E's Laf/Serena A-Type

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Serena


Introduction

A-Serena is a lightning-fast rushdown character who utilizes her mobility, safe pressure, and mixups to open opponents up. She has a multitude of ground and air mobility options to outmaneuver her opponent and keep them guessing. Her pressure is likely the scariest in the entire game, especially in the corner, where she can set up a long series of 50/50s and eventually break the opponent's guard with her Eleven super move. Her weaknesses are typical for a fast 'pixie' character; mediocre reach on her normals mean she gets outpoked easily, and possessing the lowest health in the game means players can't afford to make many mistakes.

-Pros and Cons-

-Pros-
+ Strong, fast normals
+ Amazing mobility: Run speed, air options, fastfall, movement Specials
+ Excellent high-low mixup potential
+ Ambiguous pressure and strong pressure resets

-Cons-
- Poor reach on most moves
- Damage is low
- Extremely low health means Serena dies in 2 combos to most of the cast

Abilities and Movement options

Health Total: 6896

Dash
(66) - Quick forward dash, can hold (6) to keep running.

Backdash
(44) - Ludicrously good backdash that recovers in 12F. Nobody should ever have a backdash this good.

High Jump
(1) or (2) or (3) then (7) or (8) or (9) - A high-altitude jump into the air. Retains other air options.

Double Jump
(7) or (8) or (9) in the air - A second, shorter jump allowing for more air time or changes in aerial momentum. Serena can double jump and still retain one airdash.

Air Dash
(66) or (44) in the air - A burst of forward or backward aerial momentum. Serena is allowed two jumps and one airdash, or her regular jump and two airdashes. Airdashes can be done in either direction, such as two forward airdashes, one forward one back, etc.

Fastfall
(2D) in the air - This will cause Serena to descend rapidly from the air. Can cancel into j.D, j.2C, or j.214A to attack while falling.

Move List

Normal Moves

【5A】 [Mid | Damage - 200 | Startup - 4f | Active - 4f | Recovery - 4f | Advantage - +2f | Jump cancelable]
5A.ASerena.png

A knee to the gut. Fast startup, almost no recovery, plus on block. A good move, but has the shortest reach of all Serena's grounded normals.

【5B】 [Mid | Damage - 410 | Startup - 6f | Active - 2f | Recovery - 18f | Advantage - -6f | ]
5B1.ASerena.png
5B2.ASerena.png

A fast vertical chop. Due to the slight step forward during startup, one of Serena's better-ranged standing normals. Gatlings and special-cancels well, however it isn't JCable.

【cl.5B】 [Mid | Damage - 440 | Startup - 6f | Active - 4f | Recovery - 9f | Advantage - +1f | Jump cancelable]
Cl.5B1.ASerena.png
Cl.5B2.ASerena.png

A close-in elbow. Take everything good about Serena's 5B, then halve the recovery and make it JCable. A Close normal, so it has no use in neutral and is a combo/pressure tool only.

【5C】 [Mid | Damage - 670 | Startup - 11f | Active - 2f | Recovery - 17f | Advantage - -3f | ]
5C.ASerena.png

A heavy swing. Similar range to 5B though a tad shorter, this move has a generous hitbox that allows it to act as an antiair or catch jumpers. On air hit, causes hard knockdown.

【5D】 [Mid/Mid | Damage - 690/720 | Startup - 24f/13f | Active - 2f/3f | Recovery - ?f/17f | Advantage - +11f | Jump/Dash cancelable]
5D1.ASerena.png
5D2.ASerena.png

A double swing, aimed at the toes. Despite the animation, hits Mid. Slow startup, but every other part of this move is excellent. Far range, Chains reasonably well off of numerous normals, does high damage, deals a lot of guard damage, and allows for pressure resets if blocked. The second swing causes Float on CH/Fatal Shift.

【2A】 [Mid/High | Damage - 360/430 | Startup - 8f/8f | Active - 2f/8f | Recovery - 6f/9f | Advantage - -11f/-1~2f| ]
2A1.ASerena.png
2A2.ASerena.png
2A3.ASerena.png

Serena hops forward and performs a double roundhouse. Goes over lows. The second kick is high, giving Serena a 'crouching overhead' of sorts. With one meter, you can T-cancel the startup into fastfall for a high/low/throw mixup.

【2B】 [Low | Damage - 400 | Startup - 6f | Active - 2f | Recovery - 10f | Advantage - +2f | ]
2B.ASerena.png

A crouching horizontal swing. Serena's fastest Low normal.

【2C】 [Mid/Mid/Mid | Damage - 280/320/350 | Startup - 12f/?f/?f | Active - ?f/?f/6f | Recovery - ?f/?f/21f | Advantage - -11f/-9f/-5f| Jump cancelable]
2C1.ASerena.png
2C2.ASerena.png
2C3.ASerena.png

A wide, multi-hitting upward swing from a crouch. Massive hitbox, vacuums on hit, and effectively safe on block due to the JC property. Easy to hitconfirm.

【2D】 [Low | Damage - 460 | Startup - 8f | Active - 4f | Recovery - 18f | Advantage - -8f | ]
2D1.ASerena.png
2D2.ASerena.png

A sweeping slide. Reaches a bit beyond Serena's 5D range. Lower's Serena's hurtbox a bit as she moves forward. It's a great tool to get you in when you start suffering pushback during your pressure, and it can be special canceled into 214A or 214B to make it safe, as well as T-canceled during startup for throw setups.

【j.A】 [Mid | Damage - 190 | Startup - 4f | Active - 3f | Recovery - 13f | Advantage - | ]
JA.ASerena.png

A steep, downward angled kick in midair. Unlike B-Serena's j.A, this (perplexingly) does not hit overhead. You can chain it into itself indefinitely to create a funny downward ladder and allow you to land with frame advantage, or create a mixup with chained j.D/land 2B.

【j.B】 [High | Damage - 440 | Startup - 8f | Active - 2f | Recovery - 15f | Advantage - | Jump cancelable]
JB.ASerena.png

A horizontal swing, similar to Serena's 2B. The speed of does not match up to j.A, but it is your most flexible jump-in overhead, as it can be jump canceled or j.2D fastfall canceled into j.D/land 2B mixup.

【j.C】 [High | Damage - 560 | Startup - 12f | Active - 4f | Recovery - 22f | Advantage - | ]
JC1.ASerena.png
JC2.ASerena.png
JC3.ASerena.png

A double-handed overhead chop. The slowest of Serena's air normals. Shortens her hurtbox dramatically, especially during the latter portion of the move.

【j.D】 [High | Damage - 830 | Startup - 10f | Active - 3f | Recovery - 11f | Advantage - | ]
JmpD.ASerena.png

Serena kicks backwards off her own sword in midair, almost like a command backdash. Inflicts high knockback on hit. Surprisingly fast and has a good hitbox. The recovery is low even on whiff, allowing you to use your remaining air options freely to punish antiair attempts, follow up hits with a combo, or fastfall to gain ground. A very useful move that's highly important for Serena's air game.


Command Normals

【6A】 [Mid | Damage - 440 | Startup - 8f | Active - 5f | Recovery - 16f | Advantage - -7f | ]
6A1.ASerena.png

A backturned elbow. Deceptive range on this, somewhere right in between 5A and 5B's reach. Like most 6As, there is some kind of antiair property despite the hurtbox, allowing Serena to antiair even deep jumpins with this.

【6C】 [High | Damage - 650 | Startup - 26f | Active - 1f | Recovery - 30f | Advantage - -15f | ]
6C.ASerena.png

A telegraphed forward-flipping overhead. Good reward if it hits, but it doesn't gatling from anything and can't be canceled into anything on block, making it one of Serena's most punishable moves. Probably more useful when combined with T-cancels for the quick burst of momentum.

【j6A】 [Mid/Mid | Damage - 350/380 | Startup - 6f/9f | Active - 2f/5f | Recovery - 6f/13f | Advantage - | ]
J6A1.ASerena.png
J6A2.ASerena.png

Double roundhouse, very close to Serena's 2A. Fast air-to-air, also good for keeping the opponent juggled during air combos.

【j2C】 [High | Damage - 570 | Startup - 17f | Active - Until landing | Recovery - 30f | Advantage - | ]
6C.ASerena.png

A forward flip into a high-drop overhead, similar to Serena's 6C. May have uses as a surprise attack or anti-antiair, but like 6C, it's very risky.

【66A】 [Low | Damage - 670 | Startup - 4f | Active - 17f | Recovery - 15f | Advantage - -7 ~ -16 | ]
66A.ASerena.png

Performed only during Serena's forward dash. A full screen sliding low kick.

【66C】 [High | Damage - 960 | Startup - 9f | Active - 2f | Recovery - 33f | Advantage - -17 ~ -18 | ]
2A1.ASerena.png

Performed only during Serena's forward dash. A running jump kick with decent untech time. Usable in certain combo paths. Can be TCed right in the opponent's face to bait a counterhit or follow up with pressure. Airdash immediately after the TC to retain your air options.

Throws

【Ground Throw】 [Throw | Damage - 750 | Startup - 33f | Active - 1f | Recovery - 24f | Advantage - | Hard knockdown]
Throw1.ASerena.png
Throw2.ASerena.png

Serena flips over the opponent's head and dashes them on the floor. Causes Hard knockdown if not followed up with an OTG hit. Can be comboed after.

【Air Throw】 [Throw | Damage - 830 | Startup - 32f | Active - 1f | Recovery - 7f | Advantage - | ]
AThrow1.ASerena.png
AThrow2.ASerena.png

Serena throws her opponent to the floor with one hand. The opponent can tech after bouncing off the floor once. It's possible to combo afterwards with a dash forward before if you're quick enough.

Special Moves

【41236A - スライドブルー - Slide Blue】  [Mid | Damage - | Startup - 9f~ | Active - ~ | Recovery - ~ | Advantage - ~]
41236A.ASerena.png
SlideBlue.ASerena.png

Cool little ground fireball, good for setting up your approach. You can TC right as the fireball comes out to cancel the recovery and dash in behind it.

Blue Slide Charge - 41236B: [Mid | Damage - | Startup - ~ | Active - ~ | Recovery - ~ | Advantage - ~]
41236A.ASerena.png
SlideBlueCharge.ASerena.png
  • It looks like a super move, but that's because it has over 50F of startup. Gives you all the time in the world if you can get them to block it, and it can be TCed just like the A version.
【236C/D + 4D - バニティ + ソルフア】   [Mid | Damage - | Startup - ~ | Active - ~ | Recovery - ~ | Advantage - ~]
236CD.ASerena.png

Serena quickly spins and performs a backspinning upslash. A combo tool, with few uses in neutral. The D version steps a bit forward and launches with decent untechable time for followups.

Striker - 214A (air OK): [Mid | Damage - | Startup - ~ | Active - ~ | Recovery - ~ | Advantage - ~]
214A.ASerena.png
  • Along with 214B, this move is what defines Serena as such a scary mobility and mixup character. It's a 13F overhead during pressure, and the air version can be jump canceled on hit or block. In other words, TK version is completely safe, and you can JC > j.2D on block for the standard mixup, or simply air dash away. It's also very useful for air mobility, as a TC'ed Striker will rocket you across the screen, and can be TK'ed for various trajectories. It's very important that you learn how to use this move.
Lead Star (C after Striker): [Mid | Damage - | Startup - ~ | Active - ~ | Recovery - ~ | Advantage - ~]
214AC1.ASerena.png
214AC2.ASerena.png
  • Striker's C followup is mostly used for combos, TCs, and gimmicks. TCing during the airdash won't eliminate landing recovery, so be careful.
Lead Fly (D after Striker):

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

  • Uses 1 stock of meter. Truly scary rocket dash that hits overhead and goes nearly fullscreen in the blink of an eye. 4D version causes Serena to fly backwards, so it's a good way to get out after your opponent blocks a chained ground Striker.
Lightning Rod - 214B/C:

[Mid | Damage - | Startup - ~ | Active - ~ | Recovery - ~ | Advantage - ~] Serena winds up, and dashes forward at a trajectory determined by the button pressed.

  • B ver: Serena dashes into the air. This is easily Serena's best move. It's a great anti-air, deals a ton of damage, and has no recovery. As in, literally none. As soon as the attack connects, you're good to go, and you retain the ability to double jump or airdash. That makes it a great approach option and a huge boon to your mobility. You can kara-cancel 214C into this to give it 3F faster startup, but you will lose your air movement options afterward, so be careful. TCing at the end of the backdash will slingshot Serena forward.
  • C ver: Unfortunately this version is much less useful, since it was designed properly and therefore has recovery frames (a lot of them). Its sheer speed makes it a constant threat, but remember the range is not as great as it appears. 214B can be kara-canceled into this to increase the startup, not that you'd want to.

Supers

Eleven - 236236B:
  • Uses 2 stocks of meter. Your standard badass multi-hitting super. Most notably, this move deals a ton of chip damage on block, and cranks the opponent's stun gauge by 1 1/2 bars by itself. This can make it a good way to open up a stubborn opponent. The final hit sends them into an untechable state, so you can finish up with an air combo, or Blue Slide Charge oki.
Paint in Grey - 632146C
  • Uses 2 stocks of meter. Super version of Blue Slide Charge. Startup is extremely fast (~2F), so it could be useful as a reversal. It travels full screen and can be TC'ed to negate recovery, just like regular Blue Slide.

Combos

Note: You'll need to adapt Serena's air combos on the fly depending on your positioning and opponent's weight class. If they're too low for j.C > j.D, try j.C > j.6A or just j.D instead.

Serena's best corner carry is achieved by using air dashes after her jump cancels.

  • Midscreen:
    • Throw > 66C - 1147 damage
    • 2B > 5C > 214A~C > A > (delay) > 5B > 2C > 236D > j.A > j.B > j.C > j.D > 214A > C - 3220 damage
    • 2B > 5C > 214A~C > A > 5A > 5A > 236D > j.A > j.B > j.C > j.D > 214A > C - 2901 damage, side switch
    • 2B > 5C > 214A > 5B > 2C > 214C~B > j.B > (land) > j.6A(2) > j.B > JC > j.A > j.B > j.C > j.D > 214A - 2531 damage, corner to corner carry
    • 2B > 5C(FC) > 5D > 214A > 5B > 2C > 214C~B > j.B > (land) > j.6A(2) > j.B > JC > j.A > j.B > j.C > j.D > 214A - 3554 damage, 1 bar, corner to corner carry
    • 2B > 5C(FC) > 5D > 6A > 236C > 236236B > 5B > 2C > j.A > j.B > j.C > j.D > 214A > C - 4413 damage, 3 bars
    • 2D > 41236A > TC > 5B > 2C > 214C~B > 5B > 2C > j.B > j.C > j.D > 214A > C - 2578 damage, 1 bar
  • Near Corner:
    • 2D > 41236A > TC > 5B > 2C > 214C~B > 5A > 5A > 236D > j.A > j.B > j.C > j.D > 214A > C - 2879 damage, 1 bar
    • AA j.B > j.C > j.D > 214A > C(FC) > (land) > 66 > 5D > 5B > 2C > j.B > j.C > j.C > 214A > C - 3788 damage, 1 bar

Profile

Name: Serena
Age: 18
Height: 149cm
Weight: 45kg
Weapon: The sword, 'Rush Chimera'
Birthday: Unknown (Main deemed it 11/28)
Blood Type: B
Graduate: Uppermost Floating City (number unknown)
Personality: Shy, withdrawn
Loves: Main
Hates: Coldness


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