Wonderful World/Semnia

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Revision as of 14:03, 20 June 2019 by Shishidar (talk | contribs) (Rewrote character intro, wrote descriptions for normals.)
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Semnia Yubeintz

Profile

  • Full Name: Semnia Yubeintz (セムニア・ユーベインツ)
  • Age: 14
  • Profession: Devil sword wielder
  • Height: 143cm
  • Weight: 37kg
  • 3 sizes: B69 W56 H70
  • Likes: Afternoon naps
  • Dislikes: Interacting with people
  • Values: Pillow
  • Weapon: Devil swords

Special Skills

Semnia's original ability will throw a devil sword, that will spin in place for a long time. By repeating the input, Semnia will quickly float forward, which can be used to get close to the opponent. Her ground normals may also be cancelled into this float, allowing for quick overheads.

If you input 22O while her sword is spinning, it will drop a big pool of fire on the ground. This extends the duration of the hitbox quite a bit and makes some damaging combos possible. When this pool of fire is active, inputting O will result in the usual float forward.

Introduction

Semnia has really good space control, with large normals and big specials that stay out for long. Her okizeme is particularly powerful thanks to her original ability, which she can use after inflicting a hard-knockdown on the opponent. Fortunately, she gets to end her combos with a hard-knockdown fairly often.

Once her original ability is out, it remains active for a long time, giving her the chance to mix the opponent up and, if she is successful in doing so, she can confirm into a combo that ends with another hard-knockdown and use her original ability again.

While single hits from her normals or specials deal minimum damage, she is capable of lengthy, damaging combos, especially off a 5O starter.

Her main weakness is that everything about her is slow: ground movement, air movement, normals and specials, both in start-up and recovery. Neutral can be very scary for her, as whiffing a move or failing to prevent the opponent from getting close will most often result in her getting hit, or at least being subject to the opponent's pressure.

When under pressure, Semnia requires a lot of patience, as she lacks reversals, has no good normals to interrupt the opponent's momentum, and her jump is extremely slow and floaty, with a pitiful air-dash, making her easy to anti-air. You will find yourself stuck on the defensive for a long time, waiting for a chance to act again.

Information on this page refers to version 0.938 of the game.

Normal Moves

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Semnia's 5P is fairly big for what this input usually gets you, but it's also much slower than average. It's also not a good combo starter, so you won't make much use of it.

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

This move is close to the usual 5K: it comes out reasonably quickly and has poor range. It hits behind Semnia as well. When it connects, a second hit will happen, which drags the opponent close to you and gives you some additional time to plan your next move.

5S
5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Very long range poke. Excellent hitbox to control space horizontally. Also fairly quick.

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Huge hitbox in front of Semnia, with good reach horizontally and excellent vertically. It's not air-unblockable, but it can be cancelled into 236S, which is air-unblockable. Recovery is pretty long, so try not to whiff this.

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Extremely tiny jab. Unfortunately you can't rely on this to get out of pressure, even though it comes out very quickly, because it will almost always whiff.

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

This move is pretty much identical to 5K, but hits low. Your fastest, not abysmally tiny normal to get out of pressure, but still not reliable. Semnia's only lows are 2K and 2HS.

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Very good hitbox and Semnia is quite small when using this move, but despite its anti-air potential, it can be blocked in the air, like all her normals. For how big it is, it's not that slow and it may even catch opponents trying to jump-in on you, during the jump start-up.

When you see a window of opportunity and the opponent is too far to use their P and K normals, this move is not bad for interrupting their pressure.

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Semnia sends one of her swords sliding along the ground. Hits low and trips the opponent. While it reaches almost full-screen, it travels slowly. Extremely bad on whiff, which unfortunately happens pretty often, as its vertical reach is very poor.

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Extremely tiny air jab, much like 2P. Practically useless.

j.K
j.K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Air version of 5K. Your quickest way to hit high after a float cancel, when her original ability is out. Can also be cancelled into j.P, but you'll hardly find a reason to do so.

j.S
j.S
.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Semnia spins a sword in front of her. Not much reach, but it's active for a very long time and all hits are high. Can be cancelled into j.K.

j.HS
j.HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Huge downwards sword swing, but also hits well above her. Hits straight below her and can be used to hit opponents behind her, but they need to be very close. On hit, it forces a hard-knockdown. On counter-hit, it ground bounces the opponent and you can pick up the combo.

Strategy

Neutral Game

Pressure

Combos

Specials

Devil Sword of the Flame Prison - 236S
Move description.

Finishing Moves

Devil Sword of Origin - 2146HS
Move description.

Command Normals

Just Break - 6HS
Universal overhead.

Normals

5P
Move description.

Air Normals

j.P
Move description.


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