Melty Blood/MBTL/Vlov Arkhangel

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Story

For some reason, this Dead Apostle from the frozen lands of the far north has arrived in the city of Souya. Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames. In battle, he can switch from Flame Mode to Ice Mode when in danger. In this mode, Vlov’s abilities expand exponentially, granting him nearly unrivaled strength.

Gameplay

Vlov is a slow character who utilizes traditional projectile game alongside large mid-range special and normal attacks to pressure the opponent.

Vlov's moveset is largely geared towards offense, with many options leaving him at frame advantage to keep his turn going. He easily can hit people out of careless approach with Flame, Disease (236X) projectiles. His Homeward, Memory (22X) ground shockwave pushes and pull opponent when it connects. Should the opponent decide to play it safe, he still has his far-reaching normal attacks and Burya Tigr (214X) sword slash series (with its own mix-up followup) that cover wide area in front of him, letting him punish those who think he's no threat in melee. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he is close to losing the match.

Despite his straightforward moveset, Vlov has several things working against him. His height, slow movement speed, laggy start up on many of his moves and sore lack of reversals outside of Moon Drive and Arc Drive mean he has very limited options when forced into defensive especially at close range. A good eye for when to press your turn and keep the advantage is a key to Vlov's survival.

Strengths Weaknesses
  • Ranged Offense: With Vlov’s projectiles, fullscreen lows from 22B and 22C, and his long range moon skills, Vlov is able to influence the match from just about anywhere on the screen.
  • Strong Mid Range Game: With far reaching disjointed pokes like 2B and 5C, Vlov is able to dominate the ground game from the mid range.
  • Conversion Flexibility: Vlov is able to convert off of just about any hit, even from his projectiles fullscreen with the use of meter.
  • Plus Frames On Demand: With many moves that leave Vlov plus on block such as 6BC, 2BC and 22C, Vlov has many ways to keep his offense going with resources.
  • Slow: Vlov has generally the slowest frame data in the game for normal attacks. When he can't leverage his range, he can struggle to contest the opponent. Pair that with his slower than normal pre-jump time and Vlov will find speed to be problematic at times.
  • Defense: Vlov's specials are geared towards offense, and towards zoning, leaving him with few choices up close. Paired with his slow speed and tall height, Vlov has a harder time cheating a turn or avoiding attacks than many other characters.
  • Reversals: Vlov only has 4BC and Arc Drive as reversals, so no meterless or 1 bar reversals, limiting Vlov's wakeup options.
  • Anti Airing Up Close: When outside of ranges where 236B / 6BC are effective at keeping people out of the air, it becomes increasingly harder to keep opponents out of the air due to his slower than average air buttons and 3C being an inconsistent anti air. Carefully picking your anti air options or running under the opponent will be critical to dealing with opponents in the air above you.

Character Summary

Move list

(Flame Mode) / (Ice Mode)

Moon Skills
6B+C - Flame, Disease / Ice, Memory (Air OK)
4B+C - Burya Tigr
2B+C - Homeward, Disease / Homeward, Memory
Special Attacks
236A/B/C (EX OK) - Flame, Disease / Ice, Memory (Air OK)
> A/B/C - Additional input
214A/B/C (EX OK) - Burya Tigr
> A/B/C - Additional input
> A/B/C - Burya Drakon
> 4A/B/C - Additional input
22A/B/C (EX OK) - Homeward, Disease / Homeward, Memory
> A/B/C - Additional input
Arc Drive
236B+C - Mania, Scorching Heat / Depths, Northern Sea
Last Arc
A+B+C+D / D in Blood Heat - Javol Kopiy
Unique Attacks
6C, 3C
Blowback Edge Moves
6[C], j.[C], 236A>[A], 236A>[B], 236B>[A], 236B>[B], 214[B]
Stats & vitals

Dash startup: 7

Dash actionable: frame 9

Jump startup: actionable f6

Jump airtime: 39

Quick combo reference

  • AT dl 9j.C: Airthrow(AT) safejump, needs doublejump
  • [Launcher] 22A~A (j.B) j.C AT safejump: Universal combo, works anywhere, whenever
  • [Few hits] 2C/Rapid-2 22A~A j.[C] dl j.B > 5BBB j.A AT safejump: BNB combo, can be setup from most of the hits
  • [Single hit] 214A-A 2B 5CC 22A~A j.C AT safejump: Basic rekka buffer confirm
  • [Projectile] 22C dash 2C 5CC 22A~A j.BC AT safejump: BNB confirm from zoning

Move Analysis

Normal Moves

framechart

Standing Normals

5A
You'll see people talking negatively about this move
5A
MBTL Vlov 5A.png
MBTL Vlov 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
190 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
7 2 11 19 -1 -
  • One of the weaker 5As, 7f startup and very stubby
  • Primary button to rebeat back to in pressure after a B or C normal
  • Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move).
  • Can anti air IAD height approaches, albeit this is generally done when the opponent is trying to steal turns with an IAD
5B
5B
The linker
5B
MBTL Vlov 5b.png
MBTL Vlov 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
9 3 21 32 -9 -
  • One of your main pokes, good hitbox that can catch aerial opponents, making it a situationally good anti air as well
5C
5C
5C
MBTL Vlov 5C.png
MBTL Vlov 5CHitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 LH N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
10 4 26 39 -13 -
  • Vlov’s longest range normal, use this for whiff punishment
  • Can convert after with 4BC or doing 5XX, both of which give you some additional options to continue pressure or keep yourself safe on block
  • Be careful not to whiff this

Crouching Normals

2A
2A
2+A
MBTL Vlov 2A.png
MBTL Vlov 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
6 2 12 19 -2 -
  • Vlov's fastest normal at 6f, kinda stubby. Hits low.
  • Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
  • Preferable normal to start your offense up close
  • One of your main abare buttons
2B
2B
2+B
MBTL Vlov 2B.png
MBTL Vlov 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
460 L N, SP, EX, MD - - Strike
First Active Active Recovery Overall Advantage Invul
9 4 23 35 -12 -
  • One of your main poke and abare buttons, 9f, hits low, and long disjointed range
  • Can catch IAD
2C
2C
2+C
MBTL Vlov 2C.png
MBTL Vlov 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 L N, SP, EX, MD L, HK - Strike
First Active Active Recovery Overall Advantage Invul
9 4 26 38 -13 -
  • Longer range than 2B but also riskier to whiff compared to it. Longest range low poke.
  • Primary combo filler piece, allowing Vlov to go into his Bnb routes

Jumping Normals

j.A
j.A
Aerial A
MBTL Vlov jA.png
MBTL Vlov jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
170 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
6 4 11 20 - -
  • Fastest air button at 6f.
  • While an ok air to air button, it can be difficult to challenge opponents with it due to it being slower than most other j.As, and not hitting very high vertically either
j.B
j.B
Air footsie missile
Aerial B
MBTL Vlov jB.png
MBTL Vlov jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
10 4 X - - -
  • Air to air with good horizontal range
  • Can be converted from max range in the air by air dashing after it connects
  • Try to space this out from a distance when opting to use this as an air to air
  • Also seen as combo filler in j.[C] rejump routes
j.C
j.C
Aerial C
MBTL Vlov jC.png
MBTL Vlov jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 HA N, SP, EX, MD, TH - - Strike, Air
First Active Active Recovery Overall Advantage Invul
12 5 X - - -
  • Primary jump in attack, use this for air to ground approaches
  • Only aerial that hits crouchers when done from IAD
Damage Guard Cancel Property Cost Attribute
900 HA N, SP, EX, MD, TH L, GB - Strike, Air
First Active Active Recovery Overall Advantage Invul
20 6 X - - Clash 16-19
  • Adds clash frames to the attack
  • Essential combo filler after 22X~X combos, get used to landing j.[C] dl j.B in combos a lot.

Command Normals

3C
3C
*clash*
3+C
MBTL Vlov 3C.png
MBTL Vlov 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH SP, EX, MD LR - Strike
First Active Active Recovery Overall Advantage Invul
10 3 26 38 -12 Air 5-12
  • Vlov leans back a lot during the move, giving it a nice disjoint.
  • However this move has an abnormally high chance of clashing with other moves, including jump-ins, putting Vlov in a bad position.
  • Is also really bad if whiffed. With this and the aforementioned issue above, you should seldom use 3C as an anti air unless you are absolutely sure it will hit
  • Main way to punish people using B shield followup after shielding a 236X projectile
6C
6C
6+C
MBTL Vlov 6C.png
MBTL Vlov 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD GB - Strike
First Active Active Recovery Overall Advantage Invul
15 3 22 39 -8 -
  • Launches on hit, can be used to frametrap by slightly charging
  • Primarily seen as combo filler
Damage Guard Cancel Property Cost Attribute
950 H SP, EX, MD L, Strike - Strike
First Active Active Recovery Overall Advantage Invul
29 3 24 55 -10 -
  • Slow Overhead, not unblockable, regardless of being as fast as one
  • The only charged normal without clash frames
  • Your main tool to beat buffered low shield in pressure, follow up with 214A on block or hit afterwards

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results
  • Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X.
  • Might sometimes launch them behind you, making Rapid Beat 3 whiff
  • In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc.
Rapid Beat 3
Rapid Beat 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results
  • Same animation as 3C
  • Can uncombo after Rapid-2
Ground Throw
throw
4/6+A+D
MBTL Vlov throw.png
Damage Guard Cancel Property Cost Attribute
800+700 (1500) U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 22 28 +61 -
  • Important for Vlov's strike-throw game. Allows for an easy safejump by doing 5A(whiff) 9j.C or IAD 8j.C
Air Throw
airthrow
AA airthrow is viable
Aerial 4/6+A+D
MBTL Vlov airthrow.png
Damage Guard Cancel Property Cost Attribute
1200 U J - - -
First Active Active Recovery Overall Advantage Invul
1 3 28 + 12L 43 - -
  • Universal air combo ender and shield-beating air to air. If the double jump is kept, Vlov can setup a safejump after it by doing delay 9j.C.
  • Useful as an anti air in some matchups, stylish too.

Special Moves

Burya Tigr
Burya Tigr
My neutral doe
214+X
MBTL Vlov 214A.png
214A
MBTL Vlov 214B.png
214B
MBTL Vlov 214C.png
214C
Damage Guard Cancel Property Cost Attribute
640*2 (1196) L(1), LH(2) -CH-, -EX-, -MD- L - Strike
First Active Active Recovery Overall Advantage Invul
9 4 (8) 4 19 43 -6 -
  • Long range low, useful in neutral and pressure
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX, MD L - Strike
First Active Active Recovery Overall Advantage Invul
13 4 (6) 3 20 45 -6 -
  • Long range up-angled slashes, useful as a general "stay away" space covering move
Damage Guard Cancel Property Cost Attribute
1400 LH EX, MD L, WB - Strike
First Active Active Recovery Overall Advantage Invul
23 4 15 41 -2 13-19 Low Profile
  • Wallbounces, used in Vlov's corner bnbs
Damage Guard Cancel Property Cost Attribute
400, 300*5 (1894) LH AD, MD L, LR, GB HK AB 1 Magic Circuit Strike
First Active Active Recovery Overall Advantage Invul
4+9 4 20 36 -7 -
  • Works like a fast 214[B], goes into a launcher on hit
  • Can be used to create unblockables from blocked air fireball
Damage Guard Cancel Property Cost Attribute
550*2 (1100) LH EX, MD L, GB - Strike
First Active Active Recovery Overall Advantage Invul
7 3 (11) 4 20 44 -7 -
  • A lot of untech time, allows linking into 2C
Damage Guard Cancel Property Cost Attribute
1000 LH EX, MD L, WB - Projectile
First Active Active Recovery Overall Advantage Invul
13 2 36 50 -9 -
  • Why are you not blocking
  • Strike ender to the rekka, slightly delayed it becomes a frametrap
Damage Guard Cancel Property Cost Attribute
500, 450*3 (1640) U EX, MD, AD, (J) L, AB - Throw
First Active Active Recovery Overall Advantage Invul
27 2 31 59 N/A -
  • Why are you blocking
  • Command grab ender, slow but will catch people fearing the strike
  • Catches backdashes point blank or in corner


Flame, Disease
Flame, Disease
236+X
MBTL Vlov F236A.png
236A
MBTL Vlov F236B.png
236B
MBTL Vlov F236C.png
236C
Damage Guard Cancel Property Cost Attribute
1200 LH EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
20 X 23 42 +4 -
  • Slow travelling fireball that is + on block
  • Has more combo utility than i236a, but less useful in neutral
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
17 X 22 38 +5 -
  • Preemptive anti air, less useful than i236a
  • Can be looped on the corner, massive untech time
Damage Guard Cancel Property Cost Attribute
1000*3 (2350) LHA AD, MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+9 X 25 37 +12 -
  • Massive damage, wallsticks for bombos or/and corner carry
  • Situational chip and hitconfirm tool
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
20 X 39 58 -12 -
  • 236A~A wont combo from fullscreen due to 236X~A's travel angle
Damage Guard Cancel Property Cost Attribute
750*2 (1387) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
41 X 12 52 +15 -
  • May hit people Shield-B'ing you
Damage Guard Cancel Property Cost Attribute
750*2 (1387) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
43 X 12 54 +15 -
  • Covers the air in case they jump over your fireball
Homeward, Disease
Homeward, Disease
The reason you play Vlov
22+X
MBTL Vlov F22A.png
22A
MBTL Vlov F22B.png
22B
MBTL Vlov F22C.png
22C
Learn hitconfirming
Damage Guard Cancel Property Cost Attribute
1000 LHA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
12/17/22 5,5,5 24 50 -13/-8/-3 -
  • Staple neutral and combo tool, hits fullscreen and allows for confirms with meter
Damage Guard Cancel Property Cost Attribute
1000 LA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
23/28/33 5,5,5 11 48 +0/+5/+10 -
  • Slow fullscreen low, doesn't have much utility
Damage Guard Cancel Property Cost Attribute
1200*2 (2016) LA AD, MD L, HK, V, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4/4+7 - 31 38 +16~+10 -
  • Probably Vlov's best move. Great way to spent meter
  • Very short recovery, + on block and pressure re-buy, vacuums, has insane untech time allowing for new okizeme setups, might anti air low IADs
Damage Guard Cancel Property Cost Attribute
900 LA EX, MD, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
13/16/19 3,3,3 20 41 -12/-9/-6 -
  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Usable in pressure if you have resources
  • Jump cancellable
Damage Guard Cancel Property Cost Attribute
900 LA -EX-, -MD-, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 14 33 -6/-3/+0 -
  • Hits low and vacuums on hit with a lot of untech time, staple combo tool
  • Significantly more + on hit then 22A~X
  • Jump cancellable
Flame, Disease (air)
Flame, Disease (air)
236+X
MBTL Vlov Fj236A.png
j236A
MBTL Vlov Fj236B.png
j236B
MBTL Vlov Fj236C.png
j236C
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 X X
[12 on landing]
- +5 (TK) -
  • Hard to contest for some
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
24 X X
[12 on landing]
- -5 -
  • Placeholder
Damage Guard Cancel Property Cost Attribute
800*3 (1880) LHA MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+8 X X
[12 on landing]
- -7 (TK) -
  • Placeholder
Damage Guard Cancel Property Cost Attribute
1200 LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
13 X X
[12 on landing]
- -8 (TK) -
  • Placeholder

Ice, Memory
Ice, Memory
The other reason you play Vlov
236+X
MBTL Vlov I236A.png
MBTL Vlov I236B.png
MBTL Vlov I236C.png
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 X 33 42 -1 -
  • Chip machine, but scales harder in combos
  • Much better projectile than fire's, comes out faster, multihit and has a bigger hitbox
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
7 X 32 38 0 -
  • Your go-to anti air
  • May lose to clashframe moves
Damage Guard Cancel Property Cost Attribute
450*7 (2258) LHA AD, MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+5 X 29 37 +10 -
  • Absurd base damage, but scales the combo harder
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
10 X 49 58 -17 -
  • Fullscreen combos
Damage Guard Cancel Property Cost Attribute
520*5 (1819) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
32 X 21 52 +13 -
  • Chip machine 2
  • Same usage as fire
Damage Guard Cancel Property Cost Attribute
520*5 (1819) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
34 X 21 54 +13 -
  • Same usage as fire
Homeward, Memory
Homeward, Memory
The reason you play Vlov
22+X
MBTL Vlov I22A.png
MBTL Vlov I22B.png
MBTL Vlov I22C.png
Damage Guard Cancel Property Cost Attribute
1000 LHA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 31 50 -13/-10/-7 -
  • Like fire's but a bit faster, making it less reactable
Damage Guard Cancel Property Cost Attribute
1000 LA EX, MD - - Projectile
First Active Active Recovery Overall Advantage Invul
22/25/28 3,3,3 18 48 +0/+3/+6 -
  • Like fire's
Damage Guard Cancel Property Cost Attribute
1200*2 (2016) LA AD, MD L, HK, V, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4/4+7 - 31 38 +16~+10 -
  • Like fire's
Damage Guard Cancel Property Cost Attribute
900 LA EX, MD, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
12/15/18 3,3,3 21 41 -13/-10/-7 -
  • Like fire's
Damage Guard Cancel Property Cost Attribute
900 LA -EX-, -MD-, (J) L, V - Projectile
First Active Active Recovery Overall Advantage Invul
10/13/16 3,3,3 15 33 -7/-4/-1 -
  • Like fire's
  • -1 instead of 0 on block, limits some of the pressure reset utility
Ice, Memory (air)
Ice, Memory (air)
236+X
MBTL Vlov Ij236A.png
MBTL Vlov Ij236B.png
MBTL Vlov Ij236C.png
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
14 X X
[12 on landing]
- +10 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
15 X X
[12 on landing]
- -10 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
430*7 (2156) LHA MD L, WB, HK, AB 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+4 X X
[12 on landing]
- -9 (TK) -
  • Comparable to fire
Damage Guard Cancel Property Cost Attribute
520*3 (1253) LHA EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
3 X X
[12 on landing]
- -11~-10 (TK) -
  • Comparable to fire

Moon Skills

Burya Tigr
Burya Tigr
4+B+C
MBTL Vlov 4BC.png
Damage Guard Cancel Property Cost Attribute
750*2 (1357) LH EX, MD L, GB 3 Moon Icons Strike
First Active Active Recovery Overall Advantage Invul
15 4 (8) 3 18 47 -4 1-11 Clash
  • Midscreen whiff punisher and one of your only reversals
  • Launches for a full combo.


Flame, Disease
Flame, Disease
6+B+C
MBTL Vlov F6BC.png
Damage Guard Cancel Property Cost Attribute
1100*2 (1793) LHA EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
28 X 9 36 +21 1-11 Clash
  • Absurdly + on block, letting Vlov airdash in as a frametrap
  • Slow and less useful midscreen
Homeward, Disease
Homeward, Disease
2+B+C
MBTL Vlov F2BC.png
Damage Guard Cancel Property Cost Attribute
1400 LHA EX, MD L, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
12/17/22 5,5,5 11 37 +5/+10/+15 1-7 Clash
  • Fullscreen low poke.
  • Has massive pushback on block, but +
Flame, Disease (air)
Flame, Disease (air)
Aerial 6+B+C
MBTL Vlov Fj6BC.png
Damage Guard Cancel Property Cost Attribute
900*2 (1467) LHA -J-, EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
20 X 4
[12 on landing]
23 +25/+23 (TK>jc) -
  • Jump cancelable, allows combo into j.[C]

Ice, Memory
Ice, Memory
6+B+C
MBTL Vlov I6BC.png
Damage Guard Cancel Property Cost Attribute
520*6 (2053) LHA EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
11 X 26 35 +9 1-11 Clash
  • Way less + than fire but much faster
  • Still a pressure re-buy but not + enough to airdash in and frametrap
Homeward, Memory
Homeward, Memory
2+B+C
MBTL Vlov I2BC.png
Damage Guard Cancel Property Cost Attribute
1400 LHA EX, MD L, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
11/14/17 3,3,3 18 37 +5/+8/+11 1-7 Clash
  • Similar to Fire
Ice, Memory (air)
Ice, Memory (air)
Aerial 6+B+C
MBTL Vlov Ij6BC.png
Damage Guard Cancel Property Cost Attribute
520*6 (2053) LHA -J-, EX, MD L 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
12 X 12
[12 on landing]
23 +22/+23 (TK>jc) -
  • Similar to Fire

Super Moves

Mania, Scorching Heat
Mania, Scorching Heat
236+B+C
MBTL Vlov f236BC.png
Damage Guard Cancel Property Cost Attribute
3500 LHA - HK, AB 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+14 60 30 104 -9 1-79 All
  • Hits the entire screen.
  • Can hit behind Vlov.
  • Same as ice

Depths, Northern Sea
Depths, Northern Sea
236+B+C
MBTL Vlov i236BC.png
Damage Guard Cancel Property Cost Attribute
3500 LHA - HK, AB 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+14 60 30 104 -11 1-79 All
  • Hits the entire screen.
  • Can hit behind Vlov.
  • Same as fire
Javol Kopiy
Javol Kopiy
A+B+C+D
MBTL Vlov ABCD.png
Damage Guard Cancel Property Cost Attribute
4800 LH - - 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
22 4 27 52 -14 1-25 All
  • Longest last arc in the game. A reference to Vlov's spear stab attack from the Tsukihime Remake

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -5
5C/2C 5A/2A -3
Gap Table
Attack Chain Frame Gap

E.g. 2C > 5A(whiff) leaves you -3

Customization

Palette options

Color 1
Color 2
Color 3
Color 4
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Vlov Arkhangel Wiki Roadmap

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Overview

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MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo