E's Laf++/Main

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EL2 Main.png

Introduction

Main

While equipped with the traditional fireball, forward moving kick, and dragon punch, Main (pronounced as "mine") is far from an ordinary shoto character. From throwing spears and swords to covering the stage in Flames that enhance his moveset, Main gives a good example of how unique even a main character can be. His movement options in combination with Fatal Shift creates some unexpected and flashy moments that catches the opponent off guard and unprepared. On top of it all, Main offers space controlling projectiles, mid-ranged pokes, and consistent okizeme to help get things rolling. Overall, Main is a versatile character that can be played to rushdown and lockdown the opponent.


Be crazy!


Strengths Weaknesses
  • Flexible tools to where he can play offensive or defensive.
  • Pressure and zoning can be powered up through Flames.
  • Solid damage, corner carry, and oki with each Flame combo.
  • His moveset and mobility greatly benefits from Fatal Shift.
  • A meterless reversal; the joy of being the poster boy.
  • Combo game is lackluster if there's no Flame set on the ground.
  • Can't place Flames down for free. Sneaking them in creates gaps in his pressure.
  • Usually has to take risks in order to get an opening.
  • Openers like 2C, 6B, and even his command grab lose to upper body invuln.

Character Information


Health: 10000

Walk speed Ranking: 2nd

Run speed Ranking: 3rd

Backdash: 19f (Invincible from frame 2-8)

Prejump: 4f


Unique Traits


Flame: When performing certain moves, Main will cover the ground in flames for a short time. While standing on a Flame, Main's moves will be enhanced with additional damage, new attributes, better hit/block advantage, etc.

Normal Moves


5A
EL2 Main 5A.png
Damage Guard Startup On Hit On Block
287 Low 4 0 +2

Chain/Cancel Options: c.B, f.B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, 6D, Special, Jump

Jump avoidable


  • A low kick to poke and punish with.


c.B
EL2 Main cB.png
Version Damage Guard Startup On Hit On Block
Normal 691 Mid 6 0 0
Flame 691 Mid 6 +2 +2

Chain/Cancel Options: 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, 6D, Special, Jump


  • Main slashes upwards which can be used as an alternative anti-air where 6A won't land.
  • While under a Flame, c.B has better frame advantage on hit/block.


f.B
EL2 Main 5B.png
Version Damage Guard Startup On Hit On Block
Normal 662 All 12 -6 -11
Flame 1002 All 12 +2 +2

Chain/Cancel Options: Special


  • Mid range spear thrust. Main's farthest reaching normal, but has no chains to cancel into.
  • While under a Flame, f.B receives two additional hits which improves Its damage and frame advantage.


5C
EL2 Main 5C.png
Version Damage Guard Startup On Hit On Block
Normal 806 Mid 8 -11 -11
Flame 935 Mid 8 -9 -9

Chain/Cancel Options: 5D, 2B, 2C, 2D, 6B, 6C, 6D, Special

Forces standing on ground hit

Air hit: Ground Bounce


  • A downward fiery fist.
  • Has less range than other attacks, but is very important for combo filler.
  • While under a Flame, 5C increases in damage and becomes a bit safer.


5D
EL2 Main 5D.png
Version Damage Guard Startup On Hit On Block
Normal 806 Mid 11 -11 -15
Flame 863 Mid 11 -7 -11

Chain/Cancel Options: Special

COUNTER HIT!!: Hard Knockdown

Air hit: Hard Knockdown


  • One of Main's farther reaching normals. Pulls the opponent in on hit.
  • An important combo tool for his 5D > 214A > 66 loops in the corner.
  • On counter hit, launches the opponent and pulls them towards Main.
  • While under a Flame, 5D becomes a bit safer and has increased damage.
  • Can be avoided by low profile moves.


2A
EL2 Main 2A.png
Damage Guard Startup On Hit On Block
259 All 4 -2 0

Chain/Cancel Options: 5A, c.B, f.B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, 6D, Special

Jump avoidable


  • Lil' elbow poke that's self cancelable. Good for hit confirms.


2B
EL2 Main 2B.png
Damage Guard Startup On Hit On Block
647 Low 7 -9 -9

Chain/Cancel Options: 5C, 5D, 2C, 2D, 6A, 6B, 6C, 6D, Special

Jump avoidable


  • Low grounded slash that has less reach than other mid range options but more moves to gatling into.


2C
EL2 Main 2C.png
Version Damage Guard Startup On Hit On Block
Normal 1151 High/Air 27 Knockdown -5
Flame 1151, 252 High/Air, High/Air 27 Knockdown +3

Chain/Cancel Options: N/A

High profile from frame 5-28


  • Main leaps forward with an overhead scythe attack that is able to go over low-hitting moves.
  • On counter hit, the opponent ground bounces upwards instead of away from Main.
  • Requires either the corner, counter hit, or Fatal Shift to convert off the hit.
  • While under a Flame, 2C receives an additional overhead hit, allowing you to combo even at midscreen.
    • Even if blocked by the opponent, the plus frames allow you to keep continuing pressure.
  • Fatal Shift: Fatal Shifting 2C and then Fatal Connecting into an aerial action afterwards keeps your forward momentum. For example, you can F2C > j.214A and cross-up the opponent!
    • 2C can be canceled into aerial options while Flame 2C can cancel into grounded options.


2D
EL2 Main 2D.png
Damage Guard Startup On Hit On Block
691 Low/Air 9 Hard Knockdown -13

Chain/Cancel Options: Special

Jump avoidable


  • Main slides forward a bit and hits them with his fiery leg.


6A
EL2 Main 6A.png
Version Damage Guard Startup On Hit On Block
Normal 719 Mid 9 -14 -16
Flame 791 Mid 9 Launch -10

Chain/Cancel Options: c.B, f.B, 5C, 5D, 2B, 2C, 2D, 6B, 6C, 6D, Special, Jump

Upper body invincible from frame 1-13

COUNTER HIT!!: Launch


  • Main strikes his fiery hand up into the air.
  • While under a Flame, 6A increases in damage, becomes safer on block, and launches on ground hit.


6B / 6[B]
EL2 Main 6B.png
EL2 Main 6B2.png
Version Damage Guard Startup On Hit On Block
6B 806 Mid 24 +6 +5
Flame 6B 863 Mid 24 +6 +5

Chain/Cancel Options: N/A

High profile from frame 1-22


  • Main hops upwards and then comes down, stabbing the ground with a spear of fire.
  • On hit, you can link into c.B if you're close enough, or 5A if you're farther away.
  • Nice pressure tool against opponents who are respecting your blockstrings.
  • While under a Flame, 6B increases in damage.
  • Fatal Shift: 6B can be canceled into aerial options while Flame 6B can cancel into grounded options.
Version Damage Guard Startup On Hit On Block
6[B] 863, 315 Mid, All 29 Launch +15

Chain/Cancel Options: N/A

High profile from frame 1-50

Lower body invincible from frame 16-30


  • Once charged, Main tosses the spear downwards which then explodes on contact with the ground.
  • Main then leaps off the spear which gives him extended air time.
  • Two Flames are placed on the ground where the explosion happened.


6C
EL2 Main 6C.png
Version Damage Guard Startup On Hit On Block
Normal 980 Mid 15 Knockdown -13
Flame 1032 Mid 15 Knockdown -13

Chain/Cancel Options: N/A


  • Main stomps the ground which spawns a giant fire sword that shoots upwards.
  • A Flame is placed on the ground next to Main's foot afterwards.
  • While under a Flame, 6C increases in damage.
  • Fatal Shift: Although 6C isn't active when Fatal Connection canceled, it still places down a flame.


6D
EL2 Main 6D.png
Version Damage Guard Startup On Hit On Block
Normal 849 Mid 23 -8 -16
Flame 863 Mid 23 -3 -12

Chain/Cancel Options: N/A

Air hit: Ground Bounce

Crouch avoidable


  • Main whips the air with a ring of fire that ground bounces on aerial hit.
  • On aerial hit, the opponent is unable to Burst for a short time.
  • While under a Flame, 6D increases in damage and is safer on hit/block.


j.A
EL2 Main jA.png
Damage Guard Startup On Hit On Block
431 All 6 -12 to +8 -12 to +8

Chain/Cancel Options: j.A, j.B, j.C, j.D, Special, Jump


  • Main kicks his leg out. Able to hit standing opponents if done immediately off the ground.


j.B
EL2 Main jB.png
Damage Guard Startup On Hit On Block
633 High/Air 8 +8 to +12 +6 to +10

Chain/Cancel Options: j.A, j.C, j.D, Special, Jump


  • A double-sided blade that hits on both sides.


j.C
EL2 Main jC.png
EL2 Main jC2.png
Version Damage Guard Startup On Hit On Block
Normal 647 High/Air, All 14 -1 to +16 -8 to +4
Fatal Shift 660, 179 All, All - +36 +28

Chain/Cancel Options (First hit only): j.A, j.B, j.D, Special, Jump

Fatal Connection active


  • Main spawns a fire greatsword from above.
  • j.C's hitbox doesn't follow Main, it instead stays in position once Its active.
  • Jumping past the opponent and airdashing backwards to them can make j.C crossup.
  • Fatal Shift: Main tosses the greatsword into the ground which stays out as a lingering hitbox.


j.D
EL2 Main jD.png
EL2 Main jD2.png
Version Damage Guard Startup On Hit On Block
Normal 777 All 13 Knockdown +5 to +8
Fatal Shift 583, 279 All, All - Knockdown +29

Chain/Cancel Options: Special, Jump

Crouch avoidable (Normal only)

Wall bounces if close to the corner

Fatal Connection active


  • Main spawns a fiery spear that quickly travels forward for a quarter of the screen before disappearing.
  • Fatal Shift: j.D travels much farther; about 3/4 of the screen.
    • If done close to the corner, the spear will stick into the wall and stay active for a short time.

Universal Mechanics

Ground Throw
A+B
EL2 Main Throw.png
Damage Guard Startup On Hit On Block
1000 Throw 1 Hard Knockdown N/A
  • Requires either the corner or Fatal Shift to continue off the throw into a combo.


Air Throw
j.A+B
EL2 Main Air Throw.png
Damage Guard Startup On Hit On Block
1000 Throw 1 Hard Knockdown N/A
  • Throws the opponent at a midscreen distance. Can combo in the corner.
  • Main lands to the ground afterwards.


Tactical Guard (Air OK)
B+C
EL2 Main Tactical Guard.png
EL2 Main Tactical Guard2.png
Damage Guard Startup On Hit On Block
800 All 10 Knockdown -19

Armor low, mid, and highs from frame 1-11

Invincible starting on frame 1 (Activation)


  • Main flashes blue and parries incoming attacks/projectiles.
  • Coming in contact with an opponent's move, Main becomes invincible and emits a blast.
  • Any special cancelable normal can be canceled into Tactical Guard.
  • The blast increases in size and becomes unblockable if a Fatal Shifted attack was parried.
  • Cannot armor throws or supers.
  • The damage from Tactical Guard is non-lethal, as in it cannot KO.


Guard Cancel (Air OK)
6B+C During Blockstun
EL2 Main Tactical Guard2.png
Damage Guard Startup On Hit On Block
1000 All 10 Knockdown -30

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • While stuck in blockstun, Main counterattacks with an invincible blast that knocks the opponent away.
  • The damage from Guard Cancel is non-lethal, as in it cannot KO.


Burst (Air OK)
A+B+C During Hitstun
EL2 Main Burst.png
Damage Guard Startup On Hit On Block
100 All 10 Knockdown -30

Invincible starting on frame 1


  • While under the effects of hitstun, Burst can be performed to become invincible and knock the opponent back.
  • Only usable once per round.
  • Burst can be air grabbed during the startup.
  • The damage from Burst is non-lethal, as in it cannot KO.


  • Burst is temporarily disabled from being used when hit by a:
    • Throw
    • Super
    • Hard Knockdown
    • Tactical Guard


Counter Boost (Air OK)
6B+C
EL2 Main Counter Boost.png
Version Damage Guard Startup On Hit On Block
Ground 10 All 10 Knockdown -1
Air 10 All 10 Knockdown -14 to -1

Invincible starting on frame 1

Costs 1 Action Gauge to use


  • Main becomes invincible on startup, and lets out a green blast.
  • Any special cancelable normal can be canceled into Counter Boost.
  • The damage from Counter Boost is non-lethal, as in it cannot KO.

Special Moves

Rot Flame
236A
EL2 Main 236A.png
Version Damage Guard Startup On Hit On Block
Normal 806 All 13 0 -6
Flame 806, 178 All, All 13 +21 +5

Fatal Connection active


  • Main throws a fireball like any main character would. The fireball lingers and travels slowly over time.
  • While under a Flame, the fireball stays out longer and explodes on hit/block which gives Main enough advantage to followup.
  • Cannot be performed if Rot Flame - Charged is out on the screen.


Rot Flame - Charged
236[A]
EL2 Main 236A2.png
Damage Guard Startup On Hit On Block
1059 All 42 +25 +20

Fatal Connection active


  • Main creates a grounded multi-hit flame wave that travels fullscreen.
  • Main can travel with the fire to approach the opponent or bait out a jump.
  • As the fire moves, a maximum of five Flames will spread across the ground.
  • Cannot be performed if Rot Flame is out on the screen.


Drive
236B
EL2 Main 236B.png
EL2 Main 236B2.png
Version Damage Guard Startup On Hit On Block
Normal 719, 1267 Low/Air, Mid 13 Knockdown -29
Flame 1112 Low/Air*3, Mid*3 13 Knockdown -23

Low profile from frame 1-31

Forces standing on hit (1st hit)

Crouch avoidable (2nd hit)


  • Main slides low to the ground, then does a fiery kick upwards.
  • Starting on frame 1, Main is able to low profile grounded moves.
  • At point blank, the two hits will not combo into each other. Drive must be done from a distance to have both hits connect.
  • A Flame is created at the starting and ending position of Drive.
  • While under a Flame, Drive is given additional hits that all combo together even at point blank.
  • Fatal Shift: Drive is one of Main's signature Fatal Shift moves, as it gives his entire kit more range and mobility thanks to the slide momentum by doing a Fatal Connection. This gives Main access to options like a fullscreen overhead (F236B > 2C) or fullscreen command grab (F236B > 214B.)


Flame Blade
236C (Air OK)
EL2 Main 236C.png
Version Damage Guard Startup On Hit On Block
Normal 761 All 4 Launch -26
Flame 1722 All 4 Launch -24

Invincible from frame 1-9

Crouch avoidable (Air version)


  • Main performs a fiery flip upwards that is invincible on startup (air version included.)
  • While under a Flame, Flame Blade's damage increases and has a longer untech time. Allows you to combo in the corner.


Flame Blade - Charged
236[C] (Air OK)
EL2 Main 236C.png
EL2 Main 236C2.png
Version Damage Guard Startup On Hit On Block
Normal 1681 All 4 Launch -37
Flame 2680 All 4 Launch -37

Crouch avoidable


  • A followup kick upwards that's best used as an ender in the air.
  • While under a Flame, Flame Blade's damage increases.


Honaka
214A
EL2 Main 214A.png
Version Damage Guard Startup On Hit On Block
Normal 1180 Mid 15 Knockdown -8
Flame 1324 Mid 15 Knockdown -3

Upper body invincible from frame 1-20


  • Main punches the ground, creating a pillar of fire surrounding him.
  • The pillar will create a Flame right under Main's feet.
  • While under a Flame, Honaka deals more damage, becomes safer on block, and has a slightly bigger hitbox.


Flaming Robe
214B
EL2 Main 214B.png
Damage Guard Startup On Hit On Block
1440 Throw 34 Knockdown N/A

Wall splats if close to the corner


  • Main preps himself, then lunges forward to grab the opponent.
  • On hit, Main tosses the opponent behind him. If close to the corner, the opponent will be wallsplat.
  • Moves with upper body invincibility can be used to avoid the grab entirely.


Burning Flame
214C
EL2 Main 214C.png
Damage Guard Startup On Hit On Block
1100 All 30 Knockdown +11
  • Main conjures a blast of fire that spawns halfway across the screen.
  • Spawns a Flame where the blast occurred.
  • Burning Flame cannot leave the screen, meaning it will spawn in the corner if close enough.


Air Rot Flame
j.236A
EL2 Main j236A.png
Version Damage Guard Startup On Hit On Block
Normal 763 All 13 -16 to -13 -18 to -15
  • Fires an arrow at a downward 45 degree angle.
  • Places a Flame on the ground if the arrow doesn't make contact with the opponent.
  • Main hops backwards when firing, making this a good runaway or keepout tool.
  • Cannot be performed if Rot Flame or Rot Flame - Charged is out on the screen.
Version Damage Guard Startup On Hit On Block
Flame 863, 290 All, All 13 Launch -2
  • While under a Flame, the arrow gains an additional hit while also causing a ground bounce on hit.
  • The arrow stays active even after contact with the opponent, meaning it will place a Flame once it lands.
  • The Flame version can only be done from an immediate j.236A after a jump, or very close to the ground.
Version Damage Guard Startup On Hit On Block
Fatal Shift 572, 206 All, All 13 Knockdown -

Fatal Connection active


  • Upon contact with the ground, the arrow erupts into a pillar of fire that launches the opponent.


Air Drive
j.236B
EL2 Main j236B.png
EL2 Main j236B2.png
Version Damage Guard Startup On Hit On Block
Normal 590, 365 All, High/Air 9, 24 Knockdown -25 to -12

Forces standing on ground hit (1st hit)


  • An aerial rush kick that leads into an overhead scythe hit.
  • Can be used as a combo ender for corner carry or a surprise attack from a backwards jump/air dash.
  • If done low enough to the ground in the corner, you can convert into 5A, c.B, 5C, 5D, etc.
  • Fatal Shift: Much like grounded Drive, Air Drive gives your aerial options more of a surprise with the burst of movement by Fatal Connecting.
Version Damage Guard Startup On Hit On Block
Flame 590, 124, 119 All, High/Air, High/Air 9, 24 Knockdown -29 or -10

Forces standing on ground hit (1st hit)


  • While under a Flame, the overhead scythe attack gains an additional hit that ground bounces.
  • The ground bounce helps with getting better combo potential from a rising j.236B.
  • The Flame version can only be done from an immediate j.236B after a jump, or very close to the ground.


Air Honaka
j.214A
EL2 Main j214A.png
Damage Guard Startup On Hit On Block
835 All 18 Launch -5

Lower body invincible from frame 1-13

Upper body invincible upon landing for 7 frames


  • Main slams down to the ground with a pillar of fire.
  • Leaves a Flame on the ground where Main landed.
  • Can be used as an air stall to bait out anti-airs.

Super Moves

Cremation Blade
236D
EL2 Main 236D.png
Damage Guard Startup On Hit On Block
2203 Mid 14 Hard Knockdown +4

Costs 2 Action Gauge to use

Wallsplats if close to the corner


  • Main sends out a fast moving blast of fire that travels fullscreen.
  • Afterwards, the ground will be covered in five Flames.
  • Cremation Blade outpowers and erases incoming projectiles.
  • Wallsplats the opponent even from 3/4 of the screen.


Chariot of Fire
214D
EL2 Main 214D.png
EL2 Main 214D2.png
Version Damage Guard Startup On Hit On Block
Normal 1944 Mid 10 Hard Knockdown -15
Flame 2217 Mid 10 Hard Knockdown -11
Fatal Shift 3688 Mid 6 - -

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • Main creates a barrier of fire surrounding himself, invincible on startup.
  • Leaves three Flames next to Main afterwards.
  • While under a flame, 214D increases in damage and receives additional hits.
  • Fatal Shift: Main hurls a giant fireball that travels across half the screen.


Air Chariot of Fire
j.214D
EL2 Main j214D.png
Version Damage Guard Startup On Hit On Block
Normal 2145 Mid - Hard Knockdown -8 to 0
Fatal Shift 3688 Mid - - -

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • Chariot of Fire's aerial version which has additional hits and is also invincible.
  • Ground bounces on hit which gives better combo potential than the grounded version.
  • Same Fatal Shift properties, this time the giant fireball of impending doom travels in the air!


General
Controls
HUD
System
FAQ
Characters
Main
Sisca
Qdora
Akamine Tae
Tina
Saving Tina
Cecil
Alcott