User:N-Bee/Sandbox

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Standing Normals:


5LP: Slightly stubbier than the average jab. Uses for this normal include catching air approaches like short hops or airdashes, guardbreaking opponents airblocking directly in front of you, whiff punishing higher reaching pokes, or setting up tick throws. This normal becomes particularly strong against tall crouchers as it will not whiff on them no matter which state they’re in.

The following characters can not crouch under this normal: AN, AU, BI, DE, JE, and VI.


5MP: One of Q-Bee's main pokes and key normals. With fast startup, far range, and only moderate recovery Q-Bee will use this normal to control neutral, whiff punish poorly spaced normals, or guard break opponents trying to chicken guard away from her. As strong as this poke is it does extend her hurtbox considerably and can be prone to losing to moves with especially high active frames.


5HP: This normal generally goes unused due to a number of problems with it. As an ender in chains it's a poor choice as it leaves you minus on hit and the number of bees that hit the opponent is highly dependent on the character and if they're standing or crouching, while as a poke it is difficult to use due to the long startup and recovery.


5LK: A more reliable light normal for pressure. While not as advantageous as 5LP it does not whiff against any crouchers and has great range with a nearly disjointed hitbox. Great for stuffing low normals or harassing the opponent just outside of point blank range.


5MK: Primarily used as an anti-air against jump ins from farther ranges. Other uses include using it while dashing to anti-air a chicken blocking opponent, particularly during bubble setups, and guard breaking an opponent upbacking in the corner after using an air chain against them. Unfortunately it whiffs against most crouching characters and even standing Felicia so it shouldn't be used against grounded opponents.


5HK: Another anti-air option that covers directly above and in front of Q-Bee. It’s useful for catching opponents who have committed to an air option that leaves them especially high, like Bulleta’s double jump or Lei-Lei’s pendulum swing. When using it you will want to use it as late as possible in order to try and trigger the initial hitbox of the normal as this is the highest reaching one.


Crouching Normals:


2LP: Crouching jab with good range, notable in that it's a low and can gain a renda bonus when canceled into itself. The range on it makes it more ideal for using in chains to ensure the opponent doesn't fall out of it, particularly if you’re outside of point blank range.


2MP: Another key poking normal. While less advantageous on block then her other pokes, the fast startup and long reach of this low make it an incredible tool in Q-Bee's high/low mixups. Occasionally special canceled into CR, which may catch pushblock attempts or counter poke attempts.


2HP: An unusual normal, but a useful anti-air option against jump-ins at the mid to far range. Because the stingers are projectiles that exist separate from Q-Bee opponents will still trade with them once active even if they happen to hit Q-Bee. Although the multihit nature of this normal can make it prone to being pushblocked or guard canceled it grants notably high frame advantage, allowing Q-Bee to even link into a 2MP or 2MK on hit.


2LK: Great pressure tool at point blank range, while it loses the renda bonus of 2LP it being a frame faster and more advantageous on hit and block allow it to cover for follow up options better. It also is commonly used to special cancel into ES CR from an IAD light normal.


2MK: Similar in use to 5MP but hits at a steeper angle, when used in tandem with 5MP and 2MP this allows Q-Bee particularly powerful neutral and space control. In instances where 2HK will not reach the opponent this is your preferred ender for chains thanks to the reliable reach and great frame advantage. It should be noted this normal extends Q-Bee’s hurtbox high enough to get clipped at close range.


2HK: One of the weaker sweeps in the game, but integral to Q-Bee's kit. Being a slide gives it slightly better range then it may seem but it’s only use is in chaining into it will require either skipping normals in your chain or for you to gauge your spacing when starting a chain in order to ensure it won't whiff.


Jumping Normals: j.LP: One of your air-to-ground starters and a core part of Q-Bee's high/low mixups. Because of the larger, steeper hitbox that reaches slightly under her this normal is advised specifically from IAD at close range, such as at point blank or just outside of it.


j.MP: An incredibly powerful air-to-ground normal. From jump-ins or float Q-Bee can reliably chain into j.MK and perform a ground chain or special cancel into ES CR upon landing. Because of its far reach she can use it from midrange to get especially far range overhead confirms or whiff punish normals from the opponent.


j.HP: Another unusual normal, being used more for utility than as an attack. This normal is notable as it will halt any air momentum Q-Bee has, this can be useful for canceling air dashes at unintended trajectories or tricking the opponent on where you will be positioned. As an attack she can not chain into or from this normal outside of Dark Force, giving it little use as an option for offense in the air.


j.LK: While it has similar use to her j.LP as an air-to-ground light chain starter the steeper, further reaching hitbox makes it more reliable from farther ranges where j.LP might not reach. It can also make for an effective air-to-air option thanks to its great horizontal reach.


j.MK: Q-Bee's primary air-to-air normal. While not the strongest in this regard it's still an effective normal and can be a great poke both in the air and on the ground from an IAD. Because the hitbox is higher and more vertical in comparison to her other air normals this is generally preferred to be chained into during air chains.


j.HK: Similar in appearance and function to j.MK, it trades range and startup for higher damage and frame advantage on hit making confirming off of it easier.

Specials:

Delta A / Delta Attack (214K): A niche special move, it's primary use is for when an IAD goes a direction you were not expecting as you can cancel into it and put yourself in a safer position then you would be completing the IAD. This special’s primary problem with this move is how telegraphed the animation for it is, allowing opponents to easily punish it on reaction. Downs Airborne Opponents.

LP: Shortest version, leaves Q-Bee near the corner. This version is generally suggested when trying to recover from an unintended airdash angle. MP: Medium version, leaves Q-Bee around mid screen. Has no real uses. HP: Longest version, leaves Q-Bee near the opposite side of the screen, similarly has no real uses ES: Slightly shorter range than the HK version, it will poison the opponent on hit. If you somehow manage to hit the opponent on the ground with the QJ bubble and you happen to be at the right range for this, then this would be the best followup since it poisons the opponent allowing for an additional ground-based followup (or even another QJ). But don't expect to be using this often, if at all.

SxP (K x4) A lightning legs type of special, there is no ES version. Most QB players will ignore this special, as its applications are few and far between. Despite the high frame advantage on hit/block it offers the multihit nature of this special makes it prone to be pushblocked or guard canceled. You can mash for more hits, and you can alternate which version she is doing by mashing a different button during the move. Four single-button inputs (i.e., MK,MK,MK,MK) are required, but any kick button (or mashing all three) can be used to sustain it beyond the initial four. Ground version is air-unblockable.

LP: Slowest stings. MP: Medium stings. HP: Fastest string.

C->R / Capture -> Release(4123P): It should be noted that while this special is given the notation 41236P in official material the special only checks for a 4123 input.

A blockable airborne grab, if this hits she will perform an extended version of her throw animation. This special has a rather generous amount of active frames allowing it to be used to whiff punish or low crush the opponent. Despite having some recovery on block it's a fairly safe move, making it not entirely necessary to hitconfirm. Thanks to a good hitbox and recovery it can be used as a counter poke, though it’s not something you want to abuse as if it fails you lose initiative/pressure.

LP: Shortest version, moves Q-Bee 107 pixels forward. Nearly useless. MP: Medium version, moves Q-Bee 136 pixels forward. Similarly useless. HP: Longest version, moves Q-Bee 171 pixels forward. This is the most useful of the meterless versions and can allow her to cover a good amount of space and catch whiffed normals during their recovery. ES: The ES version of CR is special in that it functions differently from the normal versions. In this version Q-Bee will leave the opponent in an egg, allowing a significant amount of time for her to set up whatever oki she wants. This is especially effective against cornered opponents, where the typical follow up is her 623PP QJ super. Generally one would IAD j.LP/j.LK/j.MP > 2LP/2LK/2MP xx 41236PP, then immediate 623PP on recovery and go for more IAD mixups or anti-air while the opponent is blocking the bubble. If the opponent is hit on the ground by the bubble the best follow up is another C->R.

OM (63214P / 6324P)

It should be noted that while this special is given the notation 63214P in official material that the player can actually leave out the 6 and still have this specific special come out using 6324P.

Q-Bee’s command grab, there is no light version of this special. This is one of the best command grabs in the game, giving great damage and corner carry. While this special does not have any actual invulnerability the 2f startup can allow her to use it as something of a reversal. In the rare instances where the whiff occurs Q-Bee is fully invulnerable for the entire duration of it in all versions.

MP/HP: Generally MP is the suggested version in order to prevent accidental 5HP activations but both versions are functionally the same.

ES: Adds considerably more active frames and a small amount of damage, generally not worth the meter. Because there is no light version of this special Q-Bee can perform an option select by inputting 63214LP+MP, if the grab activates you will get the ES version if you have meter but if it doesn’t you will only get 5LP.

Universal Mechanics:

Grounded Throw (6MP/6HP): Stinger into backflip. Pretty standard for a throw, MP is always the preferable option here due to the issues of 5HP. QB recovers very quickly regardless if the opponent techs or not, allowing for okizeme and mixups. Though since the opponent bounces into the air, an early IAD could result in her flying horizontally or even upwards instead of the preferred diagonally downward path, so a normal groundash or late airdash is preferred. One notable quality of this throw is that teching it will only reduce damage by 20% as opposed to the standard 50% of most other throws.

Air Throw (6MP/6HP in air): Identical to her ground throw, average range and height properties. Using j.MP as your option select is preferable here due to the unsafe nature of j.HP.

Pursuit: Q-Bee will lock on the opponent’s position and set her stinger in them. Travels fast with low damage, this pursuit is notable in that upon completing it Q-Bee will reset to her prior position no matter where she was. Because of this it’s suggested that when trying to use a pursuit to travel to the opponent’s position that you delay it as much as possible.

Dark Force- I2/Insect Instinct: Upon activation Q-Bee will gain unlimited flight for a short period of time. Exclusive to DF is the ability to chain into and out of j.HP. While similar to Jedah’s DF, which is one of the best in the game, this DF goes mostly unused due to a few problems such as its extensive startup and losing access to both her air dash and her float. While it may still find some use for the invulnerability it grants general this DF should be avoided.

Mobility:

Walk (6/4): Average speed both forward and backward. While easy to overlook compared to her unique options for movement, walking with Q-Bee is still important for her counterpoke game and adjusting potential IAD angles.

Dash (66/44): Functions similarly to a standard ground dash but she will enter an inactionable slide that acts as a recovery for both the forward and backward version. Because of this slide she is unable to empty cancel her dashes by pressing the opposite direction but she can thankfully still cancel it with her standing normals, making it important to learn how to move around while dash canceling.

Jump (7/8/9): Slightly floaty, the forward version travels average distance while the backward version travels almost no distance. Very useful when combined with her float and strong air-to-ground normals.

Airdash (66/44 in the air): Perhaps Q-Bee’s single most defining tool, an airdash that locks on to the opponent’s current position and sends her there. From an instant air dash (IAD) Q-Bee is capable of extremely fast triangle jumps, giving her the fastest overheads in the game. While using her airdash counts as an air action and she can’t block after doing so you can cancel it into her three air okay special moves at any point in the air dash.

Float (hold 7/8/9 in the air): Q-Bee will stay suspended in the air either for a set amount of time or until the direction held is let go. Both the neutral and backward float are rather short but her forward float allows her to cover about half screen distance. Incredible tool for mobility, allows Q-Bee to both advance forward while being able to chicken guard potential threats.

Supers:

QJ / Queen Jelly (623PP): Q-Bee will summon a large honey bubble which she then throws, this bubble will proceed to bounce three times around the stage before disappearing. This move will be neutralized if QB is hit during it. If a grounded opponent is hit they will be coated in the honey and stunned, allowing a follow up. The opponent is considered partially airborne while in the coated state, so any single hit attack will reset them (if it isn't a natural knockdown), if no attack is made they will be knocked down for no additional damage. Because of the one-hit rule, the best followup is CR, usually the ES version if meter is available. If the opponent is hit while airborne they will not be coated and simply knocked down instead. This move makes for a great okizeme move, but only in certain situations. A normal C->R and normal throw are not good setups because the opponent can tech forward and punish her. However, her ES C->R and O.M. moves make great setups because she won't be punishable during the bubble startup. Typically when used in neutral it will be used to antiair an opponent, cover her rushdown, or lock the opponent in airblock allowing a free guard crush.

+B (41236KK): Q-Bee will fly toward the top of the screen and summon a hive that then has a group of bees travel in an arc around the screen. Generally unused, the arc in which the bees travel can not be controlled or altered and both the startup and recovery make it easy for the opponent to punish on reaction. Despite that it may still see occasional use against committal options, such as Demitri’s forward dash.