AquaPazza/Multi
Introduction
Multi is a robot that cleans floors for schools but she was kidnapped by Ma-Ryan to clean some different floors.
She also has a lot of normals that are good for pressuring the opponent and setting up tick throw game, she has one of the better corner games because of this. She also has some unique movement options including air tatsu's that can change her jump trajectory, a roll instead of a dash, and probably the best walkspeed in the game.
Partners
Ma-ryan
A good balanced choice for her. With Ma-ryan, she gains a good spacing tool with her 5D Fireworks. This can be a Godsend for her in many matchups. Ma-ryan kick is comboable in corner for a full loop, or midscreen to push to corner. Unfortunately her midscreen knockdown will not fully corner carry and does not give the same okizeme as lets say Mizuki or Yuu. Ma-ryan is a balanced assist for Multi that is never really a bad choice.
Mizuki
At the moment, Mizuki gives Multi the most stable high damage. Her 5D uppercut is a great combo extender and will let Multi do a corner carry from midscreen, or a full loop in corner. Her 4/6D flying kick is quite fast and it gives Multi sort of a psudo fireball at times. Mizuki is slightly harder to use but gives Multi the highest stable damage output compared to the other Assists.
Yu
A easy to use assist in terms of combos. Yuu will gives Multi access to a Midscreen corner carry, as well as a corner loop. She gives no real spacing options but since she is a following assist, 5D fan slap can be a good option if she is ever near the opponent.
6D Fire Pen is a great tool for pressure and gives Multi the ability to combo off her grabs.
Yuu is an easy assist to use in combos and gives her good damage options, but does not give Multi much utility.
Satsuki
Can be very helpful on matchups that Multi is outranged on. A great utility assist though not as combo friendly. (I will add more once I experiment more with Satsuki.)
Strategy
Multi is a character with a great stagger game, high damage, a great antiair, and a small hitbox. Being patient is key with this character, especially in matchups where she is outranged. One hit is all Multi really needs to push someone into the corner. Once you are able to get momentum on your side don't let up, but dont rush. Her stubby attacks have deceptive range, especially her 5B, and it can be quite a hassle for many characters to deal with her stagger game.
Her air game is strong with j.A. Her C.Tatsumaki gives her some good gimmicks at times but do not overuse it. Due to Multi's floaty jump, it can be quite easy to antiair her so use it sparringly.
Take note that you do have the fastest walk speed in the game, but at the cost of not having a dash. It is great for tick throwing but can be a hassle in some matchups.
Stagger for counter hits while mixing in throws and fake throws into 5B. Be on point with your 2B antiair. Be mindful of the opponents range and sit if you have to.
Be Patient.
Combos
5A/2A (x1-4) > 5B (optional BC(1hit) 236C~B
5A/2A (x1-4) > 5B (BC(1)) 236C~B > 22A (corner only)
5A/2A (x1-4) > 5B 623x
5A/2A (x1-4) > 5B (BC(1)) 236236AB
j.A 623A
j.A 623A > land 22C (corner only)
j.A 623A > 641236AB (corner only)
...5C 66 (dash cancel) 623X or 641236AB or 22C (corner with clean floor only)
Assist Combos
(Loop Enders) -
j.A j.623A Land 22C j.A j.623A 641236AB 236A~A 22C
Ma-ryan
5A/2Ax 5B 236C~5D~B
5A/2Ax 5B 236236AB (HIGH EMOTION) 5D (When Faceplant after roll occurs) Walk into Corner BC(1) 66 BC(2) BC(x) ... (Loop Ender)
(CORNER ONLY)
5A/2Ax 5B 236C~5D~B BC(1) 66 BC(2) BC(1) 66 BC(2) ... (Loop Ender)
(NEAR CORNER & ON MOPPED AREA)
5C 66 BC(2) 5D 5C Walk into Corner BC(2) (Optional BC) ... (Loop Ender)
Boss Ma-ryan
2/5A > 5B >5D >5C >Ma-ryan hits>(loop ender)
Rathty
j623A/B > 6D >641236A+B (corner)
Mizuki
5A/2Ax 5B 236C~5D~B 29 j.A j.623C 22C or 236x~A
5A/2Ax 5B 236236AB (HIGH EMOTION) 5D (When Faceplant after roll occurs) Walk into Corner BC(1) 66 BC(2) BC(x) ... (Loop Ender)
May be able to do a different set of BCs, I will test later but from what I remember Mizuki hits them so high that the mopped area will dissapear by the 2nd BC. Will test later today.
(CORNER ONLY)
5A/2Ax 5B 236C 5D B Walk into Corner BC(2) BC(1) 66 BC(2) BC(1 or 2) ... (Loop Ender)
(NEAR CORNER & ON MOPPED AREA)
5C 66 BC(2) 5D 5C Walk into Corner BC(2) (Optional BC) ... (Loop Ender)
(Level 3 Setup)
5A/2Ax 5B 236C~5D~B 6321463214BC - Guaranteed damage on every character. Some less than others. Multi herself can avoid the most damage. Arawn can activate and block the whole thing and punish if he survived.
Yuu
5A/2Ax 5B 236C~B 5D 9 j.A j.623x 22C or 236x~A
5A/2Ax 5B 236236AB (HIGH EMOTION) 5D (When Wall Slam Occurs(?)) Walk into Corner BC(1) 66 BC(2) BC(x) ... (Loop Ender)
(CORNER ONLY)
5A/2Ax 5B 236C~B 5D(At peak) Walk into Corner BC(1) 66 BC(2) BC(1) 66 BC(1 or 2) ... (Loop Ender)
22A unblockable setup - Note can be escaped very easily by many characters.
(22C Loop Ender) j.8 j.C (Falling) Land BC(2) 5D BC(2) (Loop Ender)
The j.C will hit them when they stand and slip on puddle, if they do not stand they will eat a j.C. This combo is meterless for Yuu. After a loop, Yuu will recover by the time you need her again and will not need a cancel. Combo goes back into a 22C so can be done over and over. Opponent can jump, command movement, super, or reversal out of 22C Puddle. Riannon is highly susceptible to this setup.
May work with other assists such as Ma-ryan.
Satsuki
5A/2Ax 5B 236C~B > 5D > BC(1) 66 > BC(2) > BC(1) 66 > BC(2) > j9.A 623A > (loop ender)
You must walk forward at some point during the juggle to stay on the clean streak.
Move List
Normal Moves
5A
Multi cleans you. Fast chainable jab that is advantage on block, so it's very good. Great for staggers. |
5B
One of Multi's best pokes. Doesn't have that much horizontal range but is fast and has a great hitbox that can be very deceptive. Take note that it does not seem to have a hitbox on the mop somewhere below the knees so watch out for very low attacks such as Karula and Sasara 2a. Neutral on block. |
5C
Another one of Multi's best pokes, has good range for a character of Multi's stature, but is not cancelable as a tradeoff. When standing on a clean streak, this move moves forward much more and causes a wallbounce. |
2A
Crouching version of 5A, same advantage and everything as far as I can tell, may start up a frame or two slower though. |
2B
Multi thrusts her mop handle upward while crouching. This is a great antiair move. After a sucessful antiair you can meaty with a 236A~A when properly timed. If you are on a mopped area, you can cancel into a 66 roll and 5a for a quick reset. |
2C
Super unsafe sweep where Multi lunges at the opponents feet. Goes the furthest out of all her normals and hits low twice, but as a tradeoff is completely unsafe unless covered by assist. Still an important move because it can go under fireballs, punish people from far, and catch them not blocking low during footsies. Still very unsafe on wiff so even with assist this move should be used with caution. Causes wallbounce and goes farther when she lands on clean floors. |
B+C
Twice hitting huge sweeping type anti air. First hit is not an anti air hit so it's actually quite slow to hit anti air, and it also moves Multi back which can make it a little bit harder to hit with. However it still covers a large area and is comboable especially on counterhit, so make sure to use it for punishing obvious jumps. |
JA
Really good air normal. Jumping light with good range and lots of active frames. You always want to cancel this into a 623X (normally A version) to improve comboability and blockstun. j.A is workable both as air to air and jumpin |
JB
Sort of specific use, it's Multi's only fast air normal that hits above and in front of her, it's almost strictly for situational air to air situations. You may choose to use this move for further spaced jumpins or for following up wiffed j.623C on the way down. |
JC
This move is really weird, when you wiff a j.C Multi will somehow slip in the air, and fall down with an unsafe butt attack, so you should use it with caution. However, this is Multi's best jumpin and can crossup, so you will definitely be using this. Unlike j.A and j.B, you can not special cancel j.C. |
4 or 6+C
Standard grabs, they look hilarious. They keep the opponent close to you which is exactly what you want as Multi. The fact Multi has a very fast walkspeed makes it easier to tick throw. |
Special Actions
Forward Roll 66[前転]
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Back Roll 44 [後転]
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Mop Effect [モップがけ地面効果]
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High Jump [大ジャンプ]
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Special Moves
Mop Rush「直伝のモップがけ」 - 236+[Attack]
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Additional Commands 「追加入力」 - 236+[Attack] A or B or C after Mop Rush
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Cleaning is My Purupose「お掃除だけは得意なんです」 - 22+[Attack]
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Cyclonic Separation 「サイクロン方式を取り入れました」 - 623+[Attack] (Air OK)
Super Moves
Splash Arts
ColorsAdditional Colors |