Fantasy Strike/Valerie

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Valerie.png

Introduction

Valerie has heterochromia, meaning she has one blue eye and one green eye. She "sees things differently," and expresses herself through painting. Emotionally, she experiences highs and lows, which she believes gives her even more appreciation for the full spectrum of human feelings.

Overview

Health Character Type Super Meter charge time
5 Rushdown 12 Seconds

General

Valerie is a Rushdown character that dominates the ground and controls space very well. She has some of the best moves both near and far. Even if you are not hit by her attacks, she can threaten so much damage on block that even an opponent that is defending well will still lose health. Valerie can perform some of the highest damage combos in the game but can struggle under pressure, particularly without Super Meter.

Valerie's Super Meter can be used to lock opponents down with Rainbow Disc or as a reversal to punish opponents eager to escape with Chromatic Orb.

Unique Traits

Three Colors is a Rekka ability. It is a three part attack that has many different options for mixing up the opponent. Valerie can advance, retreat, and even crossup with this attack, forcing opponents to take risks to get out.

Moves

Ground

Mid Stroke
FS A.png
FS Valerie 5A.png
First
FS Valerie 5A 2.png
Second
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
First 1 6 4 13 -5 -5 -2 Cancellable Strike

Can cancel into FS A.png (Second Mid Stroke) on Whiff. Cancellable into FS B.png (Yellow, Crossup, or Retreat) or FS C.png (Rainbow Stroke) on hit or block only.

Second 1 8 4 13 +3 +3 +8 Cancellable Strike

Cancellable into FS B.png (Yellow, Crossup, or Retreat) or FS C.png (Rainbow Stroke) on hit or block only.


Low Stroke
FS R.png+FS A.png
FS Valerie 6A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 7 8 14 -1 -3 +4 - Strike


Double Kick
FS L.png+FS A.png
FS Valerie 4A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 18 4(4)5 12 +6 +4 +6 Throw Invincible Strike

2 damage, 1 for each hit, throw invincible frames 7-26


Three Colors
FS B.png
FS Valerie 5B.png
Cyan
FS Valerie 5B 2.png
Magenta
FS Valerie 5B 3.png
Yellow
FS Valerie 5B 4.png
Crossup
FS Valerie 5B 5.png
Retreat
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Cyan 1 8 10 11 -1 -2 +5 Cancellable Strike

Cancellable into FS B.png (Magenta) or FS C.png (Rainbow Stroke). Can significantly affect distance by pressing FS L.png or FS R.png.

Magenta 1 9 9 16 -5 -6 0 Cancellable Strike

Cancellable into FS B.png (Yellow, Crossup, or Retreat) or FS C.png (Rainbow Stroke). Can significantly affect distance by pressing FS L.png or FS R.png.

Yellow 1 18 4 29 +1 -6 10 - Strike

Safe on block against most of the cast except Lum, Rook and Dragon Midori

Crossup 1 18 4 30 0 -13 9 - Strike

Has no pushbox and travels very far, so usually causes a crossup. Unsafe on block

Retreat - - - 26 - - - - -

Valerie spins backward safely.


Rainbow Stroke
FS C.png
FS Valerie 5C.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 23 3(1)6(6)5 10 +4 -1 +4 Projectile Invincible Strike

Frames 1 - 26 projectile invincible


Throw
FS T.png
FS Valerie T.png
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Forward 1 3 4 16 KD - KD Knockdown Throw

Forward Throw.

Back 1 3 4 16 KD - KD Knockdown Throw

Back Throw.


Chromatic Orb
FS S.png
FS Valerie 5S.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 11(0+11) - 27 KD -15 KD Fully Invincible Strike

Frames 1-13 and 38-57 invincible. Orb destroys projectiles while active


Air

Aerial Swipe
FS A.png, FS A.png
FS Valerie JA.png
First
FS Valerie JA 2.png
Second
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
First 1 12 9 2 +12 +11 +15 - Strike

Can cancel into FS A.png (Second).

Second 1 12 9 2 +15 -+14 +20 - Strike


Cross Stroke
FS B.png
FS Valerie JB.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 26 5 4 +14 +12 +20 - Strike

Has no pushbox which makes it cross up most of the time


Flying Rainbow Stroke
FS C.png
FS Valerie JC.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 8 42 7 +2 -3 +7 - Strike


Rainbow Disc
FS S.png
FS Valerie JS.png
Startup
FS Valerie JS 2.png
Projectile
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 11(0+11) - 19 KD - KD Fully Invincible Projectile

Frames 1-12 invincible. The disc hits multiple times but on block has gaps which can lead to crossups or throw, it also means they can reversal

Combos

Basic

FS J.png(FS A.png>FS A.png), FS B.png > FS B.png (4 damage)

FS J.png+FS B.png, FS B.png > FS B.png (3 damage)

FS J.png+FS S.png, FS J.png+FS A.png, FS J.png(FS A.png>FS A.png) (4 damage)

Near the corner FS S.png, FS A.png (2 damage)

Counter Hit

FS B.png(yellow), FS B.png > FS B.png (3 damage)
FS B.png(magenta) > FS B.png(yellow) (2 damage)
FS J.png+FS B.png, FS L.png+FS A.png (3dmg)
FS A.png(2nd hit) > FS B.png(yellow) (2dmg)

Airborne Opponent

FS J.png(FS A.png>FS A.png), FS A.png (3 damage)
FS C.png, FS A.png (2 damage)
FS J.png+FS C.png, FS A.png (2 damage)
From a little further than midscreen:
FS J.png(FS A.png>FS A.png), FS S.png, FS R.png+FS A.png (4 damage)

Notes

-After a groundbounce you can combo into either A, fA, B or S. fA is usually more consistent.
-Moves that cause a groundbounce are jA, jA[2], jC (on airborne opponents) and S (but very short and only comboable near the corner or with Grave's wind blowing against you). C can cause a very small groundbounce too if it hits airborne opponents but it's hard to combo after, depends a lot on the how high the opponent is.

Strategy

General

Knockdown

After a throw you can walk back a bit and do jB for ambiguous meaty cross up that also safe jumps.Watch here.
After a throw if you want to use the disc you have to use it low to the ground, you can either forward jump and immediately S or forward jump and S just before you land. The latter can be hit by Grave’s S.

Miscellaneous

-Use bA to punish blocked dps, same damage as BB but it’s +6 which lets you do more mixups
-jS has short invulnerability that makes it useful for air to air
-Sometimes when you have frame advantage they try to get out of your pressure by jumping, do C to cover that option safely (-1 on block) if they get hit you can combo to A/fA/B for 2dmg. You can also go for jAjA A/B for 3dmg

Matchups

Name Type Matchup Strategy
Argagarg
FS icon Argagarg.png
Zoner -
DeGrey
FS icon DeGrey.png
Wild Card -
Geiger
FS icon Geiger.png
Zoner -
Grave
FS icon Grave.png
Zoner -
Jaina
FS icon Jaina.png
Zoner -
Lum
FS icon Lum.png
Wild Card -
Midori
FS icon Midori.png
Grappler -
Onimaru
FS icon Onimaru 1.png
Wild Card -
Quince
Quince.png
Wild Card -
Rook
FS icon Rook.png
Grappler -
Setsuki
FS icon Setsuki.png
Rushdown -
Valerie
FS icon Valerie.png
Rushdown -


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