E's Laf/Reviel

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Reviel

Introduction

Reviel is an offensive-based setup character with a unique mechanic equivalent to a 'stance'. His neutral D puts him into a chanting state, with followups dependent on the next button pushed or direction held. Though each of the spell followups only hit mid, the ability to 'spell-cancel' his normals and the variable properties of each spell allow him many opportunities for frame traps and staggered pressure. Additionally, charging his spells to at least 100% of his 'Aria gauge' gives them better hitboxes or damage, allowing him to bolster his offense naturally during a match. Though his moveset and gameplan revolve around rushdown, he doesn't have any go-to 'godly' normals, and without careful spacing, it's very easy to find yourself getting counterhit instead by quick characters like Tae or Serena.

-Pros and Cons-


-Pros-
+ Useful normals for every situation
+ Overall balanced in health, speed, and range
+ Spell-cancels allow for strong frame trap mixup
+ Solid damage with strong setups in the corner
+ Simple but strong midscreen oki with 5D~C
+ Good reversal options between mashing, a counter and a DP

-Cons-
- Slightly awkward neutral - Normals are a little slow, with weak midrange options
- Balanced in many areas but doesn't excel in most
- No easy tools to handle zoning
- High damage options require properly conserving the Aria gauge

Combos

Words

Move List

Normal Moves

【5A】 [Mid | Damage - 190 | Startup - 5f | Active - 6f | Recovery - 12f | Advantage - -5 | Jump cancelable]
5A.Reviel.png

A short-range elbow thrust. Quick, cancels well for pressure, and hits crouchers despite the animation.

【5AA】

[Mid | Damage - 440 | Startup - 9f | Active - 6f | Recovery - 21f | Advantage - -12 | ]

A mid-range kick. Easy to tack onto most combos, hit-confirms well, and builds the most meter of the 5A rekka moves.

【5AAA】

[Mid | Damage - 640 | Startup - 12f | Active - 4f | Recovery - 23f | Advantage - -12 | ]

A dash-through sword slice. Briefly turns Reviel around whether it crosses through or not, causing most Aria specials to whiff in the corner, so be aware of this.

【5B】 [Mid | Damage - 410 | Startup - 12f | Active - 4f | Recovery - 24f | Advantage - -13 | ]
5B.Reviel.png

A straight thrust. Reviel's longest ranged poke. Unfortunately, at max range almost nothing will combo off of it normally and it has very poor cancel options, so it's best used to check your opponent occasionally in footsies.

【cl.5B】

[Mid | Damage - 410 | Startup - 7f | Active - 2f | Recovery - 18f | Advantage - -5 | Jump cancelable]

A typical Close normal. That is to say, good; fast startup, JCable, gatlings into most other normals, etc.

【5C】

[Mid | Damage - 670 | Startup - 12f | Active - 4f | Recovery - 25f | Advantage - -10 | ]

A heavy sword swing with a rather low hitbox. Reviel's second-longest ranged normal, overall superior to 5B.

【5D - 魔力生成】 [N/A | Damage - - | Startup - | Active - | Recovery - | Advantage - | ]
5Dchant.Reviel.png

Reviel enters a 'chanting' stance, charging the Aria gauge and giving him access to the 5D~x followups (listed below in 'Special Moves'). The gauge maxes at 300% and builds at a fast pace (est. 100% in 30-40f). Reviel is in CH state while chanting.

【2A】 [Mid | Damage - 160 | Startup - 4f | Active - 4f | Recovery - 11f | Advantage - -4 | ]
2A.Reviel.png

A very short-range bash with the hilt of Reviel's sword. Mashable. Reviel's fastest normal.

【2B】 [Low | Damage - 410 | Startup - 8f | Active - 3f | Recovery - 15f | Advantage - -3 | ]
2B.Reviel.png

A shin chop. Also mashable. Notable in that Reviel can gatling/reverse gatling 2B into 2A and back again.

【2C】 [High | Damage - 610 | Startup - 24f | Active - 3f | Recovery - 24f | Advantage - -12 | Hard knockdown]
2C1.Reviel.png
2C2.Reviel.png

A crouching overhead; Reviel sticks his sword in the ground and flips over it into an axe kick. Good for the surprise value. Provides hard knockdown if it hits raw, can convert into okay damage or tack on extra back into knockdown with meter use. Difficult to incorporate into combos and loses hard knockdown if it is.

【2D】

[Mid | Damage - | Startup - | Active - | Recovery - | Advantage - | ]

See 5D~2, in Special Moves.

【j.A】 [Mid | Damage - 280 | Startup - 5f | Active - 3f | Recovery - 14f | Advantage - +8 ~ +5 | ]
JA.Reviel.png

Jump kick. Decent for air-to-air wars and combo fodder.

【j.B】 [High | Damage - 320/320 | Startup - 6f/? | Active - 4f/? | Recovery - ?/19f | Advantage - +9 ~ +6 | Jump cancelable]
JB1.Reviel.png
JB2.Reviel.png

A double swing of both swords. Reviel's only real usable jump-in, as the others either hit Mid or have extremely awkward hitboxes when falling.

【j.C】 [High | Damage - 570 | Startup - 8f | Active - 4f | Recovery - 16f | Advantage - +10 ~ +9 | ]
JC1.Reviel.png
JC2.Reviel.png

An upward swipe. Between the speed, rising hitbox, and respectable range, pretty good at controlling space and tagging flighty characters like Serena in air-to-air footsies. Very low reward without meter, however.

【j.D】 [Mid | Damage - 700 | Startup - 13f | Active - 2f | Recovery - Until landing | Advantage - -19 ~ -27 | Hard knockdown]
JmpD.Reviel.png

Reviel halts his momentum and chops strongly forward and down, then falls. An anti-antiair that comes with its fair share of risk; hitting with this gets you in, having it blocked gets you comboed.

Command Normals

【6A】 [Mid | Damage - 380 | Startup - 12f | Active - 5f | Recovery - 18f | Advantage - -6 ~ -8 | Jump cancelable]
6A.Reviel.png

Reviel's built-in antiair, stepping forward with an underhand sword swipe. On CH at certain heights allows for (5C > 6C >) 6D into oki, which is excellent for instantly reversing momentum.

【6/3C】 [Low | Damage - 610 | Startup - 15f | Active - 3f | Recovery - 30f | Advantage - -15 ~ -16 | ]
6C.Reviel.png

Reviel takes a heavy step forward and stomps the opponent, hitting Low. Both 3 and 6 inputs will result in this move. Floats the opponent extremely low to the ground but allows them to tech in the air. If Reviel had a standing overhead this would be a staple of his mixup, but this isn't the case. Usually used in grounded combos for the float on hit, which coincides with...

【6D】

[Mid | Damage - 960 | Startup - 13f | Active - 3f | Recovery - 27f | Advantage - -8 | Forces crouch (ground) Hard knockdown (air)]

A tall, fast downward chop. Does not hit overhead. A very good move for Reviel, you'll be using this a lot. In midscreen combos with 6C this allows for hard knockdown into Reviel's basic oki. In the corner this gives you time to go for stronger corner combos in conjunction with 5D~B.

Special Moves

【5D~4/6 - 解除 - ""】

[N/A | Damage - N/A | Startup - | Active - | Recovery - | Advantage - ]

Stance cancel. Reviel goes back to neutral with a very short period of recovery (3-5f?). Potentially very strong for frame-trapping or resetting pressure.

【5]D[ - 闇の刃 - "Yami no Jin": 'Blade of Darkness'】

[Mid | Damage - 480/sword | Startup - 12f minimum | Active - 17f/sword | Recovery - 17f | Advantage - ]

Aria spell. <100% Aria gauge, the spell summons one sword at roughly the end of 5C's range. >100%, the spell summons 4 swords in a progressive line, reaching roughly twice the length of 5B.

【5D~A - 煉獄の炎 - "Rengoku no Honoo": 'Fire of Purgatory'】

[Mid | Damage - 645/flame | Startup - 9f minimum | Active - 8f/flame | Recovery - 15f | Advantage - ]

Aria spell. Reviel strikes the ground and kicks up fire. Launches. <100% Aria, the spell summons one fire gout slightly past 5C's maximum range. >100%, the spell summons 4 gouts in a progressive line, reaching fullscreen.

【5D~B - 氷結の矢 - "Hyouketsu no Ya": 'Freezing Arrow'】

[Mid | Damage - 200/bolt, ~800 wall crystal | Startup - 17f minimum | Active - ~ | Recovery - ~ | Advantage - ~ ]

Aria spell. Reviel winds up then shoots a thin ice bolt that quickly travels fullscreen. Never consumes the Aria gauge. The damage is pathetic midscreen, only good for harassing zoners occasionally. Upon hitting the corner, however, the bolts freeze against the wall and cause tremendous hit/blockstun if the opponent touches them. A very strong tool for Reviel's corner game.

【5D~C - 疾風刃 - "Shippujin": 'Gale Blade'】

[--- | Damage - | Startup - 40f~ | Active - 47f/hit | Recovery - | Advantage - >+19 ]

Aria spell. Reviel winds up and creates a localized wind vortex. Lengthy startup, but very + on block. Reviel's typical midscreen oki option. <100% Aria, deals 3 hits. >100%, deals 5 hits. Very easy on most hit confirms to loop oki back into this.

【5D~2 - 電の槍 - "Den no Yari": 'Spear of Lightning'】

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

Aria spell. Reviel stabs the ground and triggers a close-proximity blast of lightning. Floats. <100%, the spell triggers a single bolt directly in front, at 5A range. >100%, 3 bolts appear on either side of Reviel.

【236A/B - 魔力生成 - Sigil creation】 Air OK

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

Creates a node, or 'sigil' at Reviel's current head height. Maximum of two nodes allowed on screen at once. Nodes last approximately 400f. A version nodes remain stationary, B version travels forward slowly.

Nodes do nothing by themselves, but act as additional trigger points for Reviel's 'Aria' spells, activating with the next spell cast. A tool designed for setups, oki or otherwise.

【214A - 千鳥返し - Chidori Gaeshi: 'Plover Counter'】

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

Counter. Reviel steps back and brings up his sword in a counter stance. Loses outright to lows and throws. If triggered, the opponent is caught in hitstop while Reviel dashes through them with a slash that launches on CH.

【214B/C - レイウイング - Ray Wing】 Air OK

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

Dragon Punch-esque reversal, with the token invincibility. B version is a standard uppercut motion, C version rushes forward just about fullscreen before rising, with no invincibility until the active frames.

【236D - 闇の刃 - "Yami no Jin": 'Blade of Darkness'】

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

Like Reviel's 5]D[ >100%, but with no Aria gauge requirement. In addition, the damage per sword is slightly lower in exchange for quicker startup.

【214D - 斬影 - "Zanei": 'Murderous Shadow(?)'】 Air OK

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

A fast backflip kick that launches. Hitboxes on both the flare kicked up from the ground and the 'flashkick' animation, plus the quick startup make this a strong move to use anywhere. The damage proration on it seems very bad to balance out the potential of this move.

Supers

【236236B】

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

【632146C】

[--- | Damage - | Startup - | Active - | Recovery - | Advantage - ]

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