He demands. A beautiful equation to straighten the past and to lead to the future.
The same wish as maidens. For the quiet happiness. For the end to the repeated tragedies.
He loves. The morning when diamond dust glitters. The plains of silvery white.
The magician who freezes all things hopes for warm spring.
A young man who belongs to Ritter Schild, a support organization which works under the Licht Kreis. Long ago, after being betrayed by a "certain man" working for the Licht Kreis, the male members position in the organization weakened and they were driven into a corner.
In order to clear this long-standing, distorted relationship the Ritter Schild carefully trained their most outstanding member as a secret weapon and rival to Wagner, the strongest in Licht Kreis. He seems hostile to Licht Kreis but holds the same ideals as them. The young man wishes to prevent the tragedies caused by the manifestation.
“
Everything shall be guided into the untainted ice coffin.
The fiercely burning red flames are no exception.
”
Gameplay
Londrekia is a mid-range rekka character with grounded projectiles and limited oki/setplay. His freeze mechanic can be used to extend combos, set up oki, or threaten the opponent in neutral. Once he has his debuff active on the opponent, pokes becomes much more rewarding with
a stray projectile hit leading to a full combo. Londrekia also possesses some of the best corner carry in UNI and can spend meter to lock the opponent down on wakeup for a mixup, allowing him to easily snowball his neutral hits into corner setplay.
Londrekia is a beginner difficulty character with accessible routing and tools. However, excelling with this character requires spacing, conditioning, and calculated risk-taking.
Strengths
Weaknesses
Non-Demanding: Simple combo execution with a variety of routes. These routes have strong corner carry - every combo guarantees corner positioning. He also has one button reversal with FF, which is a strike invul option that can be used on reaction to telegraphed attacks or option selected during an opponent's blockstring. Londrekia can take a lot of pressure off the player who uses him.
Strong Mid-Range: Has pokes with versatile rekka applications. Notably, his 4C is a fully disjointed launcher that can initiate a high/low mixup at range.
Punishes Patient Opponents: Access to some immensely plus on block moves allows him to capitalize on overly passive opponents.
Freeze Guarantees Good Reward Anywhere: Projectiles freezing debuffed opponents can allow for high damage combo starters from anywhere on screen.
Good Okizeme: Somewhat ambiguous oki with 22A/B blossoms and extended mixup opportunities with 22C blossom.
GRD Thief: Access to two GRD stealing moves that can be used interchangeably once per combo.
Big Weak Points During Pressure: Has the lowest throw damage among the cast. His pressure ends up relying on controlling space for conditioning and whiff punishing with a lower emphasis on the threat of throw, meaning patient opponents may be more difficult to open up by traditional means. All of his meterless pressure resets are all punishable on reaction, and Rekka based mixup can be unsafe if the opponent properly shields and punishes.
Limited Mix-Up in some MUs: 4C is unsafe to use against characters with a horizontal reversal, making it risky to use in those matchups
Risky Projectiles: They are extremely committal with high recovery, making them risky to use in neutral.
Exploitable Defensive Tool-Kit: No EX reversals, meaning he can only cancel a special into CS or IW in response to a superflash. His meterless reversal option has no throw invul.
Poor Air Options: No aerial special moves leaves him with no unshieldable air to air option and no further actions after jumping other than assault
Weak Trait Without Vorpal: Easy to clear his debuff when he is not in Vorpal, although he has notable ways to win the GRD war to secure it.
Dare Glacial (Freeze) - On hit or block, 6B, 236X, 22X, and 623C will leave a Freeze debuff on the opponent.
Hitting an opponent with one of these attacks while they are in this state will have it do extra damage and leave them frozen solid, defenceless. This allows for extensions and oki setups if used during a combo and for hits from anywhere on screen to be converted into full combos.
Londrekia being hit by or blocking an attack will clear the debuff.
Note: 236X and 22X can be purple shielded to prevent the debuff (green shielding will still lead to debuff). However, 6B and 623C will always proc debuff, even on successful shield.
Vorpal Trait
Freeze debuff will not be removed when Londrekia blocks an attack.
Frame Data Help
Header
Tooltip
Damage
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
Guard
The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked
Cancel
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
Property
Special properties this move has. Click on the property to navigate to an explanation.
Cost
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
Attribute
Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile
Startup
Frame when the first hitbox is present. + denotes the frames before and after super flash.
Active
The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery
Frames that this move has after the active frames if not canceled.
Overall
Frames that this move takes from start to finish before the character returns to neutral.
Advantage
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul
The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible
The mystical ice wand also functions as a long pointy stick. Can be used without the follow up as a pickup during combos. Safe mid poke. Despite the beat counter increasing by four when this move hits it actually only has two hits, with both increasing the counter by two.
Londrekia throws his weapon towards the opponent, it releases a burst of freezing energy when it reaches them. On hit or block, a giant ice crystal will momentarily appear around them. Although rewarding on hit or block, this is always very dangerous move to throw out as it is easy to evade and punish, a very greedy pressure option. Can be used during enders to help win vorpal.
Startup is range dependant.
Londrekia gains half a block of GRD on hit or block.
Opponent loses one and a half blocks of GRD on hit, and half a block on block.
Huge advantage makes it easy to start your turn after this is blocked, running straight up to the opponent and pressing 5A is gapless.
If poorly timed on the opponent's approach, they will be able to dash straight through it.
Will not touch airborne opponents making it easy to jump over.
Londrekia takes a step back and summons a massive ice crystal in front of him. The huge disjoint on this move gives it some defensive application. Very dangerous on block, though it does initiate a fake mixup between the follow up or low rekka.
Cannot be reverse beat
Only gapless options on block are 214B, 236C, and 236A at shorter ranges.
Vatista can punish all of the post-4C gaps with a flashkick.
4CC
Damage
Guard
Cancel
Property
Cost
Attribute
620
High
SP [hit only], EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
35
3
24
61
-7/+26 on hit
-
A block of ice falls onto the opponent from above.
Very unsafe on block without resources to cancel it. It can be spaced, but depending on MU and opponent resources, they may still be able to punish you.
Linne 66C, but without the big stagger window. Longer range and disjointed attack makes it the dash attack of choice when trying to rush down and close distance. Great for starting combos on opponents frozen at a long distance.
Londrekia uses an icy vortex to briefly launch the opponent straight into the air then follows up with another. A very disappointing throw. Low damage, cannot get a combo off of it, and oddly does not interact with Freeze at all.
Will do even less damage if 22x hits during the throw.
Universal reversal that blows the opponent back on hit.
Airborne: 1~52, Standing: 53~59.
For Full Charge version: Airborne: 1~101, Standing: 102~108.
Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
Meter drains much slower when health is below 30% (orange health).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Londrekia summons a cluster of ice shards and sends them flying. As a proctile this move is unimpressive, though because of Freeze landing a hit may be extremely rewarding. Hits pretty low, despite the visuals.
Extra Freeze damage decreases slightly with distance travelled.
Main way of ending a combo on a debuffed opponent with them frozen, giving you more time to set up oki.
Can be used to apply freeze and end your pressure, but unless you are in vorpal simply blocking an attack will remove it.
The projectile is faster and stronger than the A version, at the cost of more startup. Still hits pretty low, despite what the startup frames would imply.
Has the same startup as the B version with more advantage but has no projectile. Naturally lends itself to use up close. Like a toned down 6B, this move functions as a greedy pressure extender and freeze applier. Will catch jumpers.
Jumping double kick. Only the second hit can be CSd. On IC, the second hit is only an overhead if the first hit whiffs.
Londrekia's rekka series. Londreika will skate towards the opponent while unleashing twirling attacks. This series has great corner carry.
A version hits low and is the safest version.
B version is the fastest, though is significantly the most unsafe. Hits both sides of Londrekia. IC version can swap sides with the opponent if they are not in the corner.
C version will do the most damage and can become an overhead with IC. Due to having the slowest startup it can't be comboed into as easily, for instance off of 5B.
Jumping double kick. Only the second hit can be CSd. On IC, the second hit is only an overhead if the first hit whiffs.
214X~X Hydro Blading ハイドロブレーディング
Damage
Guard
Cancel
Property
Cost
Attribute
390, 390
Low
EX, CS, UNQ [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
8
16
53
-3 ob/+37 on hit
-
Double low sweep. Only the second hit can be CSd.
The second hit in the rekka series. Londrekia will do the same attack as the initial circular step version for that button. If the same button as the initial attack is pressed, Hydro Blading will be done instead.
A version hits low and the IC version sets the opponent up for a pickup.
B version will swap sides with the opponent if they are close enough, will not swap sides if they are in the corner.
C version can be turned into an overhead with IC. It is the only version to not be gapless. Unless it is nessecary for a combo route it is advised to avoid this version as using C now will prevent use of 214XXC which will do more damage.
214XX has no standout advantages over other versions, it will always end up doing less damage than the A/B version in a full series and is harder to combo off of.
Jumping double kick. Only the second hit can be CSd. On IC, the second hit is only an overhead if the first hit whiffs.
214YX~X Hydro Blading ハイドロブレーディング
Damage
Guard
Cancel
Property
Cost
Attribute
395, 395
Low
EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
7
8
21
56
-8 ob/+32 on hit
-
Double low sweep. Only the second hit can be CSd.
Only the second hit can be CSd. The third and final hit in the rekka series. The same moves as circular step, but an icy vortex makes them flashier, more powerful, and much more unsafe. If the button pressed was the same as the second in the series, Hydro Blading will be done, unless the second hit was already Hydro Blading, in which case the regular version will be done instead.
A version hits low but is the only version to not be more dangerous and is in fact still safe.
B version will swap sides with the opponent if they are close enough, will not swap sides if they are in the corner.
C version does the most damage and can become an overhead with IC. Due to the extra damage, it is advisable to avoid 214XC if you intend to finish the rekka series so that this move can be used.
214YXX does not have any standout advantages over other versions.
Londrekia sets an ice flower which shoots out a beam after a brief moment. Used for oki when a combo ends with a frozen opponent. Can be used as a (somewhat weak) defensive barrier/zoning tool. C version shoots backwards (towards Londrekia) and is a multihit. Due to the large area directly in front of Londreakis the C version hits, it is has many more applications.
More blossoms cannot be summoned if one is already out.
Blossoms will linger for a short while after shooting.
A and B version blossoms can be easily destroyed by any attack with a strike property.
Londrekia being hit will destroy the blossom.
Blossom itself does not have a hurtbox.
C version does not actually hit behind the opponent.
Londrekia focusses and the same large ice crystal from 6B will appear underneath the opponent from anywhere on screen. Might seem like a fantastic fullscreen punish, but the long startup (slower than 236C) and total lack of invuln give it limitations. Somewhat functions as an EX version of 6B and just like that move, this requires a degree of greed, althought now it is telegraphed by the EX flash. Will allow Londrekia to start pressure on block or get a combo on hit (frozen or not).
Using it from neutral is not advised, it can be easily evaded with dashing, assault, or backdash. Combined with the total lack of invulnerability, this move is extremely punishable.
Both hit and block with give Londrekia one block of GRD.
Attack will drain two blocks of GRD on hit, and one on block.
Ice crystals will appear even underneath airborne opponents and will catch vertical jumps and short range assaults. Can be avoided with air assault.
The startup is only marginally faster than 6B while the blockstun is the same.
Londrekia summons a massive ice vortex to lift the opponent in the air and bombard them with blocks of ice. Autotracks and hits the opponent anywhere on the screen.