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Introduction
Sirus Quince is the head of the Flagstone Dominion, a position he attained through political prowess, the right words, and a wholesome image.
Quince used to be a lawyer and has faced DeGrey in court. DeGrey’s obsession with truth should be the most powerful weapon against Quince’s rhetoric, but somehow Quince’s deflections and deceptions gave him the upper hand. Buying the court helps too.
Overview
Health |
Character Type |
Super Meter charge time
|
6 |
Wild Card |
10 Seconds
|
General
Quince is a character that excels in confusing his opponents. He achieves this with his clones, which allow him to force the opponent to guess which one is actually him, giving him a strong mixup game on top of many ways to bait reactions in neutral. Both of Quince's super moves are also very good at aiding in confusing the opponent. Quince's ground super, Patriot Mirror, triggers a state called Two Truths when it hits the opponent, allowing all of his clones to be able to physically hit the opponent, while his air super, Consent of the Governed, summons 2 clones afterwards, making it visually harder to see what Quince is doing. Quince is a little on the weaker side defensively since his only reversal, g
, has very long startup, and Patriot Mirror will usually result in a trade. Quince's pokes are also somewhat slow, with his notable ones, f
and g
, with startups of 15 and 16 frames respectively.
Unique Traits
- Whenever Quince does a move involving a clone, he can control which one is fake.
- When Patriot Mirror hits, he enters Two Truths mode for a set period of time, allowing all of his clones to actually damage the opponent.
- When Consent of the Governed is used, it summons 2 clones afterwards that do random attacks. If Consent of the Governed counter hits, it restores all of Quince's super meter.
Moves
Ground
Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
1
|
9
|
9
|
13
|
-1
|
-3
|
+4
|
Cancellable
|
Strike
|
Quince does a jab with one arm. This move has solid range and is great to use to start pressure with, especially when canceled into g to start Quince’s mix.
|
|
Lunging Punch + Punch Illusion
|
|
High Standard High Standard Low Standard
|
|
Dodge the Question Dodge the Question Righteous Zeal
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
Dodge the Question
|
-
|
40
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Righteous Zeal
|
1
|
11
|
11
|
24
|
KD
|
-14~-7
|
KD
|
Knockdown
|
Strike
|
|
|
Throw
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
Forward
|
1
|
3
|
4
|
16
|
KD
|
-
|
KD
|
Knockdown
|
Throw
|
Forward Throw, slightly less advantage than Back Throw. Setup a meaty by whiffing another throw and then .
|
Back
|
1
|
3
|
4
|
16
|
KD
|
-
|
KD
|
Knockdown
|
Throw
|
Side switches.
Quince can do > to set up a safe, meaty crossup that is plus enough for a strong mixup afterwards.
|
|
Patriot Mirror
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
-
|
0+1
|
1
|
24
|
KD
|
20
|
KD
|
-
|
Projectile
|
If the mirror hits as it is created the advantage is only 7.
Reflects some projectiles. Has 3 hits and then it will disappear.
|
|
Air
Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
1
|
8
|
9
|
[2]
|
6~17
|
5~15
|
11~22
|
-
|
Strike
|
Pretty standard jump attack.
|
|
Positive Spin Positive Spin Illusion
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
|
1
|
24
|
41
|
[12]
|
KD
|
Varies
|
KD
|
Knockdown
|
Strike
|
Move has a arc, if Quince lands before rising back up the advantage is significantly better and can even be plus. Usually extremely negative on block.
|
Hold
|
-
|
32
|
41
|
-
|
-
|
-
|
-
|
-
|
-
|
Seems to have some landing recovery.
|
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Alternative Facts
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
-
|
23
|
1
|
[12]
|
25
|
23
|
25
|
-
|
Projectile
|
Unique for a projectile in that it seems to always have about the same advantage. If it hits on first frame it is half the advantage.
Can only have one mirror out. Reflects some projectiles.
|
|
Consent of the Governed
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Counter Adv
|
Properties
|
Attribute
|
1
|
0+1
|
14
|
10
|
KD
|
2~17
|
KD
|
Invincible, Armor Breaking
|
Strike
|
Advantage is better the lower and later Quince lands. Invincible frames 1-6.
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Combos
Basic
Situational
Strategy
General
Matchups
Name |
Type |
Matchup Strategy
|
Argagarg
|
Zoner
|
-
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DeGrey
|
Wild Card
|
-
|
Geiger
|
Zoner
|
-
|
Grave
|
Zoner
|
-
|
Jaina
|
Zoner
|
-
|
Lum
|
Wild Card
|
-
|
Midori
|
Grappler
|
-
|
Onimaru
|
Wild Card
|
-
|
Quince
|
Wild Card
|
-
|
Rook
|
Grappler
|
-
|
Setsuki
|
Rushdown
|
-
|
Valerie
|
Rushdown
|
-
|