Qubeley, piloted by Haman Karn, is the novel state of the art flagship suit of Neo-Zeon. As one of 4 Gameshark suits in the game, despite being a deceptively quirky suit, Qubeley's strengths shine in her ability to passively pressure her opponents with kicks, knees, and signature funnel attacks, including her super. While her super cannot be used as an effective punish move, it can be used to bait out opponents with extended pressure to keep your opponent on the ropes with cross-ups, and can safeguard you when preyed upon in the air, as her super can be thrown out in the air. With one of the most effective stall moves in the game, she can repeatedly throw out homing kicks until she is left spinning her opponent into a dizzy with vulture cross-ups until they approach, or until you plan your next move. Despite a high-priority beam projectile attack, she cannot rely on traditional ranged encounters or zoning to always net her the damage to set the terms of her fights. Instead she prefers to get up close and personal into opponents faces with her frenzy of kicks, sweeps, knees, and zone-breaking maneuver to turn the tides of chaos in her favor. Do not be deceived by this suit's limitations, its air-strengths and kicks are its biggest assets, and in the meta there is always room to clean up and antagonize when fighting to the skies.
Archetype: Mix-Up / Zone Breaking
Strengths
Weaknesses
Kick-Oriented Playstyle: Many of Qubeley's best normals and specials involve her kicks, which she has plenty of! From standing SK into Double Kick, a Knee Drop that can be used for continuous pressure and links into Somersault, she can her sweep. Her kick Bread and Butter combos alone can do about 50%+ damage from the ground or air if they fully connect.
Air Game & Stalling: Qubeley can play into many character's blindspots once she sails through the skies with Homing Kick, meaning she can stall indefinitely in the air until she is approached. She can double up this tactic by using Funnels or Super to extend her pressure and protection, as well as to bait out opponents before she can land onto the ground. Combine this with knee drop, and she has a safe gameplan in the air that makes her hard to contest.
Funnels: True to original form, Qubeley can cover her options and force trades using her funnels which fire twice for extended pressure and set-ups. This will help break you out of combos and keep you safe, especially whne you are in the air, where they can be safely deployed. However you cannot cancel into funnels from any normals funnels.
Anti-Air Options: Qubeley can punish many aerial approaches, allowing her to play defensively by harassing approaching opponents with 5SK, or Double Kick. She can repeatedly juggle opponents with Double Kick after she lands it once, typically until they dodge or boost out of it. She can put pressure on quick rises with her homing kick, 4SK (beware, it's situational), funnels, and her super when an opponent is OTG.
Limited Gun Ammo: Despite Qubeley having a gun that can beat out many common projectiles, she can only use it 4-7 times in battle, depending on the strength of the button. While it nets respectable damage, she must conserve gun ammo and cannot rely on it to keep her in contention during ranged encounters, meaning she will have to get up close to fininsh off kills more often than not.
Disappointing Ground Game: While Qubeley has some decently ranged normals, her pokes are not always safe, and she easily gets outpressured on the ground against many characters, meaning she will spend most of her time taking to the skies to set up for her safer advantage-states. She does not have the best mid-range conversions, and has to rely on what few BnB options she has for effective damage & conversions.
Slow Startup on Super: While her super can be good at baiting opponents, it is not too useful as a punish option due to the immense start-up, and can be counteracted by various projectiles in the game because it is a glorified funnel attack. While it can be used to put additional pressure on opponents, it has patient and projectile counterplay to it that can nullify its use entirely.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
24P - Beam Gun: High priority beam projectile, ammo and number of shots depends on button strength, high ammo consumption.
624P - Beam Saber: Qubeley swings overhead with her Beam Saber unblockable, slow startup.
426P - Funnel Dispatch: Deploys funnels, follows her, can be easily destroyed.
426P - Funnel Attack: Sends her funnels to attack her opponent, hits twice.
26K - Double Kick: Qubeley attacks twice, knocking her opponent to the air. Great combo-ender, and can be used into itself repeatedly for additional pressure.
j.26K - Somersault: Multi-hitting aerial kick, which nets high damage if fully connected.
24K - Homing Kick: Qubeley rises and then dashes across the screen. Mediocre start-up, but can be used repeatedly in the air to stall effectively.
Super
26X+X - Full Funnel Attack: Deploys her 10 funnels to follow and repeatedly attack her opponent, funnels can be destroyed, very slow startup.
Command Normals
j.2WK - Knee Drop: Quick knee attack, can be used repeatedly for pressure when landing, links into air combos or Somersault.
4SK - Back Split Kick: Kicks directly above her, can be used against far-up opponents, can be stuffed out, is an overhead - although it cannot be used as such.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.