Character Page Progress
This page is mostly complete, consider joining as an editor to help expand finish it up. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
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- Combos:
- Add damage, meter gain/given numbers and video links to the pre-existing combos.
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- Combos:
- Add combos for non-5A6AA starters. (ex: Corner throw, Raw airthrow, 214X-specific tech)
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Additional Resources
Match Video Database
Melty Bits: H-V.Sion
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths Weaknesses
Strengths
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- Text goes here after asterisk
- Text goes here after asterisk
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Weaknesses
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- Place text here be sure to use "*" for each point*
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General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
- Note that all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use Airthrow as the notation.
- Don't bother with j.236B enders unless you desperately need that extremely tiny bit of meter or want the tech chase. Does less damage than Airthrow enders and doesn't give a reliable knockdown, allows for airtech situations.
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
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- 5A6AA > 6C, Dash > 6C, Dash > 2C > 5C > 3C > sj8.BC > Airdash > j.C > sdj.BC > Airthrow
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Staple H-Vsion combo, works on everyone. Opts for damage ender. |
|
|
Normal starter, grounded opponent,
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- 5A6AA > 6C, 5A6A(whiffed)A(hit) > 6C, Dash > 2C > 5C > 3C > sj8.BC > dj.BC > Airthrow
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Optimized version of the above. |
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Normal starter, grounded opponent,
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- 5A6AA > 6C, Dash > 6C, Dash > 2C > j.2B, 2C > Summon
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???
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|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Same as the above except now you're opting for okizeme. VSion can do her j.2B about halfway before the apex of her jump, but try to do the divekick about 3/4 through the initial jump, 1/4 before the apex, so that the enemy won't airtech out if hit too quickly, and so they'll be guaranteed to hit the ground. |
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Normal starter, grounded opponent,
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- 5A6AA > 6C, 5A6A(whiff)A(hit) > 6C, Dash > 2C > j.2B, 2C > Summon
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???
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|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Optimized but harder version of the above. |
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Normal starter, grounded opponent,
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- 5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > Airthrow
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Character specific midscreen combo. No need to use the above combos if you fight the following:
Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia |
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|
Corner Combos
Condition
|
Notation
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Damage vs V.Sion
|
Notes
|
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Normal starter, grounded opponent,
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- 5A6AA > 6C, 6[C], j.2[B] > land > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > Airthrow
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Staple H-Vsion corner combo. Replaces the dash with a j.2[B]. Damage variant. Same rules regarding j.2B timing for j.2[B]. |
|
|
Normal starter, grounded opponent,
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- 5A6AA > 6C, 6[C], j.2[B] > land > 2C > j.2B > land > 2C > Summon
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Okizeme variant of the above. |
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Move Descriptions
Frame Data Help
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Header
|
Tooltip
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Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
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Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
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Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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Recovery
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Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
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Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
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Normal Moves
Standing Normals
5A 5A~6A~6A
|
5A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
144
|
78% (O)
|
-SE-, -N-, -SP-, -CH-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
9
|
-1
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2.1%
|
-
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Quick jab. Long hitbox makes it an excellent string starter as well as a method to tag jumpouts.
|
5A~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
384
|
80% (M)
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N, SP, -CH-, EX, (J)
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LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
16
|
-5
|
4.2%
|
-
|
5A~6A~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
768
|
60% (O)
|
(N), SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
17
|
-3
|
7.0%
|
-
|
Generic H-moon 5A followup. Extremely useful due to the range on her 5A. Second hit can be canceled into anything, third cancels into anything on hit but only specials, EX moves, and arc drives on block. On hit, cancel the final attack into 6C to continue into her optimal combo options.
|
|
5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
384
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
2
|
19
|
-6
|
4.2%
|
Clash 7-8
|
An upward swipe that moves V.Sion forward a bit. Excellent for pressure & comboing due to the forward movement. Very effective anti-air when spaced properly. Often clashes with poorly placed opponent normals.
|
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 900 (1009)
|
(647)
|
70% (O)
|
N, SP, EX, (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
5
|
15
|
-3
|
2.8%, 6.3% (9.1%)
|
-
|
A 2-hit swipe. Integral to her BnB combo and has a sizable active window which making it useful for meaties and tech punishing.
|
|
Crouching Normals
2A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
115
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
1.4%
|
-
|
Quick low kick, fast but short range.
|
|
2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
384
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
11
|
0
|
3.5%
|
-
|
A crouching poke that hits mid, has mediocre range but it moves her forward very slightly. Notable for being +0 on block which makes it great for ending a blockstring or starting chain resets.
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
768
|
55% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
3
|
20
|
-8
|
8.4%
|
-
|
A low sweep with good range that gives an untechable knockdown on hit.
|
|
Aerial Normals
j.A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
172
|
75% (O)
|
SE, N, SP, EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
11
|
-
|
2.1%
|
-
|
Kick that has a downward attack angle. Does not hit overhead.
|
|
j.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
432
|
80%
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
6
|
-
|
-
|
4.9%
|
-
|
Jumping kick that covers a wide area underneath her. Crosses up very nicely for a big combo on hit.
|
|
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
432
|
90% (M)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
3
|
-
|
-
|
6.3%
|
-
|
Flipping kick with a large attack arc that covers about 180 degrees in front of her. Comes out relatively quick and has solid priority with a decent amount of stun on both hit and block, making it a very solid air-to-air move.
|
|
Command Normals
6B 6[B]
|
6B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300x3 (871)
|
(499)
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
10
|
12
|
4
|
2.1%x3 (6.3%)
|
-
|
V.Sion shoots a spiraling web from her hand that can be ducked but is air unblockable.
|
6[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700x3 (2034)
|
(1395)
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
12
|
9
|
1
|
4.9%x3 (14.7%)
|
-
|
The charged version has significantly increased range & damage, making it an obscenely good anti-air when placed carefully. This version also cannot be ducked when used at close range.
|
|
3C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
384
|
80% (O)
|
(SP), (EX), (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
19
|
-5
|
4.9%
|
-
|
A volleyball serve type of attack that launches the opponent in the air. Pressing 8 after it hits causes you to superjump straight up for an aerial followup. Air unblockable, but disadvantageous on ground block.
|
|
6C 6[C]
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
480
|
65% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
5
|
12
|
-2
|
5.6%
|
-
|
A somersaulting kick that hits overhead. Can link into a combo off of it on standing/crouching hit. Causes an untechable ground bounce on air hit. At disadvantage but safe on block.
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
960
|
65% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
34
|
9
|
8
|
1
|
10.5%
|
-
|
The charged version has significantly more range, does more damage, and is advantageous on block.
|
|
j.6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
320
|
182
|
76% (O)
|
SE, N, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
-
|
-
|
2.66%
|
-
|
Upward punch. Not particularly useful.
|
|
j.2B j.2[B]
|
j.2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
576
|
60% (O) 35% (O, OTG)
|
N/A
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
X
|
9
|
1 ~ -4
|
5.6%
|
-
|
j.2[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
672
|
60% (O) 35% (O, OTG)
|
N/A
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
X
|
8
|
2 ~ -4
|
7.0%
|
-
|
Divekick, same as her old one. Causes her to quickly move at a downward angle. Does not hit overhead. It's very useful but can be unsafe when used improperly since it has noticeable landing recovery. When spaced so it hits your opponent as low as possible it is at advantage on block and can be linked into a 2A on hit. On CH it nets you a significantly longer stun which can easily be comboed off of. Can be charged, adding a larger amount of block or hitstun. OTG Relaunches both charged and uncharged.
|
|
Universal Mechanics
Ground Throw 6/4A+D
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
384
|
35%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
V. Sion grabs the opponent and launches them. Ground techable but you can combo from it in the corner.
|
|
Air Throw 6/4A+D
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
480
|
30%
|
(J) (Raw)
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
13 (Landing)
|
-
|
0.0%
|
-
|
Standard air throw, moves V. Sion towards the opponent afterwards.
|
|
Shield Counter Auto after a successful Shield (Air OK)
|
Standing
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
198
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
3.5%
|
-
|
Same animation as her 623 series.
|
Crouching
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500 (1117)
|
714
|
50%
|
(SP), (EX)
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
10.5%
|
-
|
Same animation and hitbox as 2C.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
198
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
3.5%
|
-
|
Same animation as her j.236 series.
|
|
Shield Bunker 214D in neutral or blockstun
|
Neutral
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0%
|
-
|
A fancier-looking 3C.
|
Blockstun
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0
|
0
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
3
|
22
|
-7
|
-100.0%
|
-
|
H-Moon specific reversal bunker, with larger hit and hurt boxes.
|
|
Circuit Spark In Heat: Auto during hitstun A+B+C during blockstun
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
N/A
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15 (Landing)
|
N/A
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
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Special Moves
Grounded Specials
Terror News (Lie) 236A/B/[B]/C
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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900
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432
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100%
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-EX-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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14
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2
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30
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-8
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3.5%
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-
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Forward claw swipe. Fast but disadvantaged on block, the primary use is for ending blockstrings when you do not have whiff cancel options. It launches the opponent on hit.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600x3 (1743)
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(837)
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100%
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-EX-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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23
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3
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30
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5
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4.2%x3 (12.6%)
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Clash 6-15
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[B]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600x3 (1743)
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(837)
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100%
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-EX-
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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38
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4
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24
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10
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4.2%x3 (12.6%)
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Clash 6-29
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Slower than 236A, hits 3 times, and is advantageous on block.
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EX
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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850x3 (2124)
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(1680)
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93%x3 (M)
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N/A
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5+12
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3
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30
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5
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-100.0%
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Full 1-12
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Similar to 236B but much faster startup and launches on hit, allowing for a followup combo.
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Terror News (Malice) 623A/B/C
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1200
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864
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70% (O)
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N/A
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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11
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2
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29
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-7
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9.1%
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High 1-10
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Upwards claw swipe. Hits once and has upper body invincibility, making it an anti-air in some matchups.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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800x2 (1379)
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(843)
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85%x2 (M)
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N/A
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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11
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2
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32
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-3
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5.6%x2 (11.2%)
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-
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Hits twice and launches, allowing a followup which makes it relevant in some obscure combos.
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EX
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300, 500x6 (2969)
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(2216)
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100%
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N/A
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6+4
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2
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41
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-25
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-100.0%
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Full 1-13
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Closest thing V.Sion has to a shoryuken. Invincible on startup, air unblockable, and is a hitgrab into untechable knockdown which allows for strong okizeme options afterwards. Not as useful of a wakeup shoryu but still very strong as a combo ender.
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Replicant Conductor (Osiris) 214A/B/C (No EX)
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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400x4 (1353)
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(811)
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94%x4 (M)
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N/A
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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36
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2 (2) 2 (2) 2
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19
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18 (vs. Stand) 8 ~ -4 (vs. Crouch)
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2.1%x4 (8.4%)
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-
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Summons Arcueid, who performs her upward swipe. Advantageous on block if it hits fully. It can be used as antiair, but will dissipate if you are hit. Air blockable. Relaunches.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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-
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-
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43
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-
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-
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-
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(Satsuki)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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672
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50% (O)
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N/A
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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123
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2
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-
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-
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7.0%
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-
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C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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-
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-
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-
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-
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-
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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-
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-
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45
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-
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-
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-
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(Akiha)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1500
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1078
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80% (M)
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N/A
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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97
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2
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-
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-
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10.0%
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-
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Summons Akiha, who walks forward and does her 6C . Wallslams on hit. Has a collision box that will prevent the opponent from dashing through it. It will also destroy or dissipate anything that depends on a character stepping near it, such as Hisui bentos and Aoko proximity orbs.
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Aerial Specials
Busy Bug j.236A/B/C
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A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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768
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70% (O)
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N/A
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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9
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4
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10 (Landing)
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-4 (TK)
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7.0%
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-
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Air claw swipe. Has limited use, but is notable for stopping your air momentum and beating some problem normals. Drops straight down afterwards.
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B
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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768
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70% (O)
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N/A
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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12
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4
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10 (Landing)
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-1 (TK)
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7.0%
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-
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Same as above except when falling during the recovery she moves backwards a bit. This momentum makes it an useful aerial combo ender in certain matchups.
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EX
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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700x2, 1500 (2158)
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(1561)
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70% (O)
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N/A
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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2+6
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7
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4 (Landing)
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13 (TK)
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-100.0%
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Full 1-7
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Has some invincibility and forces a ground-techable knockdown. Useful as an aerial combo ender during Heat as it does more damage than airthrow or j.236B and leads to an extremely advantageous position near the corner.
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Arc Drive
Cruel Blood 41236C during Heat
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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3000
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2181
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100%
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N/A
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U (Whiffs vs Air.)
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13+1
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2
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39
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N/A
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removes all
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Full 1-15
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BITE! Command throw with invincibility. Good damage, refills some red life, and leads to a good wakeup situation.
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