Vampire Savior/Q-Bee

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Introduction

Q-Bee (キュービィ), the Soul Collector.

The Queen Bee of the Soul Bee species, a race that consumes souls to live. Q-Bee's race resided in the territory of the Dohma family, where they languished to near extinction during the period where Jedah was dead. Following Jedah's resurrection and his gathering of powerful souls in the Majigen, Q-Bee noticed the pooling of strong souls. She proceeded to ventured into the Majigen in order to gather souls she needed in order to alleviate the Soul Bees' hunger and restore their population.

Q-Bee is a top-tier pixie who is considered third best. She has strong normals for pressure and owning neutral, excellent mobility, & an annoyingly small hurtbox while crouching. She does suffer from standard pixie issues like low damage, low health, & relying on universal mechanics for defense. If you enjoy rushing your opponent down with insanely fast IADs & poking with incredible normals than Q-bee is recommended for you.

Gameplay

Primary objective:

  • Bully opponents with strong pokes in neutral
  • Float at/over opponents & make opportunities with her homing air dash
  • Once inside, use instant-air-dashes as oppressive high/low offense
  • Loop high/low mix-ups on oki to keep the opponent in a vortex/blender
  • Once the opponent has accrued considerable white life, confirm into ES C>R
  • Use Q.J. as corner pressure to elevate your corner advantage
Strengths Weaknesses
  • Strongest air mobility in VSAV with Float, Homing Dash & Delta-A
  • Homing instant air dashes create insanely fast high/low offense and can maintain pressure even after being Tech-Hit
  • Float is an effective approach that can uniquely target the opponent's back side
  • 5MP, 2MP, & 5MK are super effective tools in neutral
  • Her crouching hurtbox is so tiny that most opponent's go-to normals & confirms will whiff. Combined with her roll variance (both shortest and longest in the game) many oki/setplay setups do not work on her as they would with other characters.
  • Oppressive corner advantage with ES C>R always overtaking the corner & Q.J. traps
  • Able to hold up+back and convert that into an air-to-ground opportunity
  • No invincibility on Reversals
  • Overall health and damage is low, making health deficits challenging to come back from
  • 2HK is much shorter than her other normals, getting a knockdown sacrifices damage
  • Due to unpredictable trajectories, her homing air-dash occasionally loses advantage
  • Wide while standing & crouching: vulnerable to cross-ups
  • More vulnerable to left/right walk-throughs on oki
  • Bug in Float's recovery that makes her vulnerable for 1-frame
  • Most of her jumping normals are designed for air-to-ground pressure, limiting her air chain options and guard break potential
  • Very tall while standing, more vulnerable to extended combos & being bullied
  • Extremely tight IADs & 2LK to ES C>R cancels are gated behind a tough execution barrier

Movement

Walk: 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: 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: 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.

Air Dash: Can be input with any forward-facing direction once airborne. 99, 96, and 93 will all produce valid instant airdashes. From higher heights, 99, 66, 33, or any combination of 3/6/9 will produce an airdash.

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 (hover) - hold 7/8/9: 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 and stalling, allows Q-Bee to both advance forward while being able to chicken guard potential threats or hover and wait to react to what the opponent does. If there is a significant gap between air hits that allow QB to return to neutral, the second air hit will effectively guard break her.

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-QB-5-lp.png
Vsav-QB-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 8 8 7 H: 11 G: 10
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0

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
5 MP
5MP
Vsav-QB-5-mp.png
Vsav-QB-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 16 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 7 H: 15 G: 9 W: 3
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
5 HP
5HP
Vsav-QB-5-hp.png
Vsav-QB-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 29 21 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 5x5 2x5 H: 10+4x4 G: 8+2x4 W: 6
This normal has a few notable qualities in its long range and the bees being disjointed projectiles but 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
5 LK
5LK
Vsav-QB-5-lk.png
Vsav-QB-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 4 8 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
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
5 MK
5MK
Vsav-QB-5-mk.png
Vsav-QB-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 17 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 17 6 H: 15 G: 9 W: 3
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
5 HK
5HK
Vsav-QB-5-hk.png
Vsav-QB-5-hk-1-hitbox.png
Vsav-QB-5-hk-2-hitbox.png
Vsav-QB-5-hk-3-hitbox.png
Vsav-QB-5-hk-4-hitbox.png
Vsav-QB-5-hk-5-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 2,2(4)3,2 23 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x4 2x4 H: 11+5+4+4 G: 8+2x3 W: 6
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 Morrigan and Jedah's hoverdash 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
2 LP
2LP
Vsav-QB-2-lp.png
Vsav-QB-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 9 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 7 3 H: 6 G: 3 W: 0
An interesting crouching jab that hits low, has notable range, and can gain renda bonus. Unfortunately its frame data leaves it outclassed by 2LK as both a pressure tool and chain starter, leaving it stuck mostly as chain filler from IAD starters when applicable.
2MP
2 MP
2MP
Vsav-QB-2-mp.png
Vsav-QB-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 14 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 16 6 H: 15 G: 9 W: 3
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 neutral and high/low mixups. Occasionally can be special canceled into CR to catch pushblock or counter poke attempts.
2HP
2 HP
2HP
Vsav-QB-2-hp.png
Vsav-QB-2-hp-1-hitbox.png
Vsav-QB-2-hp-2-hitbox.png
Vsav-QB-2-hp-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 14 22 10 9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7x3 3x3 H: 12+6+6 G: 9+2x3 W: 6
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
2 LK
2LK
Vsav-QB-2-lk.png
Vsav-QB-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 2 10 6 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 6 2 H: 6 G: 3 W: 0
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
2 MK
2MK
Vsav-QB-2-mk.png
Vsav-QB-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 16 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
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. Because this normal barely extends Q-Bee's hurtbox in front of her it's an effective low crush.
2HK
2 HK
2HK
Vsav-QB-2-hk-1.png
Vsav-QB-2-hk-1-hitbox.png
Vsav-QB-2-hk-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 13 22 - -7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 20,16 9,7 H: 24 G: 15 W: 6
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 use should be kept solely as a chain ender. Because of the short range you'll generally have to gauge your spacing from the opponent in order to ensure it will connect.

Air Normals

J.LP
J LP
J.LP
Vsav-QB-j-lp.png
Vsav-QB-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 3 H: 6 G: 3 W: 0
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
J MP
J.MP
Vsav-QB-j-mp.png
Vsav-QB-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 6 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 7 H: 15 G: 9 W: 3
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
J HP
J.HP
Vsav-QB-j-hp.png
Vsav-QB-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
24 13 18 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 6x4 3x4 H: 10+4x3 G: 8+2x3 W: 6
This is another nontraditional normal, upon pressing it Q-Bee will shoot out four bees that then travel in an upward arc. 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, despite this both the upward arc and the fact that each bee is a separate projectile can make it a useful disjoint for clipping the opponent in certain situations. This normal has good utility 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.
J.LK
J LK
J.LK
Vsav-QB-j-lk.png
Vsav-QB-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 4 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
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
J MK
J.MK
Vsav-QB-j-mk.png
Vsav-QB-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 9 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 17 6 H: 15 G: 9 W: 3
Q-Bee's default air-to-air normal, while not exceptional in this regard it still is effective thanks to her strong aerial mobility. While less rewarding then j.HK using j.MK for poking from an IAD or air chains is easier and can be more practical in situations where you want to guarantee the hit. Although it can function as an IAD overhead starter the stubbier range and shorter hitstun make it more tricky to confirm off of compared to other options.
J.HK
J HK
J.HK
Vsav-QB-j-hk.png
Vsav-QB-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 4 11 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 22 8 H: 24 G: 15 W: 6
Q-Bee's more optimal normal for air-to-air interactions and chaining into from j.MP in air chains. Its 10f frame startup makes it more difficult to use in air chains then j.MK but the increased hit stun makes it easier to confirm off of as well. Can be an effective option as an IAD overhead starter at farther ranges.

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-QB-ground-throw.png
Vsav-QB-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 89 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-88 whole body 14+9 (14+4) 5+3 (5+1) H: 9 G: 0 W: 0
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.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-QB-air-throw.png
Vsav-QB-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 83 + 1 + landing1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-83 whole body 14+9 (14+4) 5+3 (5+1) H: 9 G: 0 W: 0
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.

Special Moves

Delta A

214LK
DELTA A
214K
Vsav-QB-delta-a.png
Vsav-QB-lk-delta-a-hitbox.png
LK
Vsav-QB-mk-delta-a-hitbox.png
MK
Vsav-QB-hk-delta-a-hitbox.png
HK
Vsav-QB-es-delta-a-hitbox.png
ES
Hitboxes Off
Hitboxes On
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 is how telegraphed the animation for it is, allowing opponents to easily punish it on reaction. Downs Airborne Opponents. In the rare occurences where you may land this special it has enough hitstun for you to be able to go into a full IAD combo. If you can predict the opponent teleporting (ZA, AN, MO etc.) it can be used to punish them, though this requires a hard read and is highly impractical.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 11 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 5 H: 21 G: 16 W: 12

Shortest version, leaves Q-Bee near the corner. This version is generally suggested when trying to recover from an unintended airdash angle.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 13 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 6 H: 21 G: 16 W: 12

Medium version, leaves Q-Bee around mid screen. Has no real uses.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 22 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 25 7 H: 21 G: 16 W: 12

Longest version, leaves Q-Bee near the opposite side of the screen, similarly has no real uses

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
45 17 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 28 8 H: 0 G: 0 W: 0

Slightly shorter range than the HK version, it will poison the opponent on hit which acts the same as a traditional stun state. 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.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 11 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 5 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 13 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 22 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 25 7 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
35 ~ 45 17 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 28 8 H: 0 G: 0 W: 0

S x P

K,K,K,K,LK
SXP
K,K,K,K,K
Vsav-QB-sp.png
Vsav-QB-sp-1-hitbox.png
Vsav-QB-sp-2-hitbox.png
Vsav-QB-sp-3-hitbox.png
Vsav-QB-sp-4-hitbox.png
Vsav-QB-sp-5-hitbox.png
Hitboxes Off
Hitboxes On
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.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 4(4)4 10 11 10 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

Slowest stings.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3(3)3(3)1 10 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

Medium stings, has the best frame advantage.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 2(3)2(3)2(1) 10 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

Fastest stings.

J.K,K,K,K,LK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 4(4)4 variable + landing 1 11 10 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9
J.K,K,K,K,MK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 3(3)3(3)1 variable + landing 1 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9
J.K,K,K,K,HK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
15 2(3)2(3)2(1) variable + landing 1 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8xn 3xn H: 9+6xn G: 9+3xn W: 9

Catch And Release

236LP
CATCH AND RELEASE
4123P
Vsav-QB-cr.png
Normal Version
Vsav-QB-es-cr.png
ES Version
Vsav-QB-cr-hitbox.png
Normal
Vsav-QB-es-escr-hitbox.png
ES
Hitboxes Off
Hitboxes On
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.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 24 14 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+3x3+11 2+1x3+3 H: 22 G: 18 W: 18

Shortest version, moves Q-Bee 107 pixels forward. Nearly useless.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 26 14 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+3x3+11 2+1x3+3 H: 22 G: 18 W: 18

Medium version, moves Q-Bee 136 pixels forward. Similarly useless.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 28 14 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+3x3+11 2+1x3+3 H: 22 G: 18 W: 18

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.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 28 14 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+33 2+8 H: 0 G: 0 W: 0

The ES version of CR functions differently from the other 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.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 24 variable + landing 1 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+3x3+11 2+1x3+3 H: 22 G: 18 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 26 variable + landing 1 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+3x3+11 2+1x3+3 H: 22 G: 18 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 28 variable + landing 1 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+3x3+11 2+1x3+3 H: 22 G: 18 W: 18
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
13 28 variable + landing 1 - -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 8+33 2+8 H: 0 G: 0 W: 0

Guard Cancel

623K
R.M.
623K
Vsav-QB-rm.png
Vsav-QB-rm-1-hitbox.png
Vsav-QB-rm-2-hitbox.png
Hitboxes Off
Hitboxes On
The first part is very short-ranged, and the second part is angled very high upwards. Thus, it can be difficult to hit with this move at farther ranges. It can be used as an anti-air, or against extended hurtboxes with long reocvery. All versions have the same invulnerability, startup, hit advantage, and block advantage. Only the ES version differs in any way, and solely by doing slightly more damage. One unique strength of this guard cancel however is that it doesn't overlap with any other special, allowing for GC negative edge inputs that do not leak on GC bait. Air unblockable, as Q-Bee does not technically leave the ground.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2(4)14 18 - -14 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-13 whole body 12,12 4,4 H: 24 G: 21+3 W: 18

The invulnerability window lasts longer than the startup, but due to it's angle it's only ever used when the situation calls for it.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2(4)14 18 - -14 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-13 whole body 19,19 4,4 H: 0 G: 0 W: 0
Basically identical to the normal version, not worth the meter unless it will kill or to eat the opponent's dark force timer.

Command Throw

632[4]P
O.M.
632[4] MP or HP
Vsav-QB-OM-throw.png
Vsav-QB-OM-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 4 24 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-20 whole body (on whiff) 28 8 H: 21 G: 0 W: 12

It should be noted that while this special is given the notation 63214P in official material the special only checks for a 6324 input. Must be done with MP or HP.

QB's command grab is one of the best in the game. While its startup does not provide any invulnerability, with only 2f of startup it is difficult to punish and beats various options, allowing it to be used in the same vein as a reversal. Because of how command grabs work here she generally will either grab the opponent or perform a standing MP/HP when the opponent is too far. Even in the rare scenario that the whiff animation is triggered she is fully invulnerable during the entire recovery preventing punishes. Because of the number of poor traits that 5HP possesses it's advised to always use MP instead, because a failed command grab resulting in a 5MP is always preferable to an accidental 5HP.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 10 27 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-26 whole body (on whiff) 10+10+13 3+3+4 H: 0 G: 0 W: 0
Not really worth the meter since the damage increase is minimal, though it may still be useful in order to ensure a kill. Only use it if you just happen to be overflowing with meter, or if you wish to use 6324LP+MP for a 5LP/Grab OS based on button priority.

Pursuits

8P/K or 8KK/PP
PURSUIT
8P/K or 8KK/PP
Vsav-QB-pursuit.png
Normal
Vsav-QB-es-pursuit.png
Es
Vsav-QB-pursuit-hitbox.png
Normal
Vsav-QB-pursuit-es-hitbox-1.png
Vsav-QB-pursuit-es-hitbox-2.png
Es
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 8 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 6 6 H: 24 G: 0 W: 6

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 starting position no matter where she was. Because of this it’s suggested that when trying to use a whiffed pursuit to travel to the opponent’s position that you delay it as much as possible.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 8 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-4 feet 3x5 3x5 H: 0 G: 0 W: 0
ES version has several hits and will remove significant amounts of DF time. Used in conjunction with ESCR, most characters' DF bar will be entirely depleted, leading to an easy DF deactivate punish. Otherwise, save the meter for ESCR unless this will kill.

Ex Moves

623PP
QUEEN JELLY
623PP
Vsav-QB-qj.png
Vsav-QB-qj-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 5 bounces, outside of screen 69 - -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 30 15 H: 0 G: 0 W: 0

Q-Bee will summon a large honey bubble which she then throws, this bubble will proceed to bounce five times around the stage before deactivating and leaving the screen. 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.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 5 bounces, outside of screen 52 + variable + landing 1 - -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 30 15 H: 0 G: 0 W: 0
412[6]KK
+B
412[6]KK
Vsav-QB-bees.png
Vsav-QB-bees-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
39 out of screen 82-119 - 12 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 2+2x12+11 (1+1)x4+7 H: 0 G: 0 W: 0

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. It will only see occasional use as a hard read against committal options, such as Demitri’s forward dash.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28-39 out of screen 71-119 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 2+2x12+11 (1+1)x4+7 H: 0 G: 0 W: 0

Dark Force

Flight: I^2 - Same strength P + K:

  • (Any Version): 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.

Colors

Colors-q-bee.png

Notable Players

Japanese Player Index Old: http://www21.atwiki.jp/vsplayer/pages/22.html Modern: https://vampiresavior.info/player/

Japan

Name (English) Name (Japanese) Color Location Contact Notes
Sakamoto さかもと HP Qbee color hp small.png Kanto Region http://twitter.com/sakamoto7691
https://www.youtube.com/channel/UCAu1kW9THjP-lNh3VOc_vnA
One of the primary T.O.'s of JP-VSAV
#01 Q-Bee
Tokyo Community Leader.
OraOra おらQ MP Qbee color mp small.png Kanto Region http://twitter.com/oraoraqbee Used to be a GGPO regular under the name PPPPP.
Saito 不能 ->
佐伯 ->
サイトー
KK Qbee color kk small.png Kanto Region https://note.mu/horibotan/n/n34eaf52098f4
https://twitter.com/hunou
Rookie champion is now a pro
Saito is a popular JP family name
SIN SIN HP Qbee color hp small.png Kansai Region Old-School, famous for going "giga mode".
Panpiina パンピーナ LP Qbee color lp small.png Kyushu Region
Gyu-Bee 牛-Bee KK Qbee color kk small.png Kansai Region
Yankee ヤンキー KK Qbee color kk small.png Kanto Region Retired
Sanpai 産廃 LK Qbee color lk small.png Kanto Region https://twitter.com/mo_error_mo (NSFW) Mangaka and community artist.
Tsuchineko 土猫 HK Qbee color hk small.png Kanto Region https://twitter.com/tutineko Started around the release of Darkstalkers Resurrection with great success, seeing multiple notable placements.
Ninoude にのうで HK Qbee color hk small.png Osaka Region https://twitter.com/ninoudez One of the newer Q-Bee players, he's a regular at Athena Nihonbashi.

North America

Name (English) Name (Japanese) Color Location Contact Notes
Hilary ヒラリー PP Qbee color pp small.png Seattle, USA https://twitter.com/Hilarylifts One of the Seattle Crew. Absolute weight lifting boss, and a strong Q-Bee player.
Sketch スケッチ LP Qbee color lp small.png New York, USA https://twitter.com/SketchJP Long time player with outstanding results. Loved Japan, and decided to make a food tour business because of it
BushidoBrooklyn 武士道ブルックリン LP Qbee color lp small.png New York, USA https://twitter.com/BushidoBrooklyn Recent player that had notable success. He's a regular player at New York events.
Yawn ヤーウン MP Qbee color mp small.png Texas, USA ??? Fightcade player that has been very successful. Plays with Snuggleguns at their local arcade.
N-Bee エン・ビー KK Qbee color kk small.png New York, USA ??? Strong player. Primary developer for the FC2 Advanced Training Script.
Moebius モービアス LP Qbee color lp small.png Chicago, USA https://twitter.com/moebiusqbee Chicago bee. Too busy grinding on Fightcade to think about improving.

South America

Name (English) Name (Japanese) Color Location Contact Notes
Sagamin サガミン KK Qbee color kk small.png Brazil https://twitter.com/sagaminus (Deactivated) Retired.

Europe

Name (English) Name (Japanese) Color Location Contact Notes
Dushni KK Qbee color kk small.png France https://twitter.com/DDushni Real life beekeeper, has real life Q-Bee!
FGHI-Trigger PP Qbee color pp small.png France https://twitter.com/BeatBy38_FGHI Called "Fighter", significant contributor of the EU VSAV community


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