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Dengeki Bunko: Fighting Climax/DFCI/Selvaria Bles

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Selvaria Bles (セルベリア)

Players to Watch

JP:

NA:

  • adct (Selvaria/Dokuro, Can be found in DFCI Discord)

Introduction

One of the Drei Stern and fiercely loyal to Maximillian. With the blood of ancient Valkyria and armed with her ragnite shield and lance, she is a warrior to be feared.

A guest character from the SEGA video game Valkyria Chronicles.

Selvaria is a heavy hitter character that oppresses her opponents with large normals into devastating damage. While not particularly quick, her teleports allow her to quickly traverse the battlefield and rush the opponent. Her 236X series has built-in teleport follow-ups and her 214X series are combo extenders as well as teleports with situational use and have a built-in high/low mix-up (214B/214C) to keep opponents on their toes. Unique to Selvaria is her 41236BC Climax Art has a surprise built-in homing function, meaning there is some potential to raw punish Blasts in this fashion.

Selvaria Gameplay Sample

Pros

  • Excellent air normals such as her difficult to contest jC with good coverage of her surroundings
  • Ability to convert into high-end damage with relative ease
  • Red Trump Card is a full-screen machine gun barrage that can punish careless foes
  • Simple gameplan and wincon makes her easy to pickup and see results with, despite being just above average tier.

Cons

  • Poor escape options when under pressure
  • Generally poor synergy with most assists that aren't Dokuro
  • Character is very slow paced due to reliance on using Dokuro and jC to have prescence, MUs like Tatsuya, KYH and Mikoto are extremely unfavorable
  • Despite her high damage floor (with Dokuro), she lacks good meterdump options and combo length means you may need to play an extra interaction to close out round 1

Recommended Assists

Dokuro - Dokuro single handedly allows for Selvaria to go from "bad" tier to pretty good. 5S makes up for her lack of anti-air abilities + slow movement speed that hinders her from dashing under. The threat behind 5S in neutral is very explosive damage. Dokuro 5S is also a combo tool that she can meterlessly use allowing for some ridiculous 2-3 touch damage. Dokuro's low skill floor and strong synergy with Selvaria makes this assist the one.

Rusian - Rusian can easily overwhelm opponents with 6S Monster Train and completely control the pace of the match. During Monster Train, Selvaria can run her teleport mix-up game with relative safety. 5S is a counter move with a huge trigger box in case the foe gets a little too close.

Iriya - Fairly unexplored assist for Selvaria which challenges the traditional approach for her wincon. Not too much to say other than Selvaria's keepaway game with jC allows for her to protect iriya 5S and possibly get something going. Her (free space) in the combo Stuff > 214A > (free space) > 5B allows you to set 5S, possibly giving you some room to get creative.

Potentials

Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.

Character Potential: Use 1 Trump Card for Support Cast Level 2 for 20 seconds. Can be activated once a round.

Gameplan

This section is dedicated to showing unique elements in a characters gameplan, not necessarily defining it entirely (ie. explaining how Selvaria might play around jC in neutral but not exactly what spacings to be at).

Neutral
To put it bluntly, Selvaria's neutral is very lackluster and as such I will be writing this with the belief that you are running Dokuro as it helps complete her kit. With that established your most important neutral tools to keep track of are jB, jC, Dokuro 5S, some 5B/2B, some jA, and some rare trump movement punishes.

jB
jB has a niche neutral use where it has the ability to cross-up and vertically hits the lowest of all your air normals. It is overshadowed overall by jC but has some ocassional use where you find yourself directly over your opponent and they are whiffing a button, trying to dash under, etc.

jC
jC is your most important air tool by far. You can use this move to steal space on a forward jump, as a cross-up tool, an air-to-air tool, to retreat and maintain pressure against antsy dash button opponents, the potential is endless. Selvaria has multiple ways to convert into this tool if it lands ATG. If an opponent tries to grounded anti-air this button, they risk being too early or even too late as its giant hitbox allows you to easily manipulate when you want to put it out. This versus most grounded AA options only having 2 active frames gives you lots of control.

Dokuro 5S
I don't really believe there's a wrong way to use Dokuro 5S, but something we have to keep in mind it is a huge part of Selvaria's combo theory as the meterless 5S extension grants her massive damage. However, in struggle match-ups where opponents are absolutely all over you this tool really comes in handy. Shizuo, Yuuki, Shana, and Asuna all will have to respect Selvaria despite their superior buttons due to Dokuro's threat. Learning to take advantage of the threat of Dokuro not being on cooldown and what to expect when opponents begin their approach because she's on cooldown are two of the most important parts of running Dokuro.

5B
This button is very situational. More specifically an anti-air for after you dash-under. If you try to use this move heads on vs jumping in opponents you are practically giving up the game as to position yourself in a spot where this 5B works well is a spacing that is easy for your opponent to manipulate. Read the Anti-Air Concepts below for a better idea on how to answer jumpy opponents.

2B
Selvaria 2B is one of my favorite buttons in the game. 2B is a far reaching low that is jump cancellable and converts easily into 5C/2C. It's recovery isn't high for a B normal and really helps Selvaria's lack of A normal usage in neutral. This move is great for pinning landing opponents, protecting your space, or even checking your opponent if they fall asleep at the wheel. Great for getting aggressive along with jC after you establish Dokuro 5S threat.

jA
Apart of Selvaria's AA concepts, jA is decent at swatting opponents out of the sky. As you lack a good grounded AA this is a move you will have to get comfortable with.

Anti-Air Concepts
Selvaria's AA game is going to be where new players struggle the most. A slow walk speed and mediocre grounded AA options mean learning to take full advantage of game mechanics and spacing will be the key to not getting bullied by Yuuki/Shizuo/Asuna jC xN. One concept is air buttons vs. Air pushblock (RG/Reflect Guard). When an opponent is very aggressive and Dokuro is on CD/you aren't ready to put her out, simply jumping with the intention of scouting (while blocking) is a great start. If an opponent also goes airborne and starts attacking, you have a few options. You can fall normally after airblocking, you can slightly delay a double jump to get above them, or air pushblock them to push them out. After getting a hold of your opponent's decision making in the air, you can confront them by angling yourself above them (ie. 7j8dj) and then fall with jC, do an 8/9jA if they're doing it super close, or even stay grounded and dashblock to get yourself under them. If you choose dashblock and you find yourself under the opponent, you can 5B them if they whiffed an air button, or wait out what we'll call a 50/50 where they either land (you wait to pin their landing) or they delay a doublejump to fall with a button (you wait to rising jA this on reaction). Finally, sometimes the best thing to do is to simply lame it out and 7j away with jC a bunch to test your opponent. If they get super aggressive we can dash-under/Dokuro 5S, do an early rising jC, or simply nothing after landing from a 7j and punish them for whiffing an air button. Sometimes the best thing to do in neutral is nothing at all!

Trump Card Use
While the main use of your trump card is for its explosive damage you get with 1 bar + Dokuro, ocassionally situations may arise where an opponent has burned their air options and you can tripguard them with it to win the round. There's also round 3 situations where you have two trump cards and can afford to use one this way. Although people burning their air options carelessly is common, this isn't always worth doing due to trump card scarcity and the higher reward as a combo ender.


Offense
Selvaria's offense in DFCI is very "vanilla" in that you are taking advantage of tickthrow with 5A/2A and looking to blow up bad pushblocks, defensive OSes, and aggression. 2B is a nice far hitting low and 5B moves you back in making it a great jump cancel option. Something to note is 2C is -11 making it extremely punishable and as such I encourage you to end your strings with 5C instead. Also note that Selvaria's teleport blaster gimmicks are indeed gimmicks and as such shouldn't be relied on unless covered by Iriya plate or Rusian or Dokuro cancel. jB/jC both have cross-up potential and jC lets you maintain pressure at a fairly safe space. However Selvaria's slow dash speed eliminates the ability to do a re-dash a button so you may want to be careful if Dokuro 5S is on cooldown as a redash attempt may get mashed or hit by a falling air button.


Defense
Selvaria's weakest area by far. Slow a buttons, slow movement speed, committal ground buttons with 5B being subpar. Your best bet is learning to take advantage of reflect guard, fuzzy jump, fuzzy superjump, and other defensive OSes. Selvaria jB can also be used as a fuzzy rising button to blow-up 4ABs, grab attempts, standing/air buttons etc. Of course, much like neutral, sometimes the best bet is to do nothing and let the pressure end itself.


Move List

L = Low, H = High, A = Air
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel

Startup includes the first active frame.

Normal Moves

5A
DFC.Selvaria.5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 6 2 15 -4
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

Basic 5A that is slow and below average as Selvaria also has fairly slow grounded movement speed. Short horizontal range, decent vertical range. Risky to use as anti-air since Sel's hurtbox is not well protected, but easy to confirm on air hit or block into 5B > jump cancel > air combo. It's best use is for stagger pressure where you have the threat of frametrap, tickthrow, jump cancel etc.

2A
DFC.Selvaria.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 6 2 17 -6 SC, EX, ISC, TCC, CAC LA -

Hits low. Standard 2A utility, easily confirmable into combos, repeated or staggered to catch people attempting to mash away from pressure.

5B
DFC.Selvaria.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 9 3 19 -7
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Air unblockable and jump cancellable. Not much less risky than Sel's 5A for anti-air, but still useful in situations such as running under an opponent's double jump attack. Safer to use against a cornered opponent attempting to chicken block. Easily confirmable into jump cancel air combos on hit. A useful blockstring tool because it moves Selvaria forward, keeping her close for jump cancel offense or to stay within 4A+B range.

2B
DFC.Selvaria.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 19 -7
+10 (JC)
JC, SC, EX, ISC, TCC, CAC L -

Long-reaching low poke. Confirmable into 5C > combo at maximum range. Jump cancellable. A key spacing tool for combos following the route of 2B > 2C > 214A > 5A, making that link both possible and easy.

5C
DFC.Selvaria.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 4 21 -8 SC, EX, ISC, TCC, CAC HLA -

Long-ranged lance slam. Without cancels, it ends Sel's pressure on block, but its reach is useful nonetheless when fishing for a counterpoke. Confirmable into specials at maximum range on ground or air hit.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 21 4 21 -8 SC, EX, ISC, TCC, CAC HLA -

Charged lance slam with increased horizontal range. Launches on hit. A staple of Sel's longer combos since its long untechable time does not dramatically decay. Mostly useful as combo filler unless Trump Card is active and jump cancel/reverse beat are available for frame-trap utility.

2C
DFC.Selvaria.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 2 26 -11 SC, EX, ISC, TCC, CAC L -

Selvaria's sweep. Her longest-reaching low. Not a particularly advantageous knockdown, but the maximum range of its slash arc is not well telegraphed, making it occasionally useful to chop at people's legs. Much more useful when Trump Card is active and jump cancel/reverse beat give it more cancel options to trap mashy opponents. Also very punishable on block by ranbus and CAs.

j.A
DFC.Selvaria.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 8 3 X+2 Varies JC, SC, EX HA -

Sel's fastest jump normal. Decent horizontal range, but not a lot of downward reach or crossup potential. Not a super-great move, but often necessary as an air-to-air tool that may win against jump-ins where Sel's ground anti-airs tend to lose. Also a useful panic confirm from an awkward anti-air 5A or 5B since it is Sel's fastest air normal.


j.B
DFC.Selvaria.jB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 11 3 X+3 Varies JC, SC, EX HA -

A jump-in with prodigious downward range and great crossup potential. Excellent for air-to-ground offense, but somewhat awkward for air-combo height management since only the "tip" of the slash has a hitbox. Can hit the opponent fairly early when jump-cancelled from ground normals, but must be spaced carefully in order to do so (minimal ground normals beforehand, try to have running momentum to stay deeper). Combo extensions to jC from such a series tend to be very situational, so use with care.


j.C
DFC.Selvaria.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 12 4 X+4 Varies JC, SC, EX HA -

By far Selvaria's best air normal with great horizontal reach. This makes up a lot of her neutral as it allows her to control her space very well and bully grounded neutral attempts. This in synergy with Dokuro 5S allows for Selvaria to have a good fighting chance in most matchups.


Special Moves

Ream Beam
「連光線」

236X
DFC.Selvaria.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A short-range (634)
medium-range (475)
long-distance (336)
13 25 (max range) 54* -8 to -14 SC, EX, TCC, CAC HLA -

Fires 3 laser blasts from Selvaria's lance. Fast enough to combo from A attacks. Deals more damage per hit at closer ranges, and less at longer ranges. Despite appearances, this move is not actually very good for zoning or even for combo filler. Though the shots travel fast, the long startup and recovery of this move make it an awkward blockstring ender and a very risky raw poke. Even when used at safer extreme ranges, the limited combo options afterward are almost never worth the resource cost unless they're guaranteed to kill (preferably on match point). In general, this move should be avoided aside from a VERY occasional super-long-range poke.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B short-range (801)
medium-range (600)
long-distance (429)
15 33 (max range) 66* -10 to -18 SC, EX, TCC, CAC HLA -

4 laser blasts. Fast enough to combo from B attacks. Longer startup than A version, comparable recovery.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C short-range (968)
medium-range (725)
long-distance (522)
17 41 (max range) 78* -14 to -22 SC, EX, TCC, CAC HLA -

5 laser blasts. Too slow to combo on the ground from any but knockdowns and C attacks. Longest startup of the versions with comparable recovery.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX short-range (1130)
medium-range (968)
long-distance (696)
11 41 (max range) 70* -2 to -10 SC, TCC, CAC HLA -

5 shots, hard knockdown at any range. Does pitiful damage (<1000) unless you do the move point-blank. (Why? You have both better filler and ender combo options for the same resource cost.) As with the other Ream Beam moves, avoid using this move unless nothing else will reach and they absolutely, positively, will die from the combo you're performing. Steal down with it and attack judgment issued through the cancellation while in long-distance.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Remaining Shadow
「残影」

214X
DFC.Selvaria.214Xa.jpg
DFC.Selvaria.214Xb.jpg
DFC.Selvaria.214Xc.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 280 Hit: 14 Hit: 4 Hit: 20
Normal: 22
Hit: +7 to +4
Normal: N/A
SC, EX, TCC, CAC
(hitstun only)
N/A -

Teleporting shield charge. Holding the button will delay the startup and increase the distance travelled to nearly a full zoomed screen. If the opponent is not in air or counter hitstun, this move does not inflict any hitstun or blockstun. If used in such a combo, the move does one hit and floats the opponent. While it sucks as a mobility tool due to its long recovery and complete lack of invulnerability or autoguard, the move does have some nice combo potential for longer-range punishes. If you hit with Remaining Shadow (A) from its maximum range (on later active frames), you gain enough advantage on hit to link a 5A and continue an air combo. The go-to spacing tool for this link is the tip of 2B range (extremely consistent, at least 2-3 frame link), but you can hit it from max 2C range as well. See the combos section for what you can do from this route. Tricks hit if connected from the attack.

  • Frame data note: The "frame advantage" listed for 214A in hitstun is actually the combo stun. The further away you are, the more stun it has.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 26 2 26 -11 SC, EX, TCC, CAC LA -

Teleport slash that his low and inflicts hard knockdown (height/untechable time scaling permitting). Of limited use at neutral due to its long range (around 1/2 zoomed-out screen) and low-hitting property. Holding the button will delay the startup and increase the range travelled to effectively full screen. Cannot teleport past the opponent. When spaced at maximum range, can be difficult to punish with a full combo. Occasionally useful as a gimmicky blockstring ender to catch opponents attempting to walk away from a ground blockstring, but very unsafe if blocked in that situation. Mostly useful as range-specific combo filler, as its 1st "bonus" hit can pick up combos from extreme C normal ranges that Remaining Shadow (C) cannot.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1030 35 8 12 +4 (max range) to -3 SC, EX HA -

Teleporting overhead stab into a hit-throw "dunk" that changes sides. Approximately half-screen range. Holding the button will delay the startup and increase the range to effectively full screen. A key move to Selvaria's combos due to the range it confirms from and the numerous cancel options available (EX and Combo Burst). At neutral, it is the only one of Sel's ground teleports that will teleport past the opponent (unless the opponent is cornered), but it won't correct the direction of its attack and is easily whiff punished if used improperly. Nonetheless, this property gives it some potential in setups to defeat crossup protection. May not combo properly from extreme C normal ranges (i.e. you counterpoke a move with a far-extended hurtbox), so be sure to do your homework.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1300 29 9 12 -4 SC HA -

Same dunk move as the C version, but with added damage and untechable knockdown. Holding the buttons will delay the startup and increase the distance travelled (not that you need or want to). Comparable combo utility to EX Air Raid (j236A+B), but tends to see less use simply due to combo routes (Sel's usually in the air by that point in a good combo).

Remaining Shadow (MAX)
「残影 (MAX)」

214[X]
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 295 Hit: 20 Hit: 4 Hit: 20
Normal: 34
Hit: +7 to +4
Normal: N/A
SC, EX, TCC, CAC
(hitstun only)
N/A -

Max version. If opponent is in hitstun, it will launch with a single hit to continue the combo, i.e. if it was done after Alicia's support attack.

  • Frame data note: The "frame advantage" listed for 214A in hitstun is actually the combo stun. The further away you are, the more stun it has.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 38 2 38 -11 SC, EX, TCC, CAC LA -

Max version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1030 47 8 12 -3 SC, EX HA -

Max version. This version will never go past the opponent as it locks onto the opponent's positioning.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1300 41 9 12 -4 SC HA -

Max version. This version locks onto the opponent's positioning and teleports you there before becoming active.

Remaining Shadow (Air Version)
「残影(空中可)」

j.214X
DFC.Selvaria.j214Xa.jpg
DFC.Selvaria.j214Xb.jpg
DFC.Selvaria.j214Xc.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 272 Hit: 17 Hit: 4 Hit: 12
Normal: 19
Hit: +17 to +14
Normal: N/A
SC, EX
(hitstun only)
N/A -

"Empty" teleport. Inflicts 1 hit on an opponent in air or counter hitstun, otherwise inflicts no hitstun or blockstun. Sel can perform any remaining air action after this move recovers, but can only perform air Remaining Shadow (A) once per airborne state. Can be used carefully to extend air hangtime or approach from very long range, but must be used sparingly because the move offers no invulnerability. Using this move as a ghetto airdash against characters like Kuroyukihime is just asking to get decked. Less useful for combos than her ground Remaining Shadow (A). Tricks hit if connected from the middle attack.

  • Frame data note: The "frame advantage" listed for 214A in hitstun is actually the combo stun. The further away you are, the more stun it has.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 32 4 X+13 -5 to -8 SC, EX HLA -

Teleport into slash that wallbounces in the corner. Can only be performed once per airborne state. Can extend basic combos from jump-ins in the corner. Offers some corner push when used as a midscreen ender, but this is less advisable than forcing the opponent to tech closer to the ground with an ender like air Remaining Shadow (C).

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 800 34 13 X+12 -3 to -5 SC, EX HA -

Teleport into 2-hit overhead stab that pushes the opponent downward as Sel falls. Soft knockdown on air hit, but forces the opponent to recover lower to the ground, where Sel's anti-air space control is much more effective. Combos easily into EX air Remaining Shadow, less easily into EX Air Raid (timing/height dependent). A staple meterless/support-cancel combo ender.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 800 25 9 X+12 -1 to -8 SC HA -

A very useful alternate air combo ender/extender to EX Air Raid, because it doesn't switch sides with the opponent and provides a 2-hit hard knockdown that can be extended with support cancels (particularly with Alicia) just like EX Air Raid can.

(In the air) Air Raid
「(空中で) 空襲」

j.236X
DFC.Selvaria.j236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 1030 8 5 X+12 -5 to -18 SC, EX HLA -

Sel's aerial momentum is briefly halted while she performs the attack. Not very useful in combos because it doesn't account for a rising or falling opponent, and not very useful at neutral because the "hover" lessens the ability of the blockstun to cover the landing recovery, making it much more punishable on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1030 8 5 X+12 +4 to -1 SC, EX HLA -

Sel's air momentum is not affected AT ALL while she performs the attack. This version is not very useful in combos because it doesn't account for a rising or falling opponent, but it has some limited use as a blockstring tool against a grounded opponent because the landing recovery is negligible.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1030 14 5 X+16 -5 to -13 SC, EX HLA -

Sel gains forward air momentum and a bit of upward air momentum while she performs the attack. This is the version you almost always use to end air combos because it accounts for your jump normals pushing the opponent a bit higher into the air. Useless at neutral because it's incredibly unsafe on whiff and usually on block too.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1420 12 4 X+12 -4 to -10 SC HLA -

A great air combo ender with a nice, advantageous hard knockdown. Plenty of time to safe jump, call supports raw, etc. Only downside to this move is that it switches sides, so be mindful of un-cornering your opponent (just use EX air Remaining Shadow if that's a concern).

Self Destruct
「腹霧」

Hold 7A+C while knocked down in final round
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
32000 ~60 ~105 N/A N/A N/A HLA -

Can only be performed in the final round of the match. Requires 2 Trump Card stocks to perform. Hold both the stick and the buttons while lying on the ground to perform. Hits everywhere on screen, but is blockable. Counts as a win for Selvaria if it hits the opponent. Selvaria loses the match if this move is blocked. Deals 100% damage on hit or block (but cannot chip kill). A massive but potentially hilarious (and/or tragic) gimmick.


Universal Mechanics

Throw
6C or 4C
DFC.Selvaria.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 105 +16 (hit) SC, EX, TCC, CAC N/A -

Shield bash/stomp combo. 2 hits, can combo off either with support cancel, but 1st hit is more generous for most assists. Provides poor frame advantage on its own compared to other characters' throws, but offers easy and efficient combos and setups with many different support cancels.

Impact Skill
Assault
「強襲」

5A+B
DFC.Selvaria.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1092 12 17 54 -18 SC, EX CAC (on hit)
TCC
HLA -

An Impact Skill with prodigious horizontal reach, covering nearly a full zoomed screen! Doesn't gain armor until a few frames in, making it difficult to use against fast long-ranged moves like Kuryokihime's 236 series.

Impact Skill
Pursuit
「追撃」

2A+B
DFC.Selvaria.2ABa.jpg
DFC.Selvaria.2ABb.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1104 12 5 45 -33 SC, EX
(on hit)
HLA -

Sel's lackluster take on Volcanic Viper. Slow to start, air blockable, poor horizontal range, almost always punishable on ground or air block, this move is of very limited use against all but the sloppiest jump-ins or oki setups. It gains its armor on frame 1, but that's pretty much it for perks. In most situations where this move LOOKS like it would work, you're better off either blocking or, if not in blockstun, just getting out of the way of the opponent's jump-in.

Impact Break
4A+B
DFC.Selvaria.4AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
First Hit: 900
Launcher: 800
First Hit: 22
Launcher: 9
First Hit: 8
Launcher:2
First Hit: 14 First Hit: -2
Launcher: -37
First Hit: N/A
Launcher: SC, EX, TCC, CAC
(on hit)
First Hit: HA
Launcher: HLA
-

Sel's universal overhead. Comparable range to other 4A+Bs, but somewhat awkward for Sel to space from other normals simply because Sel's other normals can reach from so far away.

Trump Card
Special Exclusive Gun Use: Ruhm
「専用特殊銃: Ruhm」

5A+C
DFC.Selvaria.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3009 18 48 55 -39 N/A HL -

Fast, long-reaching, and air unblockable, Sel's A+C can punish a lot of whiffed or blocked big moves at ranges other characters can only dream of doing. Most useful as a combo ender or an occasional fullscreen punisher to close out the round or in R3 sitting on two trumps.


Climax Arts

Flash Line
「閃光線」

41236B+C
DFC.Selvaria.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3500 13 3 40 -26 N/A HLA -

Selvaria's "power" combo ender. Shorter range than her other super, has no invulnerability, but does more damage even at the end of very long combos. Not useful at neutral, but indispensible for a kill combo from j236A+B.

War Dance of Valkyria
「ヴァルキュリアの戦舞」

63214B+C
DFC.Selvaria.63214BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2750 7 23 20 -22 N/A HLA -

Selvaria's other super favors range, speed, and utility over raw damage. Fully invulnerable on startup (doesn't look like to 1st active frame though).


Combos

Solo

Midscreen Starter
NOTES:

  • After 236[C], j236C, or 214B you can add j236AB if you aren't at peak double jump height.
  • After any j236AB/236AB/214AB you can go into super or trump.


5A/2A

5A > 2A > 5B > 5C > 214B = 1679
  • Basic meterless combo to knockdown using 214B.
5A > 2B > 2C > 214A > 5B > jA > jC > dj ABC = 1757
  • Solo powerblast combo. Flexible route where most starters will work.
5A > 5B > 2C > dl.214A > 2B > jA > jC > j214A > jC > djC > j236C = 2327
  • Standard selvaria 214A route. You can swap 5B and 2B. Delays and timing here are worth learning for assist combos.
5A > 5B > 5C > 214A > 2C > 236[C] = 2420
  • Alternative higher damage routing that requires 5C 214A to be better damage than the above route. You need 2B from point blank 5A/2A instead of 5B.
5A > 5B > 5C > 214A > 2C > 236[C] > j236AB = 2720
  • 1-bar 5A combo to EX Air Raid to get an advantageous knockdown or combo to super.
5A > 5B > 5C > 214A > 2C > 236[C] > j236AB > 426BC = 4226
  • 3 bar super extension.
5A > 5B > 5C > 214A > 2C > 214B > A+C = 3006
  • meterless trump activation combo.
5A > 5B > 5C > 214A > 2C > 236[C] > j236AB > A+C = 3740
  • 1 bar trump activation combo. Tight, but a ton of damage for the resources.


Trump Card Active
5A > 2C > 5C > jA > jB > djB > djC > j214C = 2203
  • Basic meterless solo Trump Card route from 5A. Your solo midscreen Trump Card options are kinda crappy in terms of confirm options, so I would reccomend exploring combos with support cancel instead of putting a lot of time into these.
2A > 2B > 2C > 5[C] > dl.214[A] > 2C > 236[C] > j236AB= 2885
  • Advanced meterless midscreen route.
5A > 5B > 2C > 5[C] > j214B > 2C > 236[C] > j236AB = 2986
  • 1 bar trump route in the corner.
5A > 2C > 5[C] > dl.214[a] > 2C > 236[C] > j236C > j236A+B > 41236B+C = 4448
  • DON'T DO THIS! This is just included as a benchmark to help you optimize much better combos with support cancels. If you have the time and ability to master this Trump Card combo, you have the time and ability to learn much better -- and probably easier -- combos using your assists.

5B

5B (anti-air) > jB > jC > djB > djC > j214C = 1831
  • Meterless anti-air 5B BnB.
5B (anti-air) > jA > jB > djB > djC > j214C = 1709
  • Alternate confirm for awkward high heights. Less damage but more consistent.


5B/2B

2B > 5C > 214C = 1705
  • Basic combo from a close-range hit
2B > 5C > 214A > 5B > jB > jC > 214A > jC > djC > j236C = 2421
  • Advanced 2B starter route. Substitute jA for jB if you start with 5B.


5C

5C > A+C = 3155
  • Max damage combo to Trump Card activation. Any other normals (including 5[C]) will scale the damage to less than raw A+C (3009).


jC

jC (air counter hit) > 5B > jB > jC > djB > djC > j214C = 1944
  • Hit-confirm from random air-to-air counter jC.


4A+B

4A+B > A/B/C > jB > jC > djB > djC > j214C = 2197
  • Meterless BnB from universal overhead.
4A+B > A/B/C > jB > jC > djB > djC > j214C > Combo Blast > 5[C] > 214C > j236A+B > 41236B+C A+C = 4674
  • Requires Combo Blast, 3 stocks, 1 Trump. Solo meter dump from universal overhead.


Corner Starter

Ground Normal That Isn't 5C

2A > 2C > 214A > 5B > jC > j214B > 2C > 236[C] > j214AB
  • Wallbounce combo that keeps corner. End on j236AB > super for more damage. You can do up to one button before 2C.

In Trump

2A > 5B > 2C > 5[C] > dl.jC > j214B > 2C > 236[C] > j214AB = 3059

trump mode version of earlier combo.


Throw Starter

Throw(2) > (OTG) 2A > 2B > 2C = 1292
  • OTG combo. Not worth it unless the opponent is pixels from death.
Throw(2) > 214A+B = 1593
  • Solo throw combo. Sel almost always has better 1-bar routes from a support cancel.
Throw(2) > 214A+B > 41236B+C = 3099
  • Solo throw combo to Flash Line. Like all solo throw combos, avoid unless you KNOW they'll kill the opponent.

Assists

With Dokuro

NOTES:

  • Dokuro combos can have minor variance in damage depending on how many hits Dokuro gets. All of these routes can work off of better starters, i.e. B normals, jump-ins, 5[C]214[A], etc


5A/2A

5A > 2B > 5C > 214A > 5B > jA > jC > djB > djC > j236C > 5S > land > ABC = 2400
  • basic dokuro 1 bar power up blast combo. Works with multiple a normals and any mix of a/b/c normals.
5A > 2B > 2C > 214A > jA > jB > jC > land > 5S > ABC = 2157
  • easy meterless power up blast route. Needs 2C 214A.
5A > 2B > 5C > 214A > 5B > jA > jC > 214A > jC > land > 5S > ABC = 2349
  • harder meterless powerup blast route, but worth learning. You can do this off of many different ground starters but you need delays to adjust for height.
5A > 2B > 5C > 214A > 5B > jA > jC > 214A > jC > land > 5S > 5[C] > 5AB > 236AB > 5AC/624BC
  • standard dokuro routing. can end before spending meter.
5A > 2B > 5C > 214A > 5B > jA > jC > 214A > jC > land > 5S > 2C > 236[C] > 236AB (> 5AC/624BC)
  • very slightly more optimal combo, but the timing to combo into 5AC or super is tigher.
5A > 2B > 2C > 214A > jA > jB > jC > land > 5S > 5[C] > 5AB(2) > 5AC/214AB/624BC = 3420/2781/3956
  • Dokuro routes into hkd enders. The basic routing of 5S > 5[C] > 5AB > ender is fairly stable and tends to work off of most reasonable starters. 5AB(3) can work depending on hitcount and ender.
2A > 2B > 2C > 5[C] > 214[A] > 5B > 5C > 2AB > 5S > 5[C] > 5AB > 214AB = 3241
  • Dokuro trump route. You can end on 5S for meterless hkd.


Throw

Throw > long delay 6S > 66 > 2C > 236[C]> 214AB = 2352

Max damage Dokuro throw combo.

Throw > long delay 6S > 5[C] > 5AB > 236AB > 5AC = 3291

236AB 5AB is significantly easier than going into 5AB off of either j236AB or 214AB, so you may want to do this route specifically for trump. It loses about 80 damage but gains a bit more carry and consistency.


5S

5S > 2C > 236[C] > j236AB = 2740
  • basic dokuro combo into HKD.
5S > 29 landing jC > 5B > jB > jC > 214A > djB > jC > j236C > j236AB = 2744
  • combo for when you want to advance under dokuro cover and get a hit.
5S > 2C > 214A > 5B > jA > jC> j214A > djC> j236C > j236AB = 2950
  • dokuro combo using 214A 5B link.
5S > 5[C] > dl.214[A] 2C > 236[c] > j236AB > 426BC = 4656
  • Optimized dokuro starter combo. Time 5[c] to hit right before they land. Damage number shown is for 4 hits of dokuro, but this works for any number.
5S > 5[C] > j9 long delay C > j214a > jB > j214B > (2C) > 236[C] > j236AB > 426AB = 5131
  • optimized trump install/double character ignite combo off of raw dokuro, for example if you bait a throw tech. 2C is optional and requires perfect height control.

With Alicia

5A

5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > Power Up Blast = 2202
  • 5A combo to Power Up Blast.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C = 2770
  • 1-bar 5A combo.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B = 3070
  • 2-bar 5A combo to EX Air Raid knockdown.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C = 4576
  • Basic 4-bar meter dump combo if you need a non-Trump kill combo that won't drop.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4948
  • Pops a Trump Card stock for extra damage from Flash Line.
5A (anti-air) > 5B > 2A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4850
  • Meter dump from 5A > 5B anti-air confirm. May be inconsistent if opponent is high up, in which case use 5[C] to continue your combo after the grenade.


5B

5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 5136
  • 4-bar + 1 Trump from 5B starter. Power punish combo.
5B (anti-air) > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4961
  • 4-bar + 1 Trump conversion from anti-air 5B.
5B (anti-air) > 2A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4948
  • Alternate anti-air combo to the one above. Less damage, but may be easier to confirm at weird heights and distances.


2B

2B > 2C > 214A > 5A > 5B > 2A+B(1) > 5S > jB > jC > jB > jC > j214C = 2937
  • Works at max 2B range. 214A > 5A link is very easy at that range.
2B > 2C > 214A > 5A > 5B > 2A+B(1) > 5S > jB > jC > jB > jC > j214C = 2980
  • Alternate 1-bar combo. Slightly more damage, but less carry and a less ideal air tech position.
2B > 2C > 214A > 5A > 5B > 2A+B(1) > 5S > 5[C] > 214C > j236A+B > 41236B+C A+C = 5158
  • 4 bars, 1 Trump stock.

jB

jB > jC > 5B > 5C > 5A+B(1) > 5S > 5[C] > 214C > j236A+B > 41236B+C A+C = 5110
  • 4-bar + 1 Trump combo from jB > jC on standing opponent. Superior damage and more consistent than doing jB > jC > etc after the grenade hit.


jC

jC > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > jB > jC > j236C > j236A+B > 41236B+C A+C = 5198
  • 4-bar + 1 Trump combo from jC. Works on standing or crouching. For slightly less damage (5186) and more consistency on smaller characters, you can do this alternate ender after 5S: 5[C] > 214C > j236A+B > 41236B+C A+C


4A+B

4A+B > A/B/C > 4/6S > jB > jC > djB > djC > j214C > (assist hits) > 5[C] > 214C = 2353
  • No timing necessary, just pound 4/6S as soon as the overhead launcher hits.
4A+B > A/B/C > 4/6S > jB > jC > djB > djC > j214C > (assist hits) > 5[C] > 214C > j236A+B > 41236B+C A+C = 4636
  • Dumping meter into the above combo. Not ideal, but it'll do.


5S

5S (hit) > 5B > jB > jC > djB > djC > j214C = 2816
  • Basic combo from raw grenade hit.


4/6S

4/6S (hit) > jB > jC > djB > djC > j214C = 2685
  • Basic combo from raw 4/6S hit.


Corner

jC > j214B > 5B > 5C > 5A+B(1) > 5S > 5[C] > 214C > j236A+B > 41236B+C A+C = 5278
  • 4-stock, 1-Trump corner conversion from B Remaining Shadow (air) wallbounce.


Throw

Throw(1) > 5S > Power Up Blast = 1459
  • Throw combo to Power Up Blast.
Throw(1) > 5S > jB > jC > djB > djC > j236C = 1939
  • 1-bar throw combo.
Throw(1) > 5S > jB > jC > djB > djC > j236C > j236A+B = 2239
  • 2-bar throw combo to EX Air Raid.
Throw(1) > 5S > jB > jC > djB > djC > j236C > j236A+B > 41236B+C = 3745
  • 4-bar throw combo.

With Iriya

NOTES:

  • To combo off of fireworks, 5[C] > 5AB > 236AB should work at any hitcount. 236AB combos into supers and trump.


Normal starter, no plate out

2A > 2B > 2C > 214A > 5S~B > jA > jC > j214A > jC > j214AB > flick plate = 2336
  • This sets up plate oki off of any grounded hit, just make sure to 5S after 214A and do this specific air sequence.
5B flick > 66 > 2A > 2B > small walk forward > plate hit > 2C > 236[A] > 5A > jA > jC > j236A > j236AB > flick plate = 2554
  • Looping plate oki if you happen to hit them with it. the route following the plate hit should work regardless of the starter. j236A is important here because it helps you position correctly.

With Rusian

NOTES:

  • To combo off of the big train hit, 5[C] > 5AB > 236AB should work at any hitcount. 236AB combos into supers and trump.
2A > 2B > 5C > 214A > 5B > jA > jC > j214A~6S > djB > jC > j236C > minions hit = 2365
  • 1 bar (0 bars in trump) Consistent 6s combo. Sets up monster train oki.
6S(1) > 5B > jA > jC > j214A > jC > j214C > 6S(2) = 2077
  • Pickup if you get a 6S hit.
6S(1) > 5B > 2AB > 6s(2) = 1777
  • In the corner, the train comes too fast for a longer combo. Any button works here, the stronger the better.

Colors

Color 1 Color 2 Color 3 Color 4
DFCSelvaria-1.png
DFCSelvaria-2.png
DFCSelvaria-3.png
DFCSelvaria-4.png
Color 5 Color 6 Color 7 Color 8
DFCSelvaria-5.png
DFCSelvaria-6.png
DFCSelvaria-7.png
DFCSelvaria-8.png
Color 9 Color 10 Color 11 Color 12
DFCSelvaria-9.png
DFCSelvaria-10.png
DFCSelvaria-11.png
DFCSelvaria-12.png
Color 13 Color 14 Color 15 Color 16
DFCSelvaria-13.png
DFCSelvaria-14.png
DFCSelvaria-15.png
DFCSelvaria-16.png
Color 17 Color 18 Color 19 Color 20
DFCSelvaria-17.png
DFCSelvaria-18.png
DFCSelvaria-19.png
DFCSelvaria-20.png
Color 21 Color 22 Color 23 Color 24
DFCSelvaria-21.png
DFCSelvaria-22.png
DFCSelvaria-23.png
DFCSelvaria-24.png

Additional Resources

DFCIDiscord's Selvaria Character Page


General
Controls
Change List
FAQ
Glossary
HUD
System
Characters
Akira
Ako
Asuna
Emi
Kirino
Kirito
Kuroko
Kuroyukihime
Mikoto
Miyuki
Quenser
Rentaro
Selvaria
Shana
Shizuo
Taiga
Tatsuya
Tomoka
Yukina
Yuuki
Assists
Accelerator
Alicia
Boogiepop
Celty
Dokuro
Enju
Erio
Froleytia
Haruyuki
Holo
Innocent Charm
Iriya
Izaya
Kino
Kojou
Kouko
Kuroneko
Leafa
LLENN
Mashiro
Miyuki
Pai
Rusian
Ryuuji
Sadao
Tatsuya
Touma
Tomo
Uiharu
Wilhelmina
Zero