Flame, Disease
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 and good for pressure
- Great space control, but very slow and usually reactable
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 that can lead into air unblockables if blocked
- Slow, so often shielded by competent players if done too far away
- If uncancelled into followups, converts with 22A or 2C easily
- Can be looped on the corner as a staple of corner combos, 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 ender, wallsticks and often allows you to get a safejump if this occurs, or knocks down to let you charge if it doesn't
- Situational 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 or even hit standing from fullscreen due to 236X~A's travel angle
- Generally a very sad move, but hits at a convenient angle for air unblockable setups
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 if you're lucky
- Can be used to keep your opponent respecting you, in neutral and pressure, by messing with timing
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 a lot of space in the air in case they jump over your fireball
- Can very occasionally make people who expect 236[A] whiff shield
- The threat of this move can slow people down, leaving you time to do your thing
Homeward, Disease
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 | - |
Vlov stomps the ground and summons a path of flame
- The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
- Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
- A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
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 | - |
Similar animation to 22A with slower startup
- A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
- Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
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 | - |
Vlov sends fast flames across the stage
- A very versatile way to dump meter in almost every situation
- Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
- Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
- Its humongous range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
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 | - |
Vlov calls back his path of flame
- Hits low and vacuums on hit with a lot of untech time, staple combo tool
- Used often in conjunction with 22C to guarantee massive amounts of chip damage
- Potentially very unsafe on block
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 | - |
Similar animation to 22A~X
- Hits low and vacuums on hit with a lot of untech time, staple combo tool
- Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations up close
Flame, Disease (air)
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) | - |
- Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | X | X [12 on landing] |
- | -5 | - |
- Can use to bait out grounded options at midscreen or further that might contest other zoning options
- Slow so only use as a hard callout
- Very very bad on whiff, please for the love of god to not whiff this
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) | - |
- Only used for converting off air fireball, is very bad just like j.236A
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) | - |
- Can be used to cover space where you expect your opponent might go to avoid the first fireball
- Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly