Introduction
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Really, really, incredibly, insanely, disproportionately, obtusely, ridiculously long text box that goes far far far far far far far into the distant future where its end will never be seen because it's still going so so so so far far far far far away if not obvious, this is temp text; please add lore/story here eventually
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”
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Madam Woe (also spelled Madame Woe) is an unorthodox but very powerful character, having elements of both defensive keepaway and aggressive rushdown in her arsenal, and being capable of switching between them on a dime, aswell as having the single best anti-air special move in the entire game. However, she is kept in check by being extremely momentum dependent, ironically losing to stall strategies and having poor defensive options up-close.
Playing Madam Woe can be rather difficult compared to the rest of the roster due to her being so dependent on momentum and having some execution tricks, like Tiger Knee'd Water Blasts, but she is very rewarding and arguably the best character in the game when played to a T'.
Strengths |
Weaknesses
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- Water Blast is a versatile projectile, having a projectile-absorbing hitbox during start-up, being a meaty / combo tool, and covering unique angles between its grounded and aerial versions that many characters can't contest or get around easily.
- Long Normals let Madam Woe pester the opponent and keep them on their toes when she isn't already keeping them busy with pressure based around Water Blasts.
- j.7/9B is a unique normal that's not unlike body-splash normals in other fighting games, stalling Madam Woe's momentum in the air and heavily shrinking her hurtbox, which helps in avoiding counter-zoning.
- Ice Breath is arguably the single best special move in the entire game; long knock-down for okizeme potential, incredibly active, ginormous anti-air hitbox, long-ranged high damage whiff-punish - it does it all.
- Has an untraditional backdash; Madam Woe can cancel any point after frame 14 of her backdash into an aerial Water Blast, which allows her to turn a defensive option into an offensive one.
- Every normal she has being uniquely both kara-cancellable and special cancellable makes Madam Woe capable of covering herself in neutral in ways that no-one else on the roster can.
- She laughs every time she dashes - it's really annoying :)
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- Poor close-range options and floaty jump make Madam Woe extremely vulnerable if she makes a mistake and the opponent can close in.
- Over-reliance on a select few attacks makes Madam Woe's general strategy predictable, which can lead to big punishment if she gets too careless.
- Stalling is, ironically, hard for Madam Woe to deal with as many characters jump significantly higher than she does, and not having a traditional vertical anti-air (as Ice Breath reaches strictly diagonally), there's nothing she can do to stop characters above her.
- Does not have many, if any, practical combos, even in a game with few combos; Stray normal hits for Madam Woe mean little beyond their initial damage.
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Stats & Properties
Jump: TBA
Pre-jump: TBA
- 1 notable thing
- 2 notable thing
Other description if necessary
Movelist
Normal Moves
Standing Normals
Far Standing f.5A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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2
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-
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-
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+3
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+5
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H, L
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Close Standing c.5A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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2
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-
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-
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+1
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+3
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H, L
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Far Standing f.5B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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4
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-
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-
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+27 (KD)
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-19
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H, L
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Close Standing c.5B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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4
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-
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-
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+25 (KD)
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-21
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H, L
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Crouching 2A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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2
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-
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-
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+5
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+7
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L
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Crouching 2B please cancel this
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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8
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-
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57(?)
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+17 (KD)
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-21
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L
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Jumping j.A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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2
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-
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-
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-1
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+1
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H
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Straight Jump 8j.B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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2
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-
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-
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+3
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+5
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-
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H
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|
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Toggle Hitboxes Toggle Hitboxes
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Jumping j.B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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4
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-
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-
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+37 (KD)
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-5
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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1
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24
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13
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-
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-
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-
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-
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Universal reflect. Infamously hard to have come out after pressing back.
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Toggle Hitboxes Toggle Hitboxes
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Water Blast / (Air OK!)214A/B / j.214A/B Ground / Aerial Projectile Shield Hitboxes Projectile
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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Ground 214 A/B
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-
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-
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-
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-
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-
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-
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-
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-
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- Has 5+ different hitboxes upon start-up on both aerial and grounded versions - Most important ones are used as hitbox images.
dummy text
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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Aerial 214 A/B
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-
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-
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-
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-
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-
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-
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-
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-
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|
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Toggle Hitboxes Toggle Hitboxes
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Your life ends 5 frames from now
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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41236A
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-
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-
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-
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-
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-
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-
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-
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-
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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41236B
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Super Secret Attackx6 +41236x6 + A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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-
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-
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-
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-
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-
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-
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-
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-
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- Rapidly flickers between f.5A, f.5B and 2B for hitboxes
- Despite the finishing hit looking like 2B, it cannot be cancelled in any way.
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Toggle Hitboxes Toggle Hitboxes
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Combos
WIP, remove when adept amount of combos are added
Type |
Combo |
Damage |
Notes |
Video Example
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BnB Grounded
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c.5A > c.5A > c.5A > c.5A |
TBA |
Very basic link combo. No applicable ender, but decent damage. Note that linking c.5A into itself can be bizarrely tight for all of Madam Woe's combos. |
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BnB Grounded
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c.5A > c.5A xx A Ice Breath |
TBA |
Does more damage than the above, but inputting the 41236A quick enough so that it combos can be tricky. |
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BnB Grounded
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B Water Blast(3) > B Hair Whip / 66 c.5A xx A Ice Breath |
TBA |
Combo with 2 enders off of unblockable point-blank Water Blast that accomplish the same thing and do comparable damage, the only notable difference being Hair Whip does not knock down. |
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Strategy
TBA
Advanced Strategy
TBA
Tech
TBA
Match-ups
Madam Woe (Mirror) [character page]
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- Overview: NOTE: As of right now, mirror matches are not available in either the hacked version or the vanilla version.
- Neutral:
- Offense:
- Defense:
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