts very short, while 214C is slow but will plow almost through everything that is not a low. Since an autoguard state in all versions has lesser amount of frames than startup of the move, mind your timing for your autoguard to not go off sooner than opponent's move hits you before you hit him ([https://youtu.be/Veynubum6Y0 hello 25% damage buff from counter hit (yep, that was 2870+25%))]. | ::*214A is fast but the autoguard lasts very short, while 214C is slow but will plow almost through everything that is not a low. Since an autoguard state in all versions has lesser amount of frames than startup of the move, mind your timing for your autoguard to not go off sooner than opponent's move hits you before you hit him ([https://youtu.be/Veynubum6Y0 hello 25% damage buff from counter hit (yep, that was 2870+25%))]. |
Revision as of 14:17, 24 November 2021
Background
A professional assassin from mainland China's largest international mafia, the Black Hand. She is a master of assassination techniques based on Pīguàquán. She intends increase her influence by taking Akatsuki's Blitz Motor. (from character selection screen)
Read the translation of her arcade mode!
Introduction
Universally considered one of the very best characters in the game (and most likely being the best), Marilyn is a melee specialist who likes to beat others up close and personal utilizing her easy conversion, superior damage, speed, multi-hitting moves, untechable ground throw, mix-ups, cross-up and guessing game, as well as having an easy time as corner carry. Having said that, she feels comfortable in defence too, thanks to her, again, easy conversion, great reflector combos, great anti-airs, special move with an autoguard and access to a "flash kick" move.
However, due to a lack of projectiles and having mostly short ranged normals, she has a harder time against characters with better neutral and those who have good options for stopping\escaping her corner pressure. Also, since Mari's "flash kick" has no complete invul except in EX-version, her wakeup options against proper meaties are weak.
Marilyn is a rushdown type and needs to be very careful in neutral. She is very fun and has ton of options to choose from, and isn't really that hard to play once you learn her, but the latter can be a long process, so she can be considered an advanced\high skill character, especially if you want to play Mari the most optimal way. What's especially great is that most of Marilyn's follow-ups and combos are very consistent at any range while retaining high damage both with and without meter, even reflector ones. While she has some pretty hard ones, you can swap them with easy and almost optimal versions for the time being or for some situations when you want to be almost 100% sure in not dropping your follow-up or combo. Also, her strings and moves in overall are pretty universal in use, with all being useful one way or another, so everything you learn in midscreen follow-ups\combos will be familiar in the corner and in neutral game too.
- Armor ratio = 1.025 (second lowest *default)
- Forward speed = 6.0 dots/F (second fastest default)
- Backwards speed = 5.0 dots/F (first fastest default)
- Jump startup - 3F (first fastest default)
- Backdash duration - 18F (second fastest)
*Not counting Wei's buffs or Anonym's post-ressurection armor increase
Pros
- High follow-up\combo damage both with and without meter at any range
- Almost anything can be consistently converted into follow-up\full combo with 214+B+C or Level 3 super enders almost at any range
- Fast normals a lot of them being multi-hit
- Great anti-airs, lots of low-profile moves, good pokes
- Good pressure, mix-ups and guessing game, decent cross-up
- Great reflector and air throw follow-ups\combos
- The only character in the game who can wall jump, possesses move with an autoguard and can feint some of its attacks
- The fastest jump startup not counting buffed Wei
- The fastest movement speed in both directions not counting buffed Wei and Murakumo's run
- Backdash has low profile and second fastest speed in the game, mid-air type of front dash allows to evade low attacks and ground throws
- Can drag opponent fullscreen to the corner starting from inside her own one
- Those legs and amazing chest ahead
- Unga
Cons
- Second lowest armor ratio in the game
- Short range on reflector auto-counter
- Lacks projectile and most normals are very short, while longer ones and specials with good length are either slow+unsafe\give no conversion\are hard to convert from, thus her neutral can be on weaker side
- Can't chain into ground low and ground overhead can be chained only after 5B, thus her non jump-in mixups are not that great
- "Flash kick" has no full invincibility except in EX-version which limits its general use and leads to weak wakeup without meter
- Killed her boss, will kill you too if it will help her to rise in power
- Unga
All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)
Notes on Ausf. Achse
Universal Changes
The nerfs to reflector combos affect her more since she had the best reflector combos in the game very important to her defence, and many of them used an air throw which is now can't be comboed off on midscreen as well due to character-specific changes.
Character Changes
Her damage has been reduced overall, notably her level 3.
5C now causes a ground bounce on hit and can be chained into 2A or 2B. This means that her combos off it do less damage and she isn't effectively plus off it.
Her 2C has more recovery. You can still get combos off it but they're worse and harder. The same applies to j.2C but to a greater extent, it effectively can't be comboed off.
Her air throw launches the opponent farther away, so you can only combo off it in corner.
The third of the A and B rekka have more recovery, meaning you can't do 236XXX>236XXX in midscreen anymore. However, 236A is now -4, making it much better on block.
Universal Mechanics
Throws
Ground Throw
4/5/6+A+B |
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Aerial Throw
j.4/5/6+A+B |
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Reflectors
Standing Reflector
4/5/6+B+C |
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Crouching Reflector
|
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Jumping Reflector
j.4/5/6+B+C |
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Normal Moves
5A
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5B
|
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5C
|
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2A
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2B
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2C
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j.A
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j.B
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j.C
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Command Normals
高端脚 - Koutankyaku
4B |
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側端脚 - Sokutankyaku
6B |
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俯衝後掃腿 - Fushou Kousoutai
j.2C |
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Special moves
一二三掌 - Yī'èrsān Shou
236X>X (or 4X)>X 4th picture depicts 4X option, not EX! |
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架推掌 - Kasuishou
214A/B/C/B+C |
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挑打下欄 - Chouda Karan
[2]8+A/B/C/B+C |
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Super Move
絶招空中百衝拳 - Zesshou Kuuchuu Hyakushouken
A+B+C |
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General Strategy
- Marilyn Tutorial video for 1.1.3.1 SP1. This video alone can make you a good Marilyn player.***
Please see "Moves" section for elaborated information about usefulness of each of her moves. Know Marilyn's moveset very well since she has no useless moves (well maybe except 5AA).
Don't forget that Mari is the only character in the game who can wall jump. This is done by jumping to the wall at any height and then pressing forward (4 or 6), depending on which direction you are facing (i.e. press right when jumping to the left wall and left when jumping to the right wall). You can hold\press any other direction too, it will not mess with 4\6 input. Wall jump while Marilyn descends to the ground is also possible, but only after normal jump, nothing else. Maximum amount of travelling distance from wall jump is a bit more than half of the current screen. This is very useful property for your mobility and great tool to get out of the corner, you can dodge some nasty stuff like Soldat's\Adler's EX fireballs too, but your opponent may try to punish it, so be careful. You can combine it with j.2C\j.2[C] shenanigans too. Showcase. Also, Marilyn's wall jump has glitch which is hard to do, but it can push your opponent out of the corner and gives you some dirty opportunities (hey, that's unsporting), please see 5:30 in Marilyn Tutorial video.
Despite having great offence, against characters who can't force you to come in (non-zoners or the ones with easily reflectable projectiles) or\and if you have more current health than they do, you can freely rotate between rushdown and more defensive play, since Marilyn's easy conversion allows to make huge damage almost from anything (including reflectors), when one careful hit can lead to a combo with Level 3 ender which will pretty much delete opponent's healthbar, as well as she has great moves to build meter on whiff with. You don't really need to commit to unsafe stuff and trades.
Like many characters in the game, Marilyn has a taunt from which she can cancel (a lot sooner than her voice line ends), so you can try to use it a bait alongside flex. It's never optimal though, just a funny option.
Ctrekoz's Marilyn online matches playlist. Back then, in the first 4 matches against Fritz, I didn't knew some of the tech that I learned while rewriting this page (most notably 2nd corner BnB), but it's still a good showcase of how Marilyn is played, and also lets you to look at Fritz's matchup.
Combos
Maybe you will find even more stuff, who knows?
Some (many?) combos listed here don't work in AA, refer to the bottom of this section and to "Notes on Ausf. Achse" above.
Counter hit damage in reflector combos is stated only because you will get CH off them really often, so those values are more indicative. Combos itself are legitimate both with and without CH, since the latter gives you only 25% damage buff to the move that provoked CH.
Midscreen
- Rekka BnB (your corner ~ half of the stage) - 2A>2B>5B>236BBB>236CBB>214+B+C\Level 3 - 2567~\3797~\7248~ damage
- Leaves your opponent in the corner even if you started it in your own. Second and third hits in the first rekka must be done really fast (just mash), otherwise opponent may lose hitstun and react to any of them.
- The essential parts of this combo is 236 rekkas, and you may use as starter literally any non-command normal except 2C. If you use jump attacks, remember to link them after landing. Due to speed, range and animation, 5B works really great as starter when you can just 236BBB after first, second or both hits without fear of dropping the combo, and although 2B may serve the same purpose, it's harder to do due to its animation. You can even not use any starter at all and catch them with raw rekkas (and it will give the most damage).
- Mind your range and choose starters\chains appropriately, remember what was said about hitstun and pushback in "Moves" section.
- Level 3 will confirm only if done close enough to the corner. If you feel that your second rekka will not leave you close enough to it for Level 3 confirm, then you can do so after the first rekka guaranteed.
- Rekka BnB (half of the stage ~ 75-80% to the corner) - 2A>2B>5B>236BBB>236BBB->214+B+C\Level 3 - 2544~\3774~\7228~ damage
- Same deal as above, but first hit in the second rekka is replaced with B-only version. Hilariously deals just 23~\23~\20~ less damage. Is used when you think that you are too close to the corner for 236CBB to land.
- Rekka BnB (75-80% to the corner and closer) - 1) 2A>2B>5B>236BBB>2A>2B>5B>236AAA>214+B+C\Level 3 - 2863~\4086~\7520~ damage
- 2) 2A>2B>5B>236BBB>2A>6B>2A>2B>5B>214A>214+B+C\Level 3 - 3064~\4282~\7707~ damage
- Is used when you are close enough to the corner to juggle an opponent with 2A after the first rekka. Essentially, after the 236BBB you just do the second half of either corner BnB 1 (first combo) or BnB 2 (second combo). Same deal as with corner BnBs: the first does a bit less damage but is more consistent, while the second one does more but is harder to land. Anyway, either of those deals the most damage out of any other rekka BnBs. You can juggle them with 5A instead of 2A for even more damage, but it's very inconsistent due to how short that normal is.
- If you see that using all hits in the first rekka will not juggle your opponent as needed, i.e. you will do it too close to the corner and wallslam will be too low to confirm 2A\5A off it, use 4+B after the first hit of rekka (as shown in Overhead starter combos below).
- About all rekka-BnBs: sometimes you want to delay your second rekka a bit to not raise your opponent too high so you won't miss with 214+B+C.
- After 5C, don't use 2A, since 5B then will be too far to land the first hit and may be reacted to, use 2B>5B chain instead.
- Low starter (only if close enough) - 2C\j.2C>[2]8+C - 2136~ (2C)\2431~ (j.2C) damage
- 2C\j.2C>[2]8+C (2 hits)>214+B+C\Level 3 - 3374~ (2C)\3663~ (j.2C)\6862~ (2C)\7127~ (j.2C) damage
- Only two hits of [2]8+C will land even without supers.
- Ground-to-air - just use j.A\B\C and then link it into suitable rekka BnB or do Low starter combo if j.2C was used
- Close standing\crouching reflector - 1) Air Throw>[2]8+C - 2861~ damage (with counter hit, standing)
- Air Throw>[2]8+C (2 hits)>214+B+C\Level 3 - 3944~\7388~ damage (with counter hit, standing)
- 2) Air Throw>2B (1 hit)>214A>214+B+C\Level 3 - 2684~\3911~\7245~ damage (with counter hit, standing)
- Raw Air Throw combos without close reflector are the same. [2]8+C will often land only 2 hits instead of 3, I can't understand yet what causes it.
- The last one deals less damage (a bit more if only 2 hits of [2]8+C will land in the first combo, which happens very often), throws opponent closer to the corner, but 2B link is hard. Use it if you were caught off guard and do not have enough time to charge "flash kick" or when you want to leave your opponent closer to the corner. 214+B+C in the last one may need or no need delay depending on the distance to the corner. Level 3 in the last one will confirm only if done close enough to the corner.
- Far standing\crouching reflector - 1) 214C>214B>214+B+C - 2660~\3887~ damage (standing)
- 2) 214A>214A>214+B+C\Level 3 - 2465~\3697~\7158~ damage (standing)
- To do the first combo, you must input 214C immediately after reflect, and Level 3 ender seems impossible(?) even with 214A instead of 214B due to how high opponent happens to be. You can't be too close to the opponent before doing reflect if you do not want 214C to miss.
- The second combo is less restricting. The first 214A can be done closer and with more delay, but the second 214A will land only if you were close enough to the bottom of the screen or to the corner. 214+B+C always needs some delay because of reflector auto-attack juggle, and it can be hard to confirm properly. Level 3 will confirm only if done close enough to the corner.
- The funny thing about those two combos is that in 1 the first part is inconsistent, while in 2 inconsistent one is the second part, so it's hard to recommend only one of them. Well, the first one deals more damage, but you cannot confirm Level 3 off it. Rotate judging by situation.
- Air reflector - 1) 5B>236CBB>214+B+C\Level 3 - 1993~\3236~\6732~ (with counter hit)
- 2) [2]8+C (1 hit)>[2]8+B+C\Level 3 3228~\6277~ damage (with counter hit)
- 3) 2C>[2]8+C - 2060~ damage (with counter hit)
- 2C>[2]8+C (2 hits)>214+B+C\Level 3 - 3300~\6794~ (with counter hit)
- The first combo is very easy, corner carry and almost optimal in terms of damage. Highly recommended. If you were high in the air when doing the reflector, input 5B immediately, and if you were close to the ground, then delay it a bit for the second hit of 5B to land. Unlike rekka-BnBs, 236CBB will always work no matter how close it's done to the corner due to amount of juggle from 5B. If done from your own corner, delay 214+B+C for all hits to land. Level 3 will confirm only if done close enough to the corner.
- [2]8+B+C ender in the second combo is very inconsistent since it often will land not each hit, and deals less damage than EX enders in the first and third group. Anyway, you will want to use this combo only if you want to safely confirm your air reflector into Level 3, because for the first combo you may be too far from the corner to do that, and the third group of combos is hard.
- The third group of combos is the most damaging one, but is not corner carry and [2]8+C is hard to land, so you will use it only if you want the max damage and don't care about consistency.
- 4B starter - 4B>Air Throw>[2]8+C - 3161~ damage
- 4B>Air Throw>[2]8+C (2 hits)>214+B+C\Level 3 - 4238~\7665~ damage
- Air Throw can be throw-teched.
- 214X starter - 214X>214A>214+B+C\Level 3 - 2766~\4177~\7653~ damage
- 214A will land only if you were close enough to the bottom of the screen or to the corner. 214+B+C may or not may need delay depending on how close you are to the corner and how close to the ground your opponent is after 214A follow-up. Level 3 will confirm only if done close enough to the corner.
- [2]8+X starter - [2]8+X>[2]8+B+C\Level 3 - 3360~ (A)\3267~ (B)\3312~ (C)\6125~ (A)\6124~ (B)\6168~ (C) damage
- For [2]8+A and [2]8+B starters - after the first hit and close range only, for [2]8+C - after the first hit from any range as long as [2]8+C hits the opponent. You can end with 214+B+C too, but it's a lot harder to time right and it deals less damage.
Corner
- BnB 1 - 2AAA>2B>5B>236B~4+B>2A>2B>5B>236AAA>214+B+C\Level 3 - 2598~\3826~\7279~ damage
- Very easy and consistent combo with almost optimal damage, perfect for more casual Marilyn players, high delay matches or when you don't want to risk dropping BnB 2. In 4+B->2A->2B part, wait for the opponent to fall a bit before doing 2A, otherwise only one hit of 2B will land. 5B will always land one hit. Also, in 4+B->2A->2B part you can use 5A instead of 2A, which will give 23~\22~\19~ more damage, but it's a harder link to do and not much worth it. Depending on the starter, 5A can add even more damage, but it's still not that much. Using 5A, seems like 5B can land both hits, which will add a lot of damage, but it's damn hard.
- Similar to midscreen rekka BnBs, the core move in this combo is 236B>4+B, and before it you may put anything you like. The most optimal starters in terms of damage are 5C (you will do this very often) or j.C (more rare) into 2AAA and so on.
- BnB 2 - 2AAA>2B>5B>236B~4+B>2A>6B>2A>2B>5B>214A>214+B+C\Level 3 - 2802~\4026~\7464~ damage
- The most damaging corner combo, but is harder than the first. Still, this is the most optimal one in terms of damage, and ultimately you should aim to consistently land it. 5C, j.C and any other starters still apply. In 2A->6B you can do 5A instead of 2A, but it's a harder link in already hard enough combo.
- Overhead starter - just use 5C or j.C (remember to link it) as starter and then do any desired BnB, with j.C+BnB 2 you can reach 3849~\5049~\8424~ damage or even a bit more with 5A juggle
- Low starter - 1) 2C>236AAA>214+B+C\Level 3 - 2195~\3433~\6914~ damage
- 2) 2C>[2]8+C - 2280~ damage
- 2C>[2]8+C (2 hits)>214+B+C\Level 3 - 3374~\6862~ damage
- Situation here is very interesting. [2]8+C follow-up has longer reach and easier input, thus great consistency, it deals more damage without meter enders, but less with them due to 2-hits cancel. So, if you're planning to use meter, use rekka ender. If you're not planning to use meter, use [2]8+C. If you're planning to use meter, but want 100% consistency and don't mind a bit of a damage drop, use [2]8+C. Still, rekka ender is not really that hard to do, the bigger problem is that you need to be closer to the corner to land it than when using [2]8+C.
- Ground-to-air - just use j.A\B\C and then link it into suitable corner BnB or do Low starter combo if j.2C was used
- Close standing\crouching reflector - see "Air Throw starter" combo below
- Far standing\crouching reflector - 1) move forward>6B>2A>2B>5B>214A>214+B+C\Level 3 - 2309~\3543~\7016~ damage
- 2) 214[A]>2A>6B>2A>2B>5B>214A>214+B+C\Level 3
- 3) 214[A]>5A>Air Throw>2B>5B>214A>214+B+C\Level 3
- Moving forward in 1 is required to catch the opponent with 6B, but most importantly, with 2A and for 5B to land both hits.
- 2 and 3 are very hard and I didn't bothered enough to successfully perform them. I wonder how much my easier, 1 version, is different in terms of damage.
- Air reflector - 1) 5A>Air Throw>2B>5B>214A>214+B+C\Level 3 2756~\3981~\7422~ damage (with counter hit)
- 2) 5A->6B>2A>2B>5B->214A->214+B+C\Level 3 - 2402~\3634~\7102~ (with counter hit)
- We have optimal combo 1 which is really inconsistent (Air Throw and 2B parts), and the only easy option which is close to optimal that I've found is 2 where we lose 300-350~ damage.
- Air Throw starter - Air Throw>2A>2B>5B>214A>214+B+C\Level 3 - 3157~\4374~\7794~ damage
- 2A will land only if you were close enough to the corner before doing an Air Throw. Otherwise, remove 2A and use 2B, although it's a much harder link and gives less damage.
- [2]8+X starter - same as the midscreen one
Ausf Achse Combos
This will only list combos that are different.
- Rekka BnB (Your corner ~ half the stage) - 2A>2B>5B>236B~4+X>2A>236BBB>214+B+C\Level 3
- Less damaging and corner carrying combo than the old BnB, but it's still pretty damn good.
- Rekka BnB (Your corner ~ half the stage) - 2A>2B>5B>236BB>236+B+C>(214A>214+B+C)OR([2]8C>[2]8+B+C)
- Meter rekka BnB. You could do this in vanilla but there was rarely a reason to.
- Overhead starter (Outside corner) - 2A>236BBB>214+B+C\Level 3
- Since 5C is now a ground bounce, it's combos aren't nearly as good.
- Overhead starter (Corner) - 2A>6B>2A>2A>2B>5B>214A>214+B+C\Level 3
- 5C effectively just leads to a corner BnB post 236X~4+X.
- Low starter (Corner) - 2C>[2]8B>214+B+C\Level 3
- Her low starter combos were also hit hard. You can't combo off j.2C at all and your 2C options are worse and corner limited.
- Air throw combos are the same, just limited to the corner.
Matchups
Frame Data
source
KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Throws and Reflectors --------------------------------------- 4/5/6+A+B | 22 | 5 | KD | -- | j.4/5/6+A+B | 21 | 3 | KD | -- | 5+B+C | 17 | 7 | KD | +3 | c.B+C | 17 | 7 | KD | +3 | j.B+C | 18 | 7 | KD | +2 | A+C | 128 | -- | -- | -- | cancellable after 32F Normals --------------------------------------- 5A | 14 | 4 | +1 | +1 | 5B | 28 | 7 | +0 | -2 | 5C | 55 | 22 | -2 | -6 | c.A | 14 | 4 | +1 | +1 | c.B | 34 | 7 | -6 | -8 | c.C | 30 | 11 | KD | -4 | j.A | 19 | 4 | -4 | -4 | j.B | 23 | 5 | VB | VB | j.C | 30 | 9 | VB | VB | 5A > 5A | 14 | 4 | +1 | +1 | c.A > c.A | 14 | 4 | +1 | +1 | Command Normals --------------------------------------- 4B | 24? | 7 | -2? | -8? | *UV 6B | 24? | 7 | -2? | -8? | *UV j.2C | VB | 10* | KD | -4 | landing recovery 29F, *starts on 10th F upon landing j.2[C] | VB | -- | -- | -- | landing recover 12F? *UV Specials --------------------------------------- 236+A | 33 | 9 | -5 | -9 | 236+B | 37 | 13 | -5 | -9 | 236+C | 41 | 17 | -5 | -9 | 236 > A | 39 | 11 | -9 | -13 | 236 > B | 41 | 13 | -9 | -13 | 236 > C | 43 | 15 | -9 | -13 | 236 > ... > A | 45 | 11 | KD | -19 | 236 > ... > B | 47 | 13 | KD | -19 | 236 > ... > C | 47? | 23 | KD | -5? | *UV 236 > 4+A/B/C | 39 | 13 | KD | -13 | 214+A | 48 | 13 | KD | -20 | 1~8F autoguard 214+B | 52 | 17 | KD | -20 | 1~12F autoguard 214+C | 56 | 21 | KD | -20 | 1~16F autoguard 214+[A] | 26? | -- | -- | -- | 1~8F autoguard, *UV 214+[B] | 28? | -- | -- | -- | 1~12F autoguard, *UV 214+[C] | 30? | -- | -- | -- | 1~16F autoguard, *UV [2]8+A | 43 | 5 | KD | -23* | 1~4F invincible, *if 1 hit was blocked [2]8+B | 62 | 6 | KD | -36* | 1~5F invincible, *if 2 hits were blocked [2]8+C | 61 | 7 | KD | -35* | no invincibility?, *UV, *if 2 hits were blocked EX and Level 3 --------------------------------------- 236+B+C | 35 | 7 | KD | -4 / -21 | 1~2F invincible, (-4) if first hits were blocked, (-21) if autocombo was blocked 214+B+C | 63 | 15 | KD | -25 | 1~2F invincible, 1~14F superarmor, see *1 [2]8+B+C | 79 | 3 | KD | -57* | 1~6F invincible, *if 3 hits were blocked A+B+C | 28 | 7 | KD | -6 | supeflash 40F, 1~4F invincible *1 By holding the attack buttons, you can delay the startup up to 44F (making the whole move 93F).
Trivia
- Her fighting style as stated in her background information is based on 劈挂拳 (pīguàquán) - Piguaquan "Chop-Hanging Fist". [2]