Vampire Savior/Q-Bee/Archive
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 |
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Normal Moves
Standing
5LP
Whiffs small crouching characters, but has more frame advantage than her other light attacks. Thus, when applicable, is preferred. Uses include walk-under anti-air, chicken block punish, and as a tick-throw setup on tall crouching characters from either the neutral version or while-dashing version. Will not whiff against the following characters while crouching: AN, AU, BI, DE, JE, and VI). |
5MP
Extremely fast and long range, though not as long as it would appear. Whiffs over small crouchers, but it's primary use is to stuff jump-outs on their way up and for poking standing characters. In general it's a good mid-range weapon when you're able to out-range your opponent. |
5HP
This normal goes unused due to poor frame data, long start up and recovery, and because the bees are considered projectiles they can be air blocked unlike most standing and crouching normals. |
5LK
Because its hitbox is much lower it's preferable against characters who can crouch under her 5LP despite being less advantageous onblock/hit and not being able to gain a renda bonus. It is still advantageous enough on block/hit to be used to create tick setups with he normal throw and command grab. |
5MK
Primarily used as an anti-air against jump ins from a 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 unless the opponent is in the air. |
5HK
Sees no use in most cases, however it can be used as an AA against Morrigan and Jedah's hover dash or a potential guard break option against a cornered opponent. |
Crouching
2LP
A bit longer than a standard jab and hits low. It's 1F slower and 1F less advantageous than 2LK, though it gains a renda bonus where as 2LK does not, but other than that it has identical uses to 2LK. |
2MP
Good range and speed for a low, but not nearly as advantageous on hit/block as 2MK. In other words it's primary use is as a low poke, but would ideally be chained into 2MK for frame advantage or 2HK for a knockdown, or canceled into C-R if point blank. |
2HP
This is a rather odd move, but also a very good anti-air at mid/far range. The needles are autonomous of her and so they are counted as projectiles, which means they can be airblocked but they are also persistent and will continue to hit even if she is hit. What this means is if you're too far away for MK anti-air then this is the move to use, since the opponent will be forced to airblock it or otherwise they will trade/lose to it, since they won't be able to flat out beat it. The other interesting property to this move is it's ridiculous amount of frame advantage, making it a possible meaty or close-range attack that links into 2MP/2MK. Since it's a crouch attack, even if the opponent GC's against it there's a chance that QB will simply crouch under it or recover first, depending on the opponent. As an anti-air this move will also set up a good IAD position, since the opponent will land soon enough that your IAD will aim downwards instead of upwards. |
2LK
Pretty standard for a low short in terms of use, good advantage and combos into C-R at point blank, but does not gain a renda bonus. Because of negative edge, it's generally preferred when comboing into C-R off an IAD, such as IAD j.LP, 2LK xx C-R. |
2MK
Great range and good advantage, though it does not hit low. Generally this is used as a mid-range poke when outside of range for 2MP 2MK, or to poke against crouching characters when MP would whiff them. On block this is the move you want to chain into, stopping here instead of using any of her heavies. |
2HK
While not as reliable as most other sweeps this is still an important normal for QB. Because it's disadvantageous on block even if spaced it's best to exclusively hit-confirm into it from a normal chain, rather than sticking it out randomly. Damage will vary based on when it hits, the latter hit having a retracted hitbox and being overall weaker. Good for a knockdown, but not much else. |
Jumping
j.LP
Decent speed and range for a jump jab. The hitbox is somewhat the same as j.LK so it's difficult to say which is better. Good for IADs or airchain starter. |
j.MP
A great jumping attack with a ton of downward range, stuffs a lot of anti-airs. This is the preferred move when normal jumping or floating in. It's possible on late airdashes as well, but because the forward reach isn't great it isn't commonly used for that. |
j.HP
This changes QB's air trajectory, as it forces her to hop back a little in the air when firing and then float straight down regardless of what her previous trajectory was. The use of this move is arguable, as it can stuff anti-airs and avoid other bad situations. However, it can be blocked low and will whiff most crouching characters. The recovery on it is also rather poor since it can't be canceled or chained, and the opponent will generally recover about 14 frames before QB on block (-14F), making it a rather risky move. |
j.LK
Good range and speed. Has slightly more horizontal reach than j.LP so is better at a distance. A good rising button when paired with falling j.MP |
j.MK
This has better horizontal reach than most of her jumping attacks, which means it's good for air-to-air battles and late IAD. Also good in air chains against tall standing characters or chicken blocking opponents. |
j.HK
Good range and speed. Has slightly more horizontal reach than j.LP so is better at a distance. IADing j.HK from an 8 jump float works well for baiting/punishing anti airs. |
Command Normal Moves
P Throw: Stinger into backflip. Pretty standard for a throw, usually an ideal option select to use MP in order to stuff jump-outs, in lieu of HP which sucks point blank and is air blockable. 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.
Air Throw: Literally identical to her ground throw, controllable just the same. Average range and height properties.
Pursuit: Butt bounce. Good speed, good recovery. Not a bad move to whiff on purpose when across the screen (such as off a cmd throw). Or to hit with for meter and/or stall for time. The downside to this is that if the pursuit hits then Q-Bee will return to her original position, so when using it to transverse the screen one must time it rather well to avoid accidentally hitting with it, otherwise you'll be sent back to your starting point.
Movement
Walk: Fast walk speed, tall hitbox.
Dash: A ground-based dash. Good movement speed, though there is an uncancelable startup window and an uncancelable dash-cool if not canceled in time. Attacking during a dash will result in a dash attack. The dash will retain momentum on dash attacks, making it good for tick throw setups (typically d.LK or when applicable d.LP into O.M.). Due to the uncancellable startup and limited dash attacks (they all hit mid) it's not as commonly used as her airdash, but is still very useful in certain situations, such as chasing the opponent or running away from the opponent, and sometimes as a meaty off an anti-air reset when an airdash would result in an upwards airdash.
Jump: Wide forward jump arc, very narrow backward jump arc. Somewhat floaty, though average speed. Holding up allows you to float for a period of time. Neutral and forward jumps can float longer than a backwards jump. You can also get a short float after chicken guarding. There are some chains/situations where holding up-back to block instead of just back will cause Q-Bee's guard to drop.
Air Dash: Arguably the best in the game, though definitely one of her most defining features. Since it auto-targets it comes with it's own set of pros and cons. The great thing about auto-target is if the opponent is grounded QB will usually airdash downwards towards the ground, which lets you do some insanely fast high/low mixups. The downside being that if the opponent is airborne or reset then QB might accidentally airdash upwards into the sky, leaving her rather vulnerable and curbing her rushdown. Although newer players tend to spam the hell out of it just about any time and any where, it's better used when up close or a couple character lengths away. A good sense of space, timing, and footsies will very dramatically help a QB player land airdashes, since having a bad sense of these things will make you very prone to getting abused and whiffing all over the place. Keep in mind that airdashing is possible after airblocking, which is extremely useful after chicken blocking, as well as after floating.
Special Moves
C->R (grab) – 41236P / 4123P (air)
It should be noted that while this special is given the notation 41236P in official material that the player can actually leave out the 6 and still have this specific special come out using 4123P. Pronounced "See arr". A blockable airborne rush. If this hits she will grab the opponent. This special has a rather generous amount of active frames and goes over some low attacks and even Felicia's ball roll, and will grab quite a lot of normal moves, beating their hitboxes clean. Despite having some recovery on block it's a fairly safe move, making it not entirely necessary to hitconfirm. Really, because of the outstanding hitbox and good recovery, it's not a bad poking move either, though not something you want to spam all the time since if it fails you lose initiative/pressure. There are scenarios where the ground version will hit, but fail to grab. The air/TK version is more consistent in this respect. Landing Suki: 1F
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Delta A (dive) – 214K (air):
Not an especially useful 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. It can have some niche use as an escape option from the corner in some situations but this is generally seen as more risky then anything. QB will always fly to the wall behind her and then dive. Thus, if she's really far away from the wall behind her then the LK version can be used to get her quickly across the screen, in lieu of a backdash. On the other hand, if she has her back to the wall she can use the HK version to first get into the air and then quickly fly across the screen, in lieu of a forward dash. The problem with this move is how predictable it is, allowing opponents to easily punish it on reaction. Downs Airborne Opponents. ES Adds 31F of poison which acts as stun.
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SxP (mash) – rapidly tap K at least 4 times (air):
Pronounced "Ess by Pee". QB's Lightning Legs type move, there is no ES version of this special. Most good QB players only do this move by accident, as it doesn't really have much to offer. You can mash for more hits, and you can alternate which version she is doing by mashing a different button during the move. The nice thing about it is it has a ton of frame advantage on hit/block, but other than that you won't be using it much. 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. Downs airborne opponents.
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R.M. (uppercut) - 623K (GC only):
The first part is very short-ranged, and the second part is angled very high upwards. Thus, it's difficult to hit with this move. It can be used as an anti-air, or against long ranged laggy moves. However, the situations in which it's likely to hit are few and far between. 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 OSes.
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O.M. (throw) - 6324P (close):
QB's command grab is one of the best in the game. Good bubble setup. It's fully invulnerable, and it's 2F startup makes it so that it almost never whiffs. Either she grabs the opponent or she does MP/HP when she can't grab the opponent. Because of the poorness of HP it's a good idea to use MP instead, because a failed cmd grab resulting in a MP is preferable to an accidental HP.
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Float (hover) - hold up:
Holding any upwards direction (7, 8, 9) results in QB floating briefly during the apex of her normal jump. She can float longer during a forward jump than neutral or back. The direction of the float input does not have to match the direction of the jump, so jumping forwards with 9 can float with 7, allowing you to jump forwards, airblock, and float as an option select. Pretty good maneuver for baiting anti-airs. The float does not change QB's normal jump properties at all, so it is possible to airblock during it, attack during and after it, and even airdash during or after a float. A typical use for it is to jump forwards and float over the opponent, then airdash towards them from behind. Be wary of slower/delayed enemy airchains on chicken block, as the transition from normal jump to float has a few vulnerable frames, and QBee has a unique airblock pushback trajectory that can be exploited for enemy ground-to-air unblockables. |
EX Moves
QJ (Bubble) - 623PP (air):
This move will be neutralized if QB is hit during it. It will coat the opponent in jelly (honey/wax) if they are hit on the ground, allowing a follow up. The opponent is considered partially airborne when coated, 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 followups are her C->R, ES Delta A, or +B EX moves. 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 once used the QB player will rush the opponent down and attempt to anti-air a chicken blocking opponent, or do IAD mixups against a ground blocking opponent. Stuns grounded opponent on hit (honey/wax), hit followup causes knockdown, airborne hit causes knockdown but does not add stun (no honey/wax on airborne hit), landing suki. ES-Delta A or ES-C>R will fully connect.: 1F |
+B (Bees) - 41236KK (air):
This move is mostly for the sake of novelty, since the opponent will have a unique damage pose when hit with this. Although it does good damage and goes over lows, it's hitbox and startup speed are not particularly great. You'd have to be kind of psychic to land it randomly while midrange, and the only good setup for it is off a QJ that hits on the ground or ES Delta A, so it's almost never used except as a sandbag move or by accident. Landing Suki: 1f. |
Dark Force
Flight: I^2 - Same strength P + K:
- (Any Version): Q-Bee flies into the air and is allowed normal flight for the duration. Very short deactivation recovery. while in flight mode, j.hk is special cancel enabled & can be special canceled from a chain.
Frame Data
Normals
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
5LP | 6 | +8 | +7 | 0/ 3/ 6 | Mid | Yes/Rapid | Renda+: H:+11 G:+10 |
5MP | 7 | +5 | +4 | 3/ 9/15 | Mid | × | |
5HP | 13(10) | -3 | -4 | 6/ 8+2*4/10+4*4 | Mid/Air | × | |
5LK | 5 | +4 | +3 | 0/ 3/ 6 | Mid | Yes | |
5MK | 6 | +4 | +3 | 3/ 9/15 | Mid | Yes | |
5HK | 9 | 0 | -1 | 6/ 8+2*3/11+5+4+4 | Mid | × |
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
c.LP | 6 | +4 | +3 | 0/ 3/ 6 | Low | Yes/Rapid | Renda+: H:+7 G:+6 |
c.MP | 7 | +2 | +1 | 3/ 9/15 | Low | Yes | |
c.HP | 11 | +9 | +8 | 6/ 9+3+3/12+6+6 | Mid/Air | × | |
c.LK | 5 | +6 | +5 | 0/ 3/ 6 | Low | Yes | |
c.MK | 7 | +5 | +4 | 3/ 9/15 | Mid | Yes | |
c.HK | 8 | Down | -7 | 6/15/24 | Low | × |
Move | Startup | Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
2LP | 5 | 0/ 3/ 6 | High | Yes | |
2MP | 8 | 3/ 9/15 | High | Yes | |
2HP | 15 | 3/ 8+2x6/10+4x3 | Mid | × | |
2LK | 5 | 0/ 3/ 6 | High | Yes | |
2MK | 8 | 3/ 9/15 | High | Yes | |
2HK | 10 | 6/15/24 | High | × |
Special Moves
Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Notes |
(j.)LK*4 | 12(10) | +11 | +10 | 9/ 9+3*n/ 9+6*n | Mid | Downs Airborne Opponents |
(j.)MK*4 | 13 | +14 | +13 | 9/ 9+3*n/ 9+6*n | Mid | |
(j.)HK*4 | 15 | +12 | +11 | 9/ 9+3*n/ 9+6*n | Mid | |
(j.)214LK | 45 | ? | ? | 12/16/21 | Mid | Downs Airborne Opponents |
(j.)214MK | 45 | ? | ? | 12/16/21 | Mid | |
(j.)214HK | 45 | ? | ? | 12/16/21 | Mid | |
(j.)214KK | 45 | ? | ? | 0/ 0/ 0 | Mid | Adds 31F-Poison |
(j.)426LP | 13 | Down | -7 | 18/18/22 | Mid | Landing Suki: 1F |
(j.)41236MP | 13 | Down | -7 | 18/18/22 | Mid | |
(j.)41236HP | 13 | Down | -7 | 18/18/22 | Mid | |
(j.)41236PP | 13 | Down | -7 | 0/ 0/ 0 | Mid | |
(GC)623LK | 10 | Down | -14 | 18/21+3/24 | Mid | Inv: 13F |
(GC)623MK | 10 | Down | -14 | 18/21+3/24 | Mid | |
(GC)623HK | 10 | Down | -14 | 18/21+3/24 | Mid | |
(GC)623KK | 10 | Down | -14 | 0/ 0/ 0 | Mid | |
624MP | 2 | Down | - | 12/21 | Throw | Inv: 28F |
624HP | 2 | Down | - | 12/21 | Throw | |
624PP | 2 | Down | - | 0/ 0 | Throw | Inv: 37F. |
EX Moves
Move | Gauge | Startup | Hit
Advantage |
Block
Advantage |
Guard | Notes |
623PP | 1 | 34 | Down | -1 | Mid | (*1) |
41236KK | 1 | 25 | Down | +11 | Mid | Landing Suki: 1F |
- Notes:
- 1: Stuns grounded opponent on hit (honey/wax), hit followup causes knockdown, airborne hit causes knockdown but does not add stun (no honey/wax on airborne hit), landing suki. ES-Delta A or ES-C>R will fully connect.: 1F
Colors
Notable Players
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/22.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
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Sakamoto | さかもと | HP | 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 | 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 | 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 | Kansai Region | Old-School | |
Panpiina | パンピーナ | LP | Kyushu Region | ||
Gyu-Bee | 牛-Bee | KK | Kansai Region | ||
Yankii | ヤンキー | KK | Retired |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
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Hilary | ヒラリー | PP | 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 | 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 | 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 | Texas, USA | ??? | Fightcade player that has been very successful. Plays with Snuggleguns at their local arcade. |
N-Bee | エン・ビー | KK | New York, USA | ??? | Found recent notable success. They are a hacker and they made the super-robust training mode we use today. |
Moebius | モービアス | LP | 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 | Brazil | https://twitter.com/sagaminus | Retired. |