E's Laf++/Move Attributes

From Mizuumi Wiki
Jump to navigation Jump to search

Invincible

EL2 Main 236C.png


The most straight forward of them all. Moves that make your character's hurtbox disappear and become invincible for a short time. Great for getting out of tough spots and tight pressure, but are very punishable on whiff and block. Main and Sisca have access to a meterless invincible reversal that allows them to beat strikes, projectiles, and throws.


Invincibility is also tied to universal options such as Fatal Shift, Back Dash, Counter Boost, and certain supers. In regards to Fatal Shift moves/actions, these aren't invincible until frame 3.


Universal
Tactical Guard (Attack) 1-20
Counter Burst 1-12
Counter Boost 1-14
Fatal Shift Frame 3
Main
Back Dash 2-8
236C 1-9
214D/j.214D Frame 1
Sisca
Back Dash 2-22
236B/C ~ A 1-17
236B/C ~ 5B 1-18
214B 1-6
214D Frame 1
236B/C ~ 2D Frame 1
Qdora
Back Dash 2-8
214D/j.214D Frame 1
Akamine Tae
Back Dash 3-10
46C 20-24
214D Frame 1


Tina
Back Dash 2-12
214D Frame 1
Saving Tina
Back Dash 2-21
214D Frame 1
j.236D Frame 1
Cecil
Back Dash 2-8
236C 8-15
Direction + D 17-29
Direction + [D] 14-27
Followup B 1-18
Alcott
Back Dash 2-18
Serena
Back Dash 2-12
214D Frame 1


Strike/Projectile Invincible

Much like normal invincibility, except these moves are vulnerable to getting thrown during startup. This invincibility is related to burst-like moves.


Universal
Guard Cancel 1-13
Main
j.236C 1-9
j.214D Frame 1
Tina
214C 1-20
Saving Tina
j.4A 1-22


Aerial Invincible

EL2 Main 6A.pngEL2 Sisca 6A.png EL2 Qdora 6A.pngEL2 Akamine Tae 6A.png EL2 Tina 6A.pngEL2 Saving Tina 6A.png EL2 Cecil 6A.pngEL2 Alcott 6A.png


Every character's 6A is invulnerable to specific airborne attacks beginning on frame 1 of their startup. Additional attacks also have this attribute and are fully invincible to said specific airborne attacks.


Attacks that can be avoided with Aerial Invincible moves are listed here.

Universal
6A
Sisca
2C
Akamine Tae
4A
44 > C


Throw Invincible

EL2 Throw Invincible.png


During the startup of high profile moves, these moves will evade and crush the opponent's attempt at throwing. These include normal throws and command grabs. Universally, every character's 5A, 5B/c.B, 2A, and 2B are completely invulnerable to throws during their startup.


More information on throw invincibility can be found here.

Universal
5A Frame 1
5B or c.B Frame 1
2A Frame 1
2B Frame 1
Main
6B / 6[B] Frame 3
2C Frame 3
Sisca
6B Frame 3
236B Frame 3
236C Frame 3
214C Frame 1
Qdora
6B Frame 3


Akamine Tae
6D Frame 3
2C Frame 12
46B Frame 3
46C Frame 3
Cecil
6C Frame 8


Upper Body Invincible

EL2 Upper Body Invincible.png


Upper body invincibility makes the top half of your character's body invincible while the lower half is still vulnerable to getting hit. Commonly seen in most character's 6A's, this type of invincibility is great against aerial jump-in attacks or high-hitting grounded attacks from the opponent.


Main
6A 1-13
214A 1-20
j.214A Upon landing for 7 frames
Qdora
6A 1-8
Akamine Tae
5C 3-14
5CC 1-18
6A 1-18
6AA 1-20
6C 17-22
6[C] 28-30
4A 1-17
4C 1-20
4CC 1-16
44 > C 1-21
2C 11-33
2[C] 17-47
2D 1-19
236B 3-18
Saving Tina
5C 1-19
6A 1-8
Cecil
6A 1-14
Alcott
6A 1-16


Lower Body Invincible

EL2 Lower Body Invincible.png


Lower body invincibility makes the lower half of your character's body invincible while the upper half is still vulnerable to getting hit. This type of body invincibility makes for a strong tool since you don't have to worry about many grounded moves in neutral. Lower body invuln can also be found on certain aerial attacks, making your character be able to evade anti-air attacks!


Main
6[B] 15-29
j.214A 1-13
Sisca
6B 1-4
j.214B 1-17
Qdora
j.214A 1-19
Akamine Tae
5D 3-14
6D 3-16
4D 1-19
4[D] 1-43
46C 3-19
Tina
j.D Frame 37 until landing
Saving Tina
j.2B 9-14
Cecil
Back Dash 1-14
j.Direction + D 1-21
j.Direction + [D] 1-33
Alcott
6C (Front leg) 1-16
j.D Frame 1 until landing


Armor

EL2 Armor.png


Moves with armor allow you to get hit by attacks and not be interrupted. Typically known as a "guard point", armor takes the hits like you're guarding them. You only take chip damage from moves that hit the armor, and no Risk Gauge damage will be dealt to you either! Armor can be found on Tactical Guard and some of Alcott's normals/specials.


Just watch out for grabs, as armor cannot protect you from those. Armored actions are not frame 1, meaning a fast enough attack will be able to stuff the armor attempt. Moves that only armor mid and high attacks will not be able to armor low attacks (and vice versa).

Universal
Tactical Guard 3-24 (Low/Mid/High)
Alcott
5D 5-24 (Mid/High)
2D 5-24 (Low)
236A 5-27 (Mid/High)
214B 5-20 (Mid/High)


High Profile

EL2 High Profile.png


High profiling causes your character to hop in the air and avoid grounded options. Some high profile moves also have the ability to evade throws on frame 1.


Main
6B 1-17
6[B] 1-49
2C 3-27
Sisca
6B 1-19
236B 4-40
236C 12-40
214C 3-31
Qdora
6B 1-33
Akamine Tae
6D 17-38
46B 3-19
Saving Tina
6[6] 1-9
Cecil
6BB 5-21
6C 1-33


Low Profile

EL2 Low Profile.png


Low profile moves make your character's hurtbox small and short, to where you can evade attacks from above or on the ground.


Main
236B 12-31
Sisca
236B/C ~ A 20-47
214C 32-43
Qdora
2A 1-18
2B 1-34
2C 1-29
2D 1-26
Tina
1B 1-31
2B 1-24
3B 1-36
Saving Tina
6[6] 23-48
2A 1-18
2B 8-12
2C 1-33
2D 1-32
Cecil
6BB 1-3
2B 1-21
2D 9-25


Crouch Avoidable

EL2 Crouch Avoidable.png


Whether you're playing lil' dragon Qdora or big burly Alcott, certain attacks are hard coded to not hit a character who is crouching.


Avoiding these crouch avoidable moves begins on the first frame of the crouching animation. However, crouch avoidable moves can hit crouching players if they're under the effects of hitstun.


Main
6D
j.D (Normal only)
236B (Flip kick)
236C (Air version)
236[C] / j.236[C]
Sisca
j.B
236B/C ~ 5C
Qdora
236A (Air version)
236[A] (Air version)
236B (Grounded version)
Akamine Tae
2C / 2[C]
j.B
j.6B
46B
214D > B (Explosion)
Tina
2C / 3C
5D / 6D
j.A
j.B / j.6B
j.D (First 2 hits)
Saving Tina
6A
j.A+B
236A
214B (First 3 hits)
214C (First 8 hits)
214D (Blast)
Cecil
j.B
236C (First hit)
j. Direction + D / [D] (Forward, backwards, upwards, diagonally upwards)


Jump Avoidable

EL2 Jump Avoidable.png


Starting on the 7th frame of a jump, your character will be invincible to grounded attacks such as sweeps. This invincibility lasts until you land back to the ground, or if you perform any action in the air.


While Saving Tina is flying, she is invulnerable to attacks that are Jump Avoidable.


Main
5A
2A, 2B, 2D
Sisca
5A
6B
2A, 2B, 2D
236B/C ~ A, 236D
Qdora
f.B
6C, 6[C]
2A, 2B, 2C
j.214A ~ C
Akamine Tae
6B, 6C, 6[C]
4D, 4[D]
2A, 2B, 2BB, 2D
236A
Tina
2B / 3B
2C / 3C
236A/B
Saving Tina
2B, 2C, 2D
Flight j.C
Cecil
2A, 2B, 2D
Alcott
2A, 2B
Serena
5D
2A, 2B, 2D
Dash A


Anti-Air Avoidable

EL2 Anti Air Avoidable.png


Regardless of how low to the ground the jumping player was when attacking from above, 6A gives the player full body invincibility against certain aerial attacks. Please note that 6A doesn't make you invincible to all attacks that can be performed in the air. Moves such as Qdora's aerial slashes can still hit opponents on the ground even if they're 6A'ing. Some grounded attacks that make characters airborne can also be entirely avoided with 6A.


Main
6B, 6[B] (Spear), 2C
j.A, j.B, j.C, j.D / j.FD
j.236B
Sisca
j.A, j.B, j.C, j.D
236B/C ~ 5C, 236B/C ~ 6C, 236B/C ~ 5D, 236B/C ~ 6D
214B, j.214B, 214C, j.214C
236B/C ~ 2D
Qdora
6B, 6C / 6[C]
j.A, j.B, j.C, j.6C / j.6[C]
j.236[B]
j.236D
Akamine Tae
6D, 2C / 2[C]
j.A, j.B, j.2B, j.6B, j.4B, j.C, j.D, j.6D
46C


Tina
j.A, j.B / j.6B, j.D (First 2 hits)
Saving Tina
j.A, j.2A, j.2B
Cecil
6BB, 6C
j.A, j.B, j.C, j.2C, j.D
236C (Second hit)
Direction + D / [D] (Upwards)
j.Direction + D / [D] (Forward, downwards, diagonally downwards)
Alcott
j.A, j.B, j.C, j.D
Serena
j.A, j.6A, j.B, j.C, j.2C, j.D
214A, 214A ~ C


Fatal Connection Active

EL2 Fatal Connection2.png


Once the screen darkens during a Fatal Shift, you can cancel your current Fatal Shift move and perform a different move once time resumes. Even when canceled, certain attacks will still be executed and remain active. This lets you perform two Fatal Shift attacks for the cost of one Action Gauge bar!


Projectile-like attacks are normally the ones that have this attribute, but certain normals are considered projectiles and remain active even after being canceled.

Main
6C
j.C, j.D
236A, 236[A], j.236A
Sisca
236A, 236D, F236D
Qdora
5D, 2D, j.D
236A, 236B, 214A, 214A ~ B, 214A ~ C, j.214A, j.214A ~ B, j.214A ~ C
Akamine Tae
j.D
236A, 214A/B


Tina
4B/ 5B / 6B, 5C / 6C, 5D / 6D
4A
1B / 2B / 3B, 1C / 2C / 3C, 1D / 2D / 3D
j.B / j.6B, j.2B / j.3B, j.C / j.6C, j.D (First 2 hits)
236A/B, 236C, 214A, 214B
Saving Tina
5D
2C
j.B, j.6B, j.C, j.6C, j.D / j.6D, j.2D, j.4D
236B, 236B, 214A
Cecil
5C
6A
2C, 2D
j.4C, j.D (Kunai)
236A / 214A, 236B / 214B
236C
Alcott
236B, 214C


No Pursuit

Hitting the opponent with certain attacks puts them in a state of invulnerability, preventing any further combo extension. Fatal Shift versions of attacks are not affected by No Pursuit.


Sisca
236B/C ~ 2C
214B
Akamine Tae
236A
214C (Enhanced)
236D
Cecil
Followup A
Serena
214D


General
Controls
HUD
System
Move Attributes
FAQ
Characters
Main
Sisca
Qdora
Akamine Tae
Tina
Saving Tina
Cecil
Alcott
Serena
Kitsune