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Melty Blood/MBTL/Vlov Arkhangel
Story
For some reason, this Dead Apostle from the frozen lands of the far north has arrived in the city of Souya. Vlov is already starved of warmth and must feed on blood for heat, which he can then consume in order to create flames. In battle, he can switch from Flame Mode to Ice Mode when in danger. In this mode, Vlov’s abilities expand exponentially, granting him nearly unrivaled strength.
Gameplay
Vlov is a character who utilizes a strong projectile game alongside large mid-range special and normal attacks to crush his opponent's gameplan.
Vlov's moveset is largely geared towards space control and defensive neutral. He can easily hit people out of careless approach with Flame, Disease (236X) projectiles. His Homeward, Memory (22X) ground shockwave pushes and can pull opponents in when it connects. Should the opponent decide to play it safe, he still has his far-reaching normal attacks and Burya Tigr (214X) sword slash series (with its own mix-up followup) that cover wide area in front of him, letting him punish those who think he's no threat in melee. If the opponent decides to stop engaging, Vlov can go on the offensive and reveal the true breadth of his moveset, containing plenty of ways to extend his pressure and keep the opponent on their toes. On top of that, several of his special moves will be upgraded into faster, move powerful Ice version when he loses a round.
Despite his seemingly straightforward gameplan, Vlov has several things working against him. His height, slow start up on many of his moves, and a sore lack of reversals outside of his slow Arc Drive and universal mechanics mean he has very limited options when forced into defense at close range. As well as this, while his resource usage is great, catching him without any resources is going to be a very bad time for him. A good eye for when to press your turn and keep the advantage, and when to back off and bide your time, is key to Vlov's survival.
Coming soon |
Strengths | Weaknesses |
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Principle: Freezing
Vlov has a unique perk that activates alongside Awakening, making all his specials transition from soul sucking flames to bone chilling ice. His projectiles are most affected by this, affecting their travel time, advantage on block, and damage distribution. Combined with the free bar of meter that comes with Awakening and the overall power boost these changes give him, Vlov has a powerful safety net that hangs over his opponents upon being 1 round away from losing the game
Character Summary
(Flame Mode) / (Ice Mode)
- Moon Skills
- 6B+C - Flame, Disease / Ice, Memory (Air OK)
- 4B+C - Burya Tigr
- 2B+C - Homeward, Disease / Homeward, Memory
- Special Attacks
- 236A/B/C (EX OK) - Flame, Disease / Ice, Memory (Air OK)
- > A/B/C - Additional input
- 214A/B/C (EX OK) - Burya Tigr
- > A/B/C - Additional input
- > A/B/C - Burya Drakon
- > 4A/B/C - Additional input
- > A/B/C - Additional input
- 22A/B/C (EX OK) - Homeward, Disease / Homeward, Memory
- > A/B/C - Additional input
- Arc Drive
- 236B+C - Mania, Scorching Heat / Depths, Northern Sea
- Last Arc
- A+B+C+D / D in Blood Heat - Javol Kopiy
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- 6[C], j.[C], 236A>[A], 236A>[B], 236B>[A], 236B>[B], 214[B]
Health: 12000 (High)
Backdash:
- 1-24 Throw Invul - 1-14 Strike Invul - 15-19 Aerial Invul - 1-19 Projectile Invul - 36 Total
Dash startup: 6
Dash actionable: 5
Jump startup: actionable f6
Jump airtime: 39
- AT dl 9j.C: Airthrow(AT) safejump, needs doublejump
- [Launcher] 22A~A (j.B) j.C AT safejump: Universal combo, works anywhere, whenever
- [Few hits] 2C/Rapid-2 22A~A j.[C] dl j.B > 5BBB j.A AT safejump: BNB combo, can be setup from most of the hits
- [Single hit] 214A-A 2B 5CC 22A~A j.C AT safejump: Basic rekka buffer confirm
- [Projectile] 22C dash 2C 5CC 22A~A j.BC AT safejump: BNB confirm from zoning
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | LH | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 2 | 11 | 19 | -1 | - |
Vlov sticks out the pommel of his blade
- Very slow and stubby compared to other 5A's
- Primary button to rebeat back to in pressure due to its range and recovery
- Its hitbox is high enough to hit airborne, making it a good option for stuffing IAD pressure and fuzzy mashes
- A good strike/throw tool up close due to its framedata on block and ability to easily catch jumpers
- Whiff cancels available from frame 12 onwards (frame 12 is the first frame of the whiff cancelled move)
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | LH | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 21 | 32 | -9 | - |
Vlov swings his blade into a wide angle towards the sky
- BIG anti air, packing a strong disjoint and angle
- Not necessarily effective against aggressive jump ins but can effectively tag people trying to approach Vlov's general deadzones
- Good for fighting delayed IAD pressure, jump pressure resets, and any other wacky close up air shenanigans, though often outclassed by 2B and 5C
- A staple for combos, and a useful neutral tool when the need arises
- Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | LH | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 26 | 39 | -14 | - |
Vlov swings his massive blade forward
- Vlov’s longest ground normal, you’ll be pressing this a lot in neutral
- It hits high enough to catch IAD, so its a common mid range scramble button
- Difficult to whiff punish at farther spacings due to its range but still packs a long recovery so be careful
- Overall a powerful but committal poke that will reward you greatly for utilizing it correctly
- Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1080 | LH | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 4 | 26 | 52 | -14 | - |
Vlov charges for an even larger swing
- The god slap, ground bounces on hit and leads to great dmg
- One of Vlov's strongest pressure tools
- Like every charged standing normal:
- Has clashframes
- Fatals low shield
- Has clashframes
- Useful in neutral for this purpose, while not putting you at too much risk compared to similar options
- Not an overhead like 6[c], but leads to much higher reward if it hits
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
Vlov crouches and sticks out the pommel of his blade
- Vlov's fastest normal at 6f, quite short, hits low
- Preferable normal to start or layer your offense up close
- One of your main abare tools up close due to its speed
- Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move)
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460 | L | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 22 | 34 | -12 | - |
Vlov strikes at the opponent's feet
- One of Vlov's best normals
- Packs a strong disjoint and lowers his hurtbox
- Low, huge and even catches IADs, for the low price of slightly long recovery
- An incredible starter for how useful it is
- Powerful defensive poke that makes up a majority of his abare
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | L | N, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 27 | 39 | -16 | - |
Vlov sweeps his blade across the floor
- Long range sweep that puts the opponent into an airborne state
- Primarily serves as a combo starter and staple blockstring tool
- Leads to incredible damage, making it your best way to punish whiffed or unsafe moves
- A situational poke that's more often than not outclassed by his other tools due to it having terrible recovery and less range/coverage than other options with little to compensate
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | - | - | - | - |
A quick air jab with the blade's pommel
- Fastest air button at 6f
- Can repeat into itself twice
- Retains air options on whiff
- While an ok air to air button, it can be difficult to challenge opponents with it due to it being slower than most other j.As, and not hitting very high vertically either
- Still one of his best answers to directly calling out most air to air exchanges up close due to its angle and speed, as well as its safety on whiff
- Essential for air to air blockstrings due to its ability to repeat into itself as well its variety of cancel options
- Whiff cancels starting on frame 20 onwards
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | - | - | - | - |
Vlov swings a massive horizontal strike
- Your go to air to air with fantastic horizontal range, complementing Vlov's already fantastic midrange game
- Controls a lot of space and can be a powerful zoning tool that covers his aerial retreats nearly perfectly
- Despite how it looks, the swing can hit low enough at the hilt after IAD to strike crouchers extremely up close
- The range on this move is invaluable for safe jumps and other forms of strong pressure
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | - | - | - | - |
A massive blade swing angled diagonally towards the ground
- Primary jump in attack, used for air to ground approaches and IAD pressure
- Delayed chain into j.A off of jump-ins/IADs for easier confirms and to catch people sleeping
- Very disjointed and covers the ground beneath Vlov very well defensively
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | - | - | - | Clash 16-19 |
Vlov charges the swing for stronger properties
- Adds clash frames
- Can be done from IAD
- Ground bounces the opponent on ground and air hit
- Gains more defensive applications in neutral as a pre-emptive way to easily stuff out anti air or air to air attempts for high reward
- Does have higher recovery on whiff than all his other air normals so be cautious of getting too zealous with this move
- Essential combo filler after 22X~X combos, get used to using this in all your rejump routes
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 26 | 38 | -12 | Air 5-12 |
Vlov quickly summons a tall pillar of fire/ice
- Launches the opponent with Vlov performing a follow-up jump right after on hit
- Leans back his hurtbox and stays in place during the move, giving it a pretty massive disjoint even for this game's standards
- Lacks much horizontal range and is very unsafe on whiff so its difficult and unadvised to utilize it in blockstrings
- Important for combos due to its utility as a consistent launcher into his powerful airthrow okizeme
- One of Vlov's go-to anti airs for dealing with the space right above him due to its head invul properties and massive vertical range
- Special cancellable on block, and has access to all of Vlov's stellar special cancel options to make it incredibly safe, otherwise punishable
- Being a command normal, ground-to-air clashes with it can net volatile results if MD isn't available and you're not ready to jump cancel, as rebeating into 5A is not possible
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 3 | 22 | 40 | -8 | - |
Vlov strikes the ground
- Massive sword strike that moves Vlov forward
- Launches on hit, can be used to frametrap by slightly charging
- Primarily seen as late combo filler due to its smaller pool of cancel options on block and lack of safety on whiff
- Can be used a very niche anti air due to its large forwards moving hitbox that can catch opponents trying to jump near Vlov
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | H | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 3 | 24 | 56 | -10 | - |
Vlov strikes the ground with even greater force
- Slow Overhead that launches on hit and leads to easy combos
- Moves Vlov even further than the uncharged version
- Lacks any clash frames on startup despite being a charged normal
- Half charging into 214A is a safe and easy mixup that can catch opponents off guard
- A nice tool to call out buffered low shields during pressure alongside 5[C]
Universal Mechanics
Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
220*2 (407) | LH | RB3, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 6 | 34 | 49 | -9 | - |
Vlov displays his mastery of fire and ice to pull the opponent in
- Pulls enemy in on hit with a lot of untech time, allowing for confirms from any hit and combos into 22X
- Might sometimes launch them behind you, making Rapid Beat 3 whiff (stop this from happening by delaying the autocombo 3C)
- Shockingly good defensive option due to 5AA's utility as a fuzzy mash combined with this move's ability to catch people attempting to bait it with jump
- In pressure, is a great point to special cancel after, such as with 214A, 6BC, 2BC, etc
Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -13 | - |
Same animation as 3C
- Rapid-2 pushes the opponent too far for this to be any good in blockstrings, should only be used in combos
- Generally works the same as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800+700 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 22 | 28 | +61 | - |
Vlov grabs his opponent to have his fill of warm blood before throwing them down
- Standard throw with hard knockdown
- Longer than average knockdown for a standard throw
- One of Vlov's best ways to present a threat up close
- Due to its long knockdown it can lead to good okizeme
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 28 + 12L | 43 | - | - |
Vlov grabs the opponent by the neck and slams them down with a blast of fire/ice
- Standard Melty Air Throw
- Can be used as a committal anti air to call out shields and usual deadzones
- His best combo ender as it leads to his powerful safejumps
- The lower to the ground it connects, the better frame advantage
- Universal air combo ender
Special Moves
Burya Tigr
Vlov's rekka series. A core part of all aspects of Vlov's gameplan as both an offensive poke in neutral and an excellent pressure/mixup tool once he has his opponents cornered.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | L(1), LH(2) | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 (8) 4 | 19 | 43 | -6 | - |
Rekka Starter: Vlov performs a long ranged low strike followed up by a higher slash
- A staple of Vlov midrange, due to being the same speed as 2C, and being virtually impossible to whiff punish without a solid projectile
- Leads to stable and serviceable conversions from most hits due putting the opponent into an airborne state on hit
- Access to several cancel options like MD can prevent the opponent from capitalizing on its whiff recovery
- Difficult to even jump over as the second hit covers a lot of air space
- Vulnerable to clash, due to an 11f uncancellable gap between the first and second hit
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 4 (6) 3 | 20 | 45 | -6 | - |
Rekka Starter: Vlov performs long range upwards-angled slashes
- Not quite as fast as 214A, but covers more space
- Can be used to clip people trying to invade your airspace
- Like 214A, leads to stable conversions due to its properties on hit
- Vulnerable to clash, due to an 9f uncancellable gap between the first and second hit
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | 3 | 16 | 41 | -2 | Low Profile 13-19 |
Vlov dashes towards the opponent with a wallbouncing strike
- A staple of Vlov's corner routes
- An option to pressure reset with 214[B] 22C to initiate a strike throw mixup from farther ranges
- Will also catch people trying to jump out (air unblockable) and leads to crazy damage in the corner
- Low profiles while Vlov is invisible, meaning you can sometimes slide under air approaches with this move
- Can also be used to catch people messing around at a distance most of your other options don't threaten well, though it is niche
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*2 (1100) | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 3 (11) 4 | 20 | 44 | -7 | - |
Rekka Followup: Vlov continues his series of strikes and slams the ground
- A lot of untech time, allows linking into 2C/22A for good conversions
- Can be used to easily frametrap from 214X while still being safe on block from farther ranges
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 2 | 36 | 50 | -9 | - |
Rekka Finisher: Vlov summons a geyser of fire/ice to launch the opponent
- Why are you not blocking
- Strike ender to the rekka with a large cancel window to make it a frametrap option
- A terrible neutral tool due to its small range and long recovery
- Doesn't hit when rekka is spaced
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500, 450*3 (1640) | U | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 2 | 31 | 59 | N/A | - |
Rekka Finisher: Vlov comes forward to grab the opponent by the neck and surrounds them with fire/ice
- Why are you blocking
- Command grab ender, slow but will catch people fearing the strike
- Vulnerable to fuzzy jump
- Catches backdashes point blank or in corner
- Can also be combo'd into and out of
- Doesn't hit when rekka is spaced
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 300*5 (1894) | LH | AD, MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+9 | 4 | 20 | 36 | -7 | - |
Vlov dashes towards the opponent with a flurry of strikes
- Dashes forward like 214[B] into a large single strike, into several strikes that launch on hit
- His primary tool for setting up AUB setups due to his ability to jail opponents in the air with fireballs into this as a direct cancel option
- A big reason why approaching Vlov in the air is difficult without taking considerable risks
- At farther ranges, opponents can fall out of the following series of strikes even when he does hit
Flame, Disease
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | - | - | 42 | +4 | - |
- Slow travelling fireball that is + on block and good for pressure
- Great space control, but very slow and usually reactable
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | 38 | +5 | - |
- Preemptive anti air that can lead into air unblockables if blocked
- Slow, so often shielded by competent players if done too far away
- If uncancelled into followups, converts with 22A or 2C easily
- Can be looped on the corner as a staple of corner combos, massive untech time
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000*3 (2350) | LHA | AD, MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+9 | - | - | 37 | +12 | - |
- Massive damage ender, wallsticks and often allows you to get a safejump if this occurs, or knocks down to let you charge if it doesn't
- Situational hitconfirm tool
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -12 | - |
- 236A~A wont combo or even hit standing from fullscreen due to 236X~A's travel angle
- Generally a very sad move, but hits at a convenient angle for air unblockable setups
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750*2 (1387) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
41 | - | 12 | 52 | +15 | - |
- May hit people Shield-B'ing you if you're lucky
- Can be used to keep your opponent respecting you, in neutral and pressure, by messing with timing
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750*2 (1387) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +15 | - |
- Covers a lot of space in the air in case they jump over your fireball
- Can very occasionally make people who expect 236[A] whiff shield
- The threat of this move can slow people down, leaving you time to do your thing
Homeward, Disease
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 50 | -13 | - |
Vlov stomps the ground and summons a path of flame
- The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
- Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
- A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | - | - | 48 | 0 | - |
Similar animation to 22A with slower startup
- A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
- Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200*2 (2016) | LA | AD, MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | - | - | 38 | +16 | - |
Vlov sends fast flames across the stage
- A very versatile way to dump meter in almost every situation
- Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
- Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
- Its humongous range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LA | EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -6 | - |
Vlov calls back his path of flame
- Hits low and vacuums on hit with a lot of untech time, staple combo tool
- Used often in conjunction with 22C to guarantee massive amounts of chip damage
- Potentially very unsafe on block
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LA | -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | 0 | - |
Similar animation to 22A~X
- Hits low and vacuums on hit with a lot of untech time, staple combo tool
- Significantly more + on hit then 22A~X due to low recovery, and 0 on block lets it set up some annoying pressure situations up close
Flame, Disease (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | - | - | - | - | - |
- Probably Vlov's worst move, just generally doesn't do much that you can't already achieve with j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | - | - | - | - | - |
- Can use to bait out grounded options at midscreen or further that might contest other zoning options
- Slow so only use as a hard callout
- Very very bad on whiff, please for the love of god to not whiff this
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800*3 (1880) | LHA | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Only used for converting off air fireball, is very bad just like j.236A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Can be used to cover space where you expect your opponent might go to avoid the first fireball
- Horrendous horrendous whiff cancel window, betting on MDA cancelling this to not die often ends badly
Ice, Memory
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1253) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | - | -1 | - |
- Chip machine, but scales harder in combos
- Much better projectile than fire's, comes out faster, multihit and has a bigger hitbox
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1253) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | - | - | - | 0 | - |
- Your go-to anti air
- May lose to clashframe moves
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*7 (2258) | LHA | AD, MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | - | - | 37 | +10 | - |
- Absurd base damage, but scales the combo harder
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1253) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -17 | - |
- Fullscreen combos
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*5 (1819) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +13 | - |
- Chip machine 2
- Same usage as fire
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*5 (1819) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +13 | - |
- Same usage as fire
Homeward, Memory
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 50 | -13 | - |
Vlov stomps the ground and summons a path of ice
- The big shoe, one of Vlov's strongest moves and the primary reason his fullscreen presence is so powerful
- Staple neutral and combo tool, hits fullscreen and allows for very stable conversions off most hits
- A great pressure tool at farther ranges due to its speed and the plethora of cancel options it offers Vlov
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | - | - | 48 | 0 | - |
Similar animation to 22A with slower startup
- A pressure staple, as it crushes high shield, is a 0 on block two part rekka, and serves as a fantastic starter
- Can also be used sparsely in neutral against people looking to capitalize on 22A's inferior frame advantage
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200*2 (2016) | LA | AD, MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | - | - | 38 | +16 | - |
Vlov sends a quick path of ice across the entire stage
- A very versatile way to dump meter in almost every situation
- Can easily string into this gaplessly off most of his specials as a way to continue his offense and guarantee massive amounts of chip damage
- Launches the opponent on hit into a large amount of untech time, letting him convert off almost any hit when canceled into or run all kinds of okizeme when ending a combo with it
- Its massive range, quick startup, fast recovery, and strong reward on block and hit makes this Vlov's strongest EX move by far
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LA | EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -7 | - |
Vlov calls back his path of ice
- Hits low and vacuums on hit with a lot of untech time, staple combo tool
- Used often in conjunction with 22C to guarantee massive amounts of chip damage
- Potentially very unsafe on block
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LA | -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -1 | - |
Similar animation to 22A~X
- Hits low and vacuums on hit with a lot of untech time, staple combo tool
- Significantly more + on hit then 22A~X due to low recovery, and is safe enough on block to possibly continue offense
Ice, Memory (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1253) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | - | - | - | - | - |
- Comparable to fire
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1253) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | - | - | - | - | - |
- Comparable to fire
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*7 (2156) | LHA | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Comparable to fire
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1253) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
- Comparable to fire
Moon Skills
Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.
Burya Tigr
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750*2 (1357) | LH | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | - | - | 49 | -4 | - |
Vlov dashes forward cleaving two consecutive strikes
- Launches the opponent on hit for a full combo
- Moves forward a fair distance, giving it solid range
- Can be used to quickly control the space right in front of him, but lacks the immediate safety of his other neutral tools
- Unlike 214[B], has no low profile
- Primarily used as another way to set up Vlovs infamous air unblockable setups in conjunction with his fireballs due to its speed and range
Flame, Disease
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100*2 (1793) | LHA | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | - | 8 | 35 | +21 | - |
- Absurdly + on block, letting Vlov airdash in as a frametrap
- Slow and less useful midscreen
Homeward, Disease
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LHA | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 36 | +5 | - |
Vlov quickly stomps down
- Fast fullscreen projectile
- An important neutral and pressure tool due to its massive pushback and plus frames
- Makes advancing towards Vlov on the floor very difficult
Flame, Disease (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900*2 (1467) | LHA | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | 53 | - | - |
- Jump cancelable, allows combo into j.[C]
Ice, Memory
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*6 (2053) | LHA | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10~14 | - | - | 35 | +9 | - |
- Way less + than fire but much faster
- Still a pressure re-buy but not + enough to airdash in and frametrap
Homeward, Memory
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LHA | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 36 | +5 | - |
Vlov quickly stomps down
- Fast fullscreen projectile
- An important neutral and pressure tool due to its massive pushback and plus frames
- Makes advancing towards Vlov on the floor very difficult
Ice, Memory (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*6 (2053) | LHA | J, EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11~14 | - | - | 53 | - | - |
- Similar to Fire
Super Moves
Mania, Scorching Heat
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LHA | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | - | -11 | - |
Vlov summons a screen wide wall of fire
- Vlov's only truly invincible reversal option
- One of the most flexible ADs in the game combo wise
- Safe at most distance when done into blockstrings
- Hits the entire screen.
- Can hit behind Vlov.
- Same as ice
Depths, Northern Sea
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LHA | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | - | -11 | - |
Vlov summons a screen wide wall of ice
- Vlov's only truly invincible reversal option
- One of the most flexible ADs in the game combo wise
- Safe at most distance when done into blockstrings
- Hits the entire screen.
- Can hit behind Vlov.
- Same as fire
Javol Kopiy
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | - | - | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 4 | 26 | 52 | -13 | 0-25 All |
"The spoils of this hunt now belong to me"
- Can be performed by inputting A+B+C+D with 4 bars in neutral, or by Shielding an attack while in Blood Heat
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activation
- Longest last arc in the game, which gives it the odd utility of being able to stall out heat and moon drive activation gauge easily
- One of the easiest last arcs to combo into due to Vlov's 22C juggle giving him plenty of time to confirm into it
- If the opponent survives, both players are reset to the middle of the screen, with OK-ish okizeme for Vlov
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -5 |
5C/2C | 5A/2A | -3 |
Attack | Chain | Frame Gap |
---|---|---|
E.g. 2C > 5A(whiff) leaves you -3
Customization
Palette options
Vlov Arkhangel Wiki Roadmap
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