Revision as of 18:44, 18 December 2022 by Lexy(talk | contribs)(seperated ground dash and air dash, made note of her low profile dash, added 'fly' section)
Longma of the Huoshan Empire are few in number but carry extraordinary heritage: half-dragon, half-horse. They believe they embody the best traits of both: peaceful minds and hardy bodies from the ungulates, iron wills and the strength to fight from the predators.
The road to perfect balance is often described as more of a tightrope. Sway too far in one direction or the other, and you could send yourself tumbling. Tianhuo’s ruthless ambition to purge herself of all weakness had manifested as cruelty to others in the past, but in the years since she has self-reformed. Now she serves as Captain of the Guard in service to Her Royal Highness the Longestma, Empress of Huoshan.
Tianhuo was the natural choice for Champion: with her unmatched physical prowess, skill with flight, and command over dragon fire. She believes she’s the only one powerful and worthy enough to save Foenum, but will pure-blooded ungulates truly accept a half-predator? [1]
Gameplay
Tianhuo is best described as an aerial-rushdown character. She has the most airborne mobility in the game, along with a slew of great air options that let her put on pressure. To compliment her aerial game, she has a great set of ground normals, and the ability to cancel these normals into flight to continue pressure. She also has good defensive tools in her anti-airs, her strike-invincible 7D, and her various frame-one-airborne specials. Good normals, good offense, good defense, and the best mobility in the game. The downside? The lowest health and damage in the game.
Strengths
Weaknesses
Mobility: Her low-profile dash, airdash, super jump, flight, flips and firecrackers let Tianhuo have incredible mobility, allowing her to easily position herself favorably and approach quickly in neutral.
Excellent Mixups: Tian's flips, Volcanic Dash, and flight give her an incredibly strong and safe offensive game.
Meter Gain: Has relatively quick metergain compared to the rest of the cast. This gives her quick access to tools like Cross Canter and her powerful install.
Corner Carry: Tian has the impressive ability to take the opponent to the corner off of most hits, complimenting her strong corner offense.
7D: A powerful reversal option that doubles as a movement option, 7D is a powerful threat that requires specific counterplay both on the ground and in the air. If unchecked, Tian will often immediately start her turn or completely disengage from the opponent's offensive pressure.
Ran Shao Feng: Tianhuo's Level 2 buffs her damage and mixup potential to extreme levels, which can allow her to three-touch the opponent under favorable circumstances.
Low Health: Tied with Shanty and Pom for the lowest health in the game, letting her die to fewer touches.
Low meterless damage: Until Tian has access to her install she can struggle to output the same amount of damage as the rest of the cast.
Movement
Walk: Tianhuo is slow on the ground, only moving forward at 5 hu/frame and backward at 4 hu/frame.
Dashes: Like other characters, Tianhuo can dash forward and backwards while grounded. Tianhuo also has the unique ability of having a low hurtbox during her forward dash, letting her slip under most projectiles.
Airdash: Tianhuo is one of two characters who can airdash, with her airdash travelling a very large distance, but being unable to block during its duration.
Superjump: In addition to a regular jump, Tianhuo can perform a super jump for extra height.
Fly: By pressing 5D Tianhuo can fly, letting her move in any direction, but being unable to block. Tianhuo will exit fly after a certain period of time, but you can press 5D to exit sooner.
Normal Moves
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
Mid
-
5
4
15
vs. Grounded
1
-1
vs. Airborne
Can be chained into itself or 2A on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. Whiffs on crouchers when not done from point blank, so it's not ideal for stagger pressure.
6A
6A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
-
12
4
29
vs. Grounded
-14
-11
vs. Airborne
Tianhuo has the slowest 6A in the game, but it's best to not ignore it. It still has frame 1 crouching hurtboxes and the most vertical reach of all your anti-air normals and can be used to trap opponents in blockstun to 236C them afterwards. Because this move whiffs on crouchers, Tian does not have access to rebeating during pressure.
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
80
Mid
-
9
4
17
vs. Grounded
2
-4
vs. Airborne
A great grounded poke. Has fast startup and recovery, moves Tian forward and even reaches upward to catch opponents jumping or doing slower jump-ins.
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
115
Mid
-
13
10
16
vs. Grounded
0
-6
vs. Airborne
Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made plus on block with a proper meaty.Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled. Weirdly fast recovery on whiff.
2A
2A
Chomp
Chomp
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
25
Low
-
7
5
16
vs. Grounded
-2
-4
vs. Airborne
Tianhuo's fastest low. It's good for starting pressure up close. Unusually minus on block, so it can take a bit more conditioning than average to use it for stagger pressure like most other 2As.
2B
2B
Fwoosh
Fwoosh
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
60
Low
-
10
6
18
vs. Grounded
0
-5
vs. Airborne
Good low poke normal. Very active and fully disjointed. It even has a hitbox above her head, so its capable of anti-airing as well. +4 on block when flight cancelled. Extremely good.
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
120
Low
-
13
16
29
vs. Grounded
KD
-24
vs. Airborne
Low slide that causes a soft knockdown on the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight (if resourceless) or one of her flips (1D, 4D or 7D, each one costing one stock of magic). However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least.
3C
3C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125
Mid
-
18
6
38
vs. Grounded
Launch
-16
vs. Airborne
Standard launcher. Unsafe on block, jump-cancellable on hit.
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
40
High
-
6
8
10
vs. Grounded
vs. Airborne
Quick and active, this normal mostly works best for tickthrows. Its hitstun is lacking, making it tough to combo from, though its short blockstun can mess up opponent pushblock timing.
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
80
High
-
9
5
14
vs. Grounded
vs. Airborne
Hits quite far horizontally, though it doesn't hit very far downwards. Works well with instant airdashes in neutral, works well in air-to-air situations, and allows for a quick overhead when used after 4D.
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
115
High
-
13
12
6
vs. Grounded
vs. Airborne
Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as j.B, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from.
Special Moves
Volcanic _Ash
Volcanic Series 236A/B/C Air OK
Volcanic Ash
Volcanic Ash
Volcanic Bash
Volcanic Bash
Volcanic Bash (Air)
Volcanic Bash (Air)
Volcanic Crash
Volcanic Crash
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90,150
Mid/High
-
12
4(8)4
21
vs. Grounded
Bounce
-6
vs. Airborne
Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.
110,150
Mid
-
18
6
19
vs. Grounded
Launch, -8
-7
vs. Airborne
Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.
110,150
Mid
-
15
11
20+
vs. Grounded
Launch, -10
-13
vs. Airborne
Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block.
300
Grab
-
15
3
47
vs. Grounded
HKD +13
vs. Airborne
Standard combo ender, and Tian's only hard knockdown aside from Super, granted that the opponent ends with less than 380 JD after applying this move's own JD. Otherwise, causes a soft knockdown. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw. When this move connects, Tianhuo gains a considerable amount of extra meter, making it also the best ender for meter-building routes.
Throws
Forward Throw
Forward Throw B+C / 6B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
-
6
3
23
vs. Grounded
KD
vs. Airborne
Standard throw. Allows for a combo afterwards.
Back Throw
Back Throw 4B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
-
6
3
23
vs. Grounded
KD
vs. Airborne
Identical to forward throw, but in the other direction.
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
-
8
3
18
vs. Grounded
KD
vs. Airborne
Standard air throw. Allows for a combo afterwards.
Magic
Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Firecracker attacks will regain some magic on hit. Each magic stock takes about 5 seconds to generate.
5D
Firecracker Attack 2/3/6/8/9D Air OK
2D
2D
3D
3D
6D
6D
8D
8D
9D
9D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
210
Mid
-
16
30
12
vs. Grounded
15
-19
vs. Airborne
Moves straight down. Has some crazy crossup setups. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup.
210
Mid
-
16
30
12
vs. Grounded
10
-20
vs. Airborne
Moves downwards and forwards, effectively a divekick. Has a disjointed hitbox forwards and slightly above Tianhuo's hurtbox, making it a good move to challenge anti-airs and air-to-airs. The First Hit Juggle Decay bonus makes it one of Tianhuo's best starters, but it is also really useful mid combos, as it has a good damage while adding up only 5 JD. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup.
210
Mid
-
16
16
12
vs. Grounded
8
-13
vs. Airborne
Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into j.A through a 3-frame link, which in turn combos into 5A through another link, provided it hits a standing opponent.
210
Mid
-
16
10
12
vs. Grounded
3
-15
vs. Airborne
Moves straight up. Can help timer scamming if you have the health lead.
210
Mid
-
16
12
12
vs. Grounded
13
-15
vs. Airborne
Moves up and forward. Can be used to cover distance and gain height at surprising speed.
Firecracker Flip 7/4/1D Air OK
speen
speen
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
0
18
28+
vs. Grounded
vs. Airborne
The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.
-
-
-
4
5
27+
vs. Grounded
vs. Airborne
Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a j.B immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.
-
-
-
4
5
39+
vs. Grounded
vs. Airborne
Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.
Volcanic Dash 236D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
210
Mid
-
28
8
22
vs. Grounded
Launch
4
vs. Airborne
Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block. During frames 5-12 Tianhuo's hurtbox becomes her crouching hurtbox.
Flight 5D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
14
0-72
5
vs. Grounded
vs. Airborne
Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.
Super
Men Shao Ti 236XX
"Smoldering kick!" (闷烧踢)
"Smoldering kick!" (闷烧踢)
"Cyclone fire kick!"
"Cyclone fire kick!"
"Sheng Ho Ti!" (旋火踢)
"Sheng Ho Ti!" (旋火踢)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
220,220,340
Mid
-
4+6
3
102+
vs. Grounded
HKD +21
-38
vs. Airborne
Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.
Follow Up
Ran Shao Feng 214XX
"Burning winds!"
"Burning winds!"
"Ránshāo fēng!" (燃烧风)
"Ránshāo fēng!" (燃烧风)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100
Mid
-
59
9
29+Flight
vs. Grounded
Launch
-4
vs. Airborne
This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, 236/B/C, and j.A. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds.
Ran Shao Feng Only
Volcanic Series (Ran Shao Feng) 236A/B/C / j.236A/B/C
Volcanic Ash (Ran Shao Feng)
Volcanic Ash (Ran Shao Feng)
Volcanic Bash (Ran Shao Feng)
Volcanic Bash (Ran Shao Feng)
Volcanic Bash (Air) (Ran Shao Feng)
Volcanic Bash (Air) (Ran Shao Feng)
Volcanic Crash (Ran Shao Feng)
Volcanic Crash (Ran Shao Feng)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
110,150,210
Mid/Mid/High
-
11
4(9)4(10)11
4
vs. Grounded
Bounce
-8
vs. Airborne
Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5.
110,190
Mid
-
15
6
19
vs. Grounded
Wallstick
-7
vs. Airborne
Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential. Also travels about twice as further and moves faster.
110,190
Mid
-
11
11
8+
vs. Grounded
Wallstick
-2+
vs. Airborne
Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now.
285
Grab
-
15
3
35
vs. Grounded
HKD +34
vs. Airborne
Now much more plus on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns.
j.A (Ran Shao Feng)
back to the glory days, baby!
back to the glory days, baby!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
38
High
-
6
4
14
vs. Grounded
vs. Airborne
Probably the most slept on change that Ran Shao Feng brings. j.A's hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse.
Flight (Ran Shao Feng)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
14
0-126
5
vs. Grounded
vs. Airborne
Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though.
Level 3 Super
Flames of Huoshan 63214XX
Feature length movie
Feature length movie
"Sky Fire!"
"Sky Fire!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
310, 100[x2], 40[x7], 400, 300[x4], 2000
Mid
-
9
20
91
vs. Grounded
0
vs. Airborne
Spend 3 bars to quickly dive to the ground before performing a fully invincible uppercut that starts a cinematic on hit. Startup is not dependent on height. Whiffs versus grounded opponents. Vulnerable from the moment she starts spinning and will still be in recovery until long after landing. Extremely unsafe both on whiff and block. This move is affected by damage scaling, so it's better to use it early in a combo.
Combos
Basic concepts
Tianhuo combos focus on filling the juggle decay meter almost all the way up before performing a uniform combo ender.
Volcanic Ash (236A) spikes the opponent to the ground and temporarily disables air recovery, allowing Tianhuo to land and extend the combo. The ground bounce combo route features a 236A just before filling the juggle decay meter. More advanced combos can extend without using 236A, instead saving it until the end to squeeze in extra bits of damage.
Volcanic Bash (236B) can be flight cancelled with 5D after either the first or second hit, allowing for multiple combo utilities. Certain advanced combo routes are even based on such maneuvers.
Add Men Shao Ti super damage by replacing any aerial 236C ender with 236B > 236A+B. For advanced combos with late 236A > 4A ground enders, add fast ground attacks with 236A > 4A > 5B > 2B > 236A+B.
- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
- Also possible without super. (...236A > 4A > 236C)
Ground Volcanic Bash route
These combos must be performed on a grounded opponent. They leverage the stun properties of the first hit of Volcanic Bash, as well as jump C, to extend the combo.
[Expansion needed]