Introduction
Main
From throwing spears and swords, to lunging himself across the screen at extreme speeds, and covering the ground in Flames that enhance his moveset. Main (pronounced as mine) gives a good example of how unique even a "main" character can be. Main has ways to control the ground and air with projectile attacks and long distance pokes. BUT he can also rush right into his opponent's face with threatening advantageous attacks and a strong high/low game. His movement options in combination with Fatal Shift create some unexpected and flashy moments that catch the opponent off guard and unprepared. Overall, Main is a versatile character that can either lockdown or rushdown.
Strengths
|
Weaknesses
|
- Pressure and zoning can be powered up through Flames.
- Flexible tools to where he can play offensive or defensive.
- 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 pressure.
- Usually has to take risks in order to get an opening.
- Starters such as 2C and 6B lose to upper body invincibility.
|
Character Information
Health
|
10000
|
Backdash
|
19 Frames (2-8 Invincible)
|
Walk Speed
|
4th
|
Run Speed
|
3rd
|
Prejump
|
3 Frames (7 for High Jump)
|
Flame
When performing certain moves, Main will cover the ground in flames for a short time. While standing on a Flame, a few of Main's Normal and Special moves will become enhanced with additional damage, new attributes, better hit/block advantage, etc such as; 2C, 236A, 214A, 236B and 214B. All active Flames will disappear if Main is hit or grabbed.
Normal Moves
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
431
|
Low
|
4
|
4
|
12
|
+1
|
+2
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: c.B, f.B, 5C, 5D, 6A, 6B, 6C, 6D, 2A, 2B, 2C, 2D, Special, Jump
- A low kick to poke and punish with.
|
|
c.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
691
|
Mid
|
6
|
4
|
17
|
+4
|
0
|
Throw Invincible
|
Chain/Cancel Options: 5C, 5D, 6B, 6C, 6D, 2B, 2C, 2D, Special, Jump
- Main slashes upwards which can be used as an alternative anti-air where 6A won't land.
- Can link into 5A point blank.
|
|
f.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
662
|
All
|
10
|
6
|
14
|
+2
|
-4
|
-
|
Chain/Cancel Options: 5C, 5D, 2C, 2D, Special
- Mid range spear thrust. Main's farthest reaching normal, but less options to cancel into with some whiffing at max range.
- Fatal Shift: The spear hits multiple times instead of just one, increasing advantage on block and hit, reminiscent of its old flame boosted properties
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
806
|
Mid
|
12
|
6
|
34
|
+2
|
-2
|
-
|
Chain/Cancel Options: 5D, 6B, 6C, 6D, 2C, 2D, Special
Forces standing on ground hit
Air hit: Ground Bounce
- The hitbox starts behind Main and doesn't hit in front of him until frame 10.
- Has less range than other attacks, but is very important for combo filler.
|
|
5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
806
|
Mid
|
15
|
3
|
28
|
-9
|
-11
|
-
|
Chain/Cancel Options: Special
- One of Main's farther reaching normals.
- Can be avoided by low profile moves.
- Wall Bounces in the corner, and forces Hard Knockdown.
|
|
6A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
719
|
Mid
|
9
|
2
|
26
|
-9
|
-11
|
Aerial Invincible
Upper Body Invincible 1-13
|
Chain/Cancel Options: c.B, f.B, 5C, 5D, 6B, 6C, 6D, 2B, 2C, 2D, Special, Jump
COUNTER HIT!!: Launch
- Main strikes his fiery hand up into the air.
|
|
6B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
921
|
Mid
|
20
|
2
|
13
|
Launch (+27)
|
0
|
Throw Invincible on Frame 3
High Profile 1-17
Anti-Air Avoidable
|
Chain/Cancel Options: N/A
Ground Bounce on Ground and Air Hit
- Main hops upwards and then comes down, stabbing the ground with a spear of fire.
- On hit midscreen it combos into 2B and c.5B in the corner.
- Nice pressure tool against opponents who are respecting your blockstrings.
|
|
6[B]
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
863, 233
|
Mid, All
|
29
|
3(20)5
|
8
|
Launch
|
+9
|
Throw Invincible on Frame 3
Lower Body Invincible 15-29
High Profile 1-49
Anti-Air Avoidable (Spear)
|
Chain/Cancel Options: N/A
- 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.
- Three Flames are placed on the ground where the explosion occurred.
- The explosion launches the opponent which can be followed up with a 6D even from a distance.
|
|
6C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1663
|
Mid, Air Unblockable
|
14
|
1(2)10
|
40
|
Knockdown
|
-3
|
Fatal Connection Active
|
Chain/Cancel Options: N/A
- Main stomps the ground which spawns a giant fire sword that shoots upwards that hits 4 times.
- Very Useful as a makeshift anti-air due to where it erupts from, as it is also Air Unblockable
- A Flame is placed on the ground next to Main's foot afterwards.
|
|
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1944
|
Air Unblockable
|
23
|
8
|
20
|
N/A
|
N/A
|
-
|
Chain/Cancel Options: N/A
Air hit: Ground Bounce
- Main whips the air with a ring of fire that reaches to the top corner of the screen. Hits 3 times.
- On aerial hit, the opponent pulled towards Main while being ground bounced.
- During the ground bounce, the opponent is unable to Burst.
- Can only hit aerial opponents. Completely whiffs on grounded opponents.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
403
|
All
|
4
|
4
|
12
|
-1
|
0
|
Jump Avoidable
|
Chain/Cancel Options: 5A, c.B, f.B, 5C, 5D, 6A, 6B, 6C, 6D, 2B, 2C, 2D, Special
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
647
|
Low
|
9
|
2
|
15
|
+1
|
-1
|
Jump Avoidable
|
Chain/Cancel Options: 5C, 5D, 2C, 2D, 6A, 6B, 6C, 6D, Special
- Low grounded slash that has less reach than other mid range options but more moves to gatling into.
|
|
2C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
863
|
High/Air
|
27
|
1
|
19
|
+2
|
-5
|
Throw Invincible on Frame 3
High Profile 3-27
Anti-Air Avoidable
|
Flame
|
863, 292
|
High/Air, High/Air
|
24
|
2
|
18
|
Knockdown
|
+7
|
Throw Invincible on Frame 3
High Profile 3-27
Anti-Air Avoidable
|
Chain/Cancel Options: N/A
Forces standing on ground hit
Air hit: Ground Bounce
COUNTER HIT!!: Launch as if it were Flame Enhanced
- Main leaps forward with an overhead scythe attack that is able to go over low-hitting moves.
- While under a Flame, 2C receives an additional overhead hit that launches, allowing you to combo even at midscreen.
- Even if blocked by the opponent, the plus frames allow you to keep continuing pressure.
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
863
|
Low/Air
|
9
|
4
|
21
|
Hard Knockdown
|
-12
|
Jump Avoidable
|
Chain/Cancel Options: Special
- Main slides forward a bit and sweeps with his fiery leg.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
503
|
All
|
6
|
6
|
16
|
+8 to +12
|
+4 to +8
|
Anti-Air Avoidable
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
633
|
High/Air
|
8
|
5
|
23
|
+13 to +15
|
+7 to +10
|
Anti-Air Avoidable
|
Chain/Cancel Options: j.A, j.C, j.D, Special, Jump
- A double-sided blade that hits on both sides.
|
|
j.C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
754 (633)*
|
High/Air, All
|
14 (13)*
|
7
|
Until Landing + 1
|
+10 to +23
|
-1 to +17
|
Anti-Air Avoidable
|
Fatal Shift
|
1080, 137
|
All, All
|
13
|
228
|
-
|
+36
|
+28
|
Fatal Connection Active
|
Chain/Cancel Options (First hit only): j.D, Special
- Main spawns a fire greatsword from above.
- j.C's hitbox doesn't follow Main, it instead stays in position once Its active.
- Can crossup in certain scenarios (ex: jumping past an opponent and airdashing backwards).
- Fatal Shift: Main tosses the greatsword into the ground which stays out as a lingering hitbox.
|
|
j.D Sol j.D in Spirit Sol j.D in Spirit
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
777
|
All
|
13
|
6
|
Until Landing + 1
|
Knockdown
|
+7 or +8
|
Crouch Avoidable
Anti-Air Avoidable
|
Fatal Shift
|
913, 228
|
All, All
|
13
|
228
|
-
|
Knockdown
|
+29
|
Anti-Air Avoidable
Fatal Connection Active
|
Chain/Cancel Options: Special, Jump
Wall bounces on Hit
COUNTER HIT!!: The opponent will stall a bit before being sent flying
- 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1000
|
Throw
|
1
|
4
|
37
|
Hard Knockdown
|
N/A
|
-
|
- Tosses the opponent forward, causing a hard knockdown.
- Can be a combo starter if Fatal Shifted or in the corner.
|
|
Air Throw
j.A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1000
|
Throw
|
1
|
5
|
36
|
Hard Knockdown
|
N/A
|
-
|
- Throws the opponent at a midscreen distance. Can combo in the corner.
- Main lands to the ground afterwards.
|
|
Air Throw
j.A+B During Hitstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
-
|
Throw
|
1
|
-
|
-
|
Hard Knockdown
|
N/A
|
-
|
- Main grabs the opponent, bringing them down to the ground.
|
|
Tactical Guard (Air OK)
B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Parry
|
N/A
|
N/A
|
N/A
|
N/A
|
41 Total
|
N/A
|
N/A
|
Armor 3-24 (Low/Mid/High)
|
Attack
|
800
|
All
|
16
|
2
|
25
|
Knockdown
|
-34
|
Invincible 1-20
|
- Main flashes blue and parries incoming strikes/projectiles.
- Coming in contact with an opponent's move, Main attacks with a blue blast.
- Time briefly stops when armoring a strike but not a projectile.
- Any special cancelable normal can be canceled into Tactical Guard.
- Armors Fatal Shift attacks on frame 1 and increases the size of the blast.
- Holding the input extends the armor duration while draining the Action and Risk Gauge over time.
- The damage from Tactical Guard is non-lethal, as in it cannot KO.
|
|
Tactical Attack (Air OK)
2B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
Until Landing + 14
|
Launch
|
-29 to -30
|
Invincible 1-14
|
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 Tactical Attack.
- The damage from Tactical Attack is non-lethal, as in it cannot KO.
|
|
Guard Cancel (Air OK)
6B+C During Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
41
|
Launch
|
-34
|
Strike/Projectile Invincible 1-13
|
Costs 2 Action Gauge to use
- While stuck in blockstun, Main counterattacks with an invincible blast that knocks the opponent away.
- Guard Cancel is not invincible to throws or supers.
- The damage from Guard Cancel is non-lethal, as in it cannot KO.
|
|
Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
0
|
All
|
11
|
2
|
Until Landing + 21
|
Hard Knockdown
|
-5
|
Invincible 1-12
|
- While under the effects of hitstun/blockstun, Burst can be performed to become invincible and knock the opponent back.
- Only usable once per round.
- Grants two bars of Action Gauge on hit.
- Not invincible to Fatal Shift actions or supers.
- Burst is temporarily disabled from being used when hit by a:
- Throw
- Super
- OTG Attack
- Tactical Guard
- Tactical Attack
- Counter Burst
|
|
Special Moves
Rot Flame
236A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
806
|
All
|
13
|
49
|
37 Total
|
-0
|
-9
|
Fatal Connection Active
|
Flame
|
1275
|
All, All
|
11
|
119
|
35 Total
|
+24
|
+17
|
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.
- When used with a Flame it explodes, hitting six times.
- Cannot be performed if Rot Flame - Charged is out on the screen.
- Fatal Shift: Main will throw out an enhanced Flame fireball even if he's not on top of a Flame.
|
|
Rot Flame - Charged
236[A]
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1475
|
All
|
32
|
Until Corner
|
49 Total
|
+19
|
+19
|
Fatal Connection Active
|
- Main creates a grounded multi-hit flame wave that travels fullscreen.
- As the fire moves, a maximum of five Flames will spread across the ground.
- Main can travel with the fire to approach the opponent or bait out a jump.
- Cannot be performed if Rot Flame is out on the screen.
- Fatal Shift: Casts multiple flame tornadoes all the way to the other side of the screen. Each tornado leaves a Flame on the ground.
|
|
Drive
236B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
719, 369
|
Low/Air, Mid
|
13
|
7(12)1(4)2
|
34
|
Knockdown
|
-35 to -37
|
Low Profile 12-31
Crouch Avoidable (Flip kick)
|
Flame
|
1311
|
Low/Air*3, Mid*3
|
13
|
7(12)7
|
34
|
Knockdown
|
-40 to 43
|
Low Profile 12-31
Crouch Avoidable (Flip kick)
|
Forces standing on hit (Slide)
- Main slides ahead low to the ground, then does a fiery flip kick upwards.
- Starting on frame 12, Main is able to low profile grounded moves.
- A Flame is created at the starting and ending position of Drive.
- While under a Flame, you can combo off of 236B Meterlessly as it launches the opponent upward
- Fatal Shift: Fatal Connecting this move carries the momentum into your newly canceled action. (example: F236B > 214B).
|
|
Flame Blade
236C (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
899
|
All
|
7
|
6
|
38
|
Knockdown
|
-26
|
Invincible 1-9 (Grounded version)
Strike/Projectile Invincible 1-9 (Air version)
Crouch Avoidable (Air version)
|
Flame
|
1046
|
All, Air Unblockable
|
7
|
6
|
38
|
Launch
|
-24
|
Invincible 1-9 (Grounded version)
Strike/Projectile Invincible 1-9 (Air version)
Crouch Avoidable (Air version)
|
- Main performs a fiery flip upwards that is invincible on startup.
- The air version is only strike/projectile invuln, can still be air thrown.
- While under a Flame, Flame Blade's damage increases and has a longer untech time.
|
|
Flame Blade
236[C] (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1149 to 1799
|
All, Air Unblockable
|
7
|
6(11)4
|
48
|
Launch
|
-37
|
Crouch Avoidable
|
Flame
|
2109
|
All
|
7
|
6(11)4
|
48
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
863, 201
|
Mid
|
15
|
5
|
23
|
Knockdown
|
+6
|
-
|
Flame
|
1151, 267
|
Mid
|
15
|
5
|
23
|
Knockdown
|
+6
|
-
|
Main swings a flame scythe around. Very potent pressure tool
- While under a Flame, Honaka deals more damage, and uses up the Flames that are currently active.
|
|
Flaming Robe
214B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1143
|
Throw
|
26
|
6
|
32
|
Knockdown
|
N/A
|
-
|
Flame
|
1266
|
Throw
|
26
|
6
|
32
|
Knockdown
|
-
|
-
|
- Main preps himself, then lunges forward to grab the opponent.
- On hit, Main tosses the opponent behind him. If close to the corner Main is able to fully combo off it
- When done on a Flame, it creates Explosions that throw the opponent back to Main allowing him to combo off it.
|
|
Burning Flame
214C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1407
|
All
|
30
|
3(1)3(1)1
|
6
|
Launch
|
+9
|
-
|
- 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.
- Has a brief cooldown before it can be performed again.
- Fatal Shift: Causes multiple fire eruptions from fullscreen distance. Each eruption leaves a Flame on the ground.
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Air Rot Flame
j.236A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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Normal
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575
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All
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13
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Until Hit
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22 Total
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+13 to +22
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+9 to +20
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Fatal Connection Active
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- Fires an arrow at a downward 45 degree angle.
- Hitbox activates after it travels a set distance.
- Cannot be performed if Rot Flame or Rot Flame - Charged is out on the screen.
- Fatal Shift: Fires three arrows, each traveling at a different angle. Ground bounces on hit, and leaves a Flame upon hitting the ground.
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Air Drive
j.236B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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Normal
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345, 449
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All, High/Air
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9, 24
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8(7)3
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Until Landing + 22
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Knockdown
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-4 to -22
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Anti-Air Avoidable
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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.
- Fatal Shift: Much like grounded Drive, Air Drive gives your aerial options more of a surprise with the burst of movement by Fatal Connecting.
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Air Honaka
j.214A
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
|
835
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All
|
18
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4
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30
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Launch
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-5
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Upper Body Invincible upon landing for 7 frames
Lower Body Invincible 1-13
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- 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.
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Super Moves
Cremation Blade
236D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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Normal
|
1848
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All
|
14
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Until Hit
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40 Total
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Hard Knockdown
|
-3 to -7
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-
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Costs 2 Action Gauge to use
- Main sends out a fast moving blast of fire that travels fullscreen.
- Afterwards, the ground will be covered in five Flames.
- The blast outpowers and erases incoming projectiles.
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Chariot of Fire
214D
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Version
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Damage
|
Guard
|
Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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Normal
|
2190
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All
|
10
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3(3)3(5)3
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40
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Hard Knockdown
|
-3
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Invincible
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Flame
|
2267
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All
|
10
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21
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40
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Hard Knockdown
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+14
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Invincible
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Fatal Shift
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2855
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All
|
6
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3(2)3(2)3(2)3(2)3(2)3(2)3(2)3(2)3
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-
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Hard Knockdown
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+19
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Invincible
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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 deals additional hits and has less recovery.
- Fatal Shift: Main hurls a giant fireball that travels forward for a quarter of the screen.
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Air Chariot of Fire
j.214D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Attributes
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Normal
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1848
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All
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-
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3(4)3(4)3(4)3(6)3
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22 Upon Landing
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Hard Knockdown
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-16 to -28
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Strike/Projectile Invincible
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Fatal Shift
|
2855
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All
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-
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3(2)3(2)3(2)3(2)3(2)3(2)3(2)3(2)3
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22 Upon Landing
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+34 to +42
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+9 to +16
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Strike/Projectile Invincible
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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!
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