Profile
The stereotypical clumsy maid despite her upbringing as a member of noble family. Fiona was trapped in the spirit plane after being sucked into a random planar rift, thereby becoming an ethereal being by default. After parting ways with Mildred, she began a journey through the spirit plane, hoping to find a way to return to her place in the mortal coil.
Fiona will occasionally visit the physical world by slipping through a planar rift, but she mostly helps to seal them away while searching for a way to regain her lost humanity.
Overview
Very easy to pick up, high damage with big range though very slow on most of her moves. Her 5C is one of the most difficult moves for new players to overcome.
Recommended Arcana
- Wind - Allows for better mobility, with an extra jump.
- Metal - Default arcana, deals more damage and has more defense.
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Under Construction
- The movelist below is pulled from the old LMSS page.
- Please replace with the new character template once there's reliable frame data for Xtend available.
- DO NOT CLICK ON "EDIT" FOR INDIVIDUAL MOVES! Otherwise, the changes would appear on the old LMSS pages. To update, delete the #lst call below and then edit page contents.
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Normal Moves
5A
5A
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Damage
|
Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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All
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-
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5
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4
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5
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+3
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A
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A quick jab with the pommel of Fiona's very large sword. Shorter range than 2A, but faster and chains into itself. Your only fast normal on the ground. Can be good for stability in combos.
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5B
5B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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All
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-
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10
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4
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21
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-8
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B
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A long, vertical bottom-to-top slash with pretty good range and buffed active frames, but slower startup. Jump-cancelable. Does less damage than 2B, but necessary in some combos. After an air-to-ground j.C, you can use this button to continue your combo and pop them up into the air a bit further.
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5C
5C
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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3800
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All
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-
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15
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2
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33
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-10
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C
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Charged
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5200
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All
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-
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25
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3
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43
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-
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-
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Faster in both charge and non-charge versions in LM, this is a large downward swing that covers a large area of space. Can be a good anti air if time/space is available for it come out, as it will beat/clash many things. On ground hit, there is ample time at any range to cancel into Gae Bulg for a combo (also new to LM). The cancel window for the move is very late, so it takes some getting used to. Charged 5[C] is a slower overhead that pops up the opponent on hit and is cancelable much earlier. In fact, if you score a CH and cancel to a special too soon, you may miss your combo. The charged version of this normal is not used often, but can catch opponents off guard and causes a lot of block stun for you to continue offense if they did not dodge it.
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5E
5E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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2200
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Mid
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-
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9
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11
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17
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-5
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D
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Charged
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2500
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Unb
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-
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27
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5
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25
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-
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E
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A hip bump move, though her entire body is a hitbox, similar to how CDs function for some characters in King of Fighters. One of her safest normals and situational anti air. She is also airborne during this.
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2A
2A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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900
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Low
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-
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7
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5
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8
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+3
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A
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A slower 2A that you do not want to try mashing with due to its slow speed and not being chainable. Traditional combo starter on the ground unless you are close enough to fish with 5A. The only low you'll be using to actually mix up with.
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2B
2B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1800
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Low
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-
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8
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3
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21
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-8
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B
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Preferred over 5B in ground combo and poke situations due mostly to its better damage and proration. While anti airing with this move is possible, it is difficult and not truly reliable in a lot of situations due to how strong a lot of jump-ins are.
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2C
2C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2000
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Low
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-
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13
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5
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23
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-7
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C
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A sweep and combo tool. Not incredibly fast, but has quite a bit of range, so much so that many would not expect a low from such distance. Do not throw this move out at neutral, however, as it's highly susceptible to being avoided and punished, and you are in CH state. Very useful move for combos, as it allows you go into many combo routes, opting for Ronco Miniato A, 421C, a homing cancel, EF or simply Excalibur if you want something easy with a knockdown. 2B into 2C will happen quite a lot with your game.
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2E
2E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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3000
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Mid
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-
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15
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5
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39
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-21
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D
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Charged
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4000
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Unb
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-
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44
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5
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32
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-
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E
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One of the largest 2Es in the game, which is quite horizontal as well as vertical. Not so much an anti air due to its slow speed, but is air unblockable, deflects projectiles and covers a good bit of space. It's also useful how she crouches a bit before swinging upward. Use it carefully, as it's highly susceptible to 4D.
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6B
6B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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High/Air
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-
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20
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3
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13
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±0
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B
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A very nice overhead. Incredible stun on hit (and block), relatively quick (especially in EF!), can hop over lows. Combos on hit into 63214A/B, 236A, 623A and 214A+B. If you are in a favorable situation to try this move, go for it. Doesn't scale damage too terribly.
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j.A
j.A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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High/Air
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-
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4
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5
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14
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-
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A
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A fast hilt jab, much like an aerial 5A. Rising j.A can be a good anti air in situations where you have time to meet them and their move's hitbox is not overpowering you. It is otherwise a good button for combos and their stablization, as well as just being fast in general. Having something fast to press in the air is important in many situations.
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j.B
j.B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1900
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High/Air
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-
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9
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1
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?
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-
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B
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Though this move was nerfed in this version of the game, it is still an important button as it can still be used to good effect at distance, given time to animate, and will be used in almost all of your combos. Do note that you may hit someone close to Fiona's head with this, but your hurtbox and the speed of the move prohibits much defensise use in the air.
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j.C
j.C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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3200
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High/Air
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-
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14
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7(?)
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?
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-
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C
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A move that was buffed for this version of the game, j.C is very strong. There is no better choice in the majority of your openings than this for air to ground approaches, be they during speed homing, behind Arcana projectile cover, a normal jump on their wakeup to make them block/a safejump, etc. Very high hit and block stun. Standalone, this combos on hit into many things, including 5B and sometimes 2B (when they are hit on the ground), all Air Karetovs, j.A, etc. Mid-combo, you will most often follow this move with either A Air Karetov, Arcana options or Heaven's Fall. Depending on combo lengnth, you may not have sufficient hitstun to combo into any of the aforementioned, so opting to end with j.E instead is recommended in those combos. The most important thing to note about this move: approaching with j.C is good. Very good indeed.
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j.E
j.E
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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3000
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High/Air
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-
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12
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3
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32
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-
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D
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A huge normal, similar to a 5C in the air. This covers a lot of space in front of Fiona. When you feel there is time and space available for this move at neutral, it is a strong button to choose, especially if you happen to net a counter hit. On CH, if you are at a high enough height on the hit, you can land before them and follow the CH j.E with a combo, using a grounded normal for example such as 5A or 5B. Very strong damage. If you hit someone grounded with this move, they are not knocked down, but instead put into a stun state long enough for you to combo them there as well. Even at far distances, you will for example be able to do j.E > 5C > Gae Bulg...this option being a good example of new things for Fiona in LM.
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Throws
Neutral Throw
Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2500
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Throw
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-
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3
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1
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23
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-
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-
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Leaves opponent airborne.
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Lever Throw
Lever Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2500
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Throw
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-
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5
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1
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23
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-
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-
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2000
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Throw
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-
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3
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1
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23
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-
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-
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Ground-bounces the opponent.
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Special Moves
Caledfwlch
Caledfwlch 623X (air OK)
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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4200
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All
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-
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21
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1
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61
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-37
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E
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B
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5600
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All
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-
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28
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1
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62
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-38
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E
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C
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6400
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All
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-
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32
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1
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63
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-39
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E
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AKA "Karetov Roof". A special that looks simlar to a 5C or j.E that has considerable startup and one hit of armor, also ignores clash. Air version also available. Normally, you will only use this in select combos or to ignore clash in various situations. Be wary of using this when your opponent has burst - if they burst as the 623x makes contact with them, the armor will absorb the burst. This may sound like a good thing for you at first, but what happens is, they recover before you and often can get a full punish on you or at least take offensive advantage. Be careful with this move in general, and on block you should super cancel or homing cancel for safety. Also EFCable. On hit, all 623x versions will combo into Excalibur, or can be cancelled into damage with various other means. If you do not have any such means to cnacel it into damage, I would not recommend combo'ing into the move raw with no cancel, as you will be at a disadvantage afterwards.
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Collbrande
Collbrande 421X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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3000
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Mid
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-
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16
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-
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-
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-61
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E
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B
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3200
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Mid
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-
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20
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-
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-
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-66
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E
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C
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3400
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Mid
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-
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23
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-
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-
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-69
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E
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Somewhat of a vertical, non-armored Karetov Roof that launches the opponent (and Fiona). Ignores clash like Karetov. Note that the C version is no longer air unblockable. Post-2C, these moves have different launch trajectories, which is quite interesting and we'll discuss them below.
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Rhongomyniad
Rhongomyniad 63214X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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2280
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All
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-
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12
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7
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35
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+2
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A*4, D
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B
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3052
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All
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-
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19
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16
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35
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+5
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A*6, D
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C
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4404
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All
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-
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29
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22
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35
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+5
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A*10, D
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Drill sword. Does a lot of hits, deflects projectiles and makes for good combo and occasional block string filler as it's advantageous on block. Almost always combos into Gae Bulg, except in some odd air hit situations. The A version has little forward movement and the least hits/damage, while the C version ears Fiona back a ways, then projects her quite far forward after a considerable startup time.
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Heaven's Fall
Heaven's Fall j.214X
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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3825
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High/Air
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-
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20
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Till L+1
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29
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-4
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A*n, D
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Ah, Heaven's Fall. My local scene can attest to how much I love this move. This is a lock-in dive move that is commonly used to end combos and set up oki with a super cancel, cross up or beat 4Ds. The higher up you hit with the move, the more hits it will do, but the damage will not change very much. There will be a different graphical effect for the Heaven's Fall hit sparks depending on your Arcana choice, which is a neat touch. The different versions have varying start up times and dive angles.
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Grand Divide
Grand Divide 236A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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Low/Air
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-
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13
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3
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32
|
-12
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D
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The starter of the clean hit series. This move has been buffed in LM to have farther range. Its main intended use is the combo chain, but is more often used in competitive play to set up hard knockdowns after specific 2C juggles. This move hits low and is identical to 2C in animation with a pink sweeping effect. Minimal damage. Grand Divide > kara Excalibur has reportedly been removed, but somehow I've managed to see the pink effect from Grand Divide come out when I've done Excaliburs. No idea as to the usefulness of this.
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Misty Chain
Misty Chain GD -> 236B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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All
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-
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20
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5
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29
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-11
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D
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The wall slam followup to Grand Divide that looks like a 2E. Also minimal damage. If you stop the combo here, Fiona will sit in a croucn animation and not be able to act until the opponent has landed from the wall bounce.
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Angel Wing
Angel Wing MC -> 236C Wonder why she doesn't use those wings in battle... Wonder why she doesn't use those wings in battle...
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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-
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-
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-
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-
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-
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-
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-
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-
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Fiona sprouts wings and leaps into the air in preparation to attack the opponent.
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Sacred Bringer
Sacred Bringer AW -> X IT'S ALL OR NOTHING! IT'S ALL OR NOTHING!
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
|
Frame Adv
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Level
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1000 [11800]
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Unb
|
-
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9
|
3 [1]
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Depends.
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-
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D
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The end of the Grand Divide string. Fiona attacks the opponent with a spinning sword slash. Missing the timing on this move nets very lackluster damage, though you're basically guaranteed to hit this one way or the other if you hit Grand Divide. Better than just missing out right however, as Fiona just falls to the ground. Hitting this move with perfect timing nets this immense amount of damage! However, the timing is very strict on it, from Angel Wing sending you up to actually hitting this move. On the bright side, any button works to give the best damage (besides D and E, as they do nothing of course).
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Super Moves
Sacred Punisher
Sacred Punisher AW -> 360AB Better work on that timing... Better work on that timing...
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
|
1000 [21500]
|
-
|
-
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9
|
3 [1]
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Depends
|
-
|
E
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The true end of the Grand Divide string. Fiona attacks with a full power sword swing. Missing the timing on this move gives the same results as missing a Sacred Bringer, with the same exact amount of low damage. Hitting this move with perfect timing nets what is almost an instant win! However, the timing is even stricter than Sacred Bringer, as it has to go through the super flash. Only go for this if you have got the timing and placement of your opponent down perfectly.
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Excalibur
Excalibur 623AB EXACLIBURRRRRRRRRRRRRRR! EXACLIBURRRRRRRRRRRRRRR!
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
|
Recovery
|
Frame Adv
|
Level
|
Ground
|
8000
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High
|
-
|
32+2
|
2
|
79
|
-63
|
E
|
Air
|
8000
|
High
|
-
|
34+2
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Till L+1
|
79
|
-65
|
E
|
Fiona does a massive overhead swing with a huge aura. Can withstand a single attack. No matter what the version, you likely don't want to whiff this move. It has really bad recovery...
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Gae Bolg
Gae Bolg 214AB Spinny Spin Spin? Spinny Spin Spin?
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
5570
|
All
|
-
|
10
|
3*6, 2*8, 1
|
28
|
-49
|
A*14, E
|
A super version of Rhomgomyiad.
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Critical Heart
Wyneb Gwrthucher 632146AB The Beginning of the End The Beginning of the End
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
Unb
|
-
|
Normal: 3+3 EF: 3+0
|
2
|
30
|
-
|
-
|
Fiona lunges forward a bit and tries to grab her opponent. On hit, she will spin around a lot and send them flying upward.
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|
Angel Arrow WG -> 236A/B/C Ascent Ascent
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fiona jumps up, angel wings carrying her. Essentially just Angel Wing but a version for this series. A, B, and C all do the same thing.
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Sacred Slayer AA -> 360AB The Sword to Pierce the Heavens The Sword to Pierce the Heavens
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Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Miss Timing
|
1000
|
-
|
-
|
0
|
1
|
Depends
|
-
|
E
|
Fiona puts her all into this single sword swing with the most massive aura. As per usual in these moves with "Sacred" in the title, this must be perfectly timed in order to obtain maximum damage. Missing the proper timing results in 1000, which is like missing a Sacred Bringer or a Sacred Punisher.
|
Normal
|
18000
|
-
|
-
|
0
|
1
|
Depends
|
-
|
E
|
Surprisingly does less damage than a Sacred Punisher.
|
Extend Force
|
26775
|
-
|
-
|
0
|
1
|
Depends
|
-
|
E
|
This will very nearly, instantly kill an opponent if lands, no questions asked. (Damage displayed is using the Metal Arcana)
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General
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Advanced
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Characters
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Arcana
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