Vita Fighters/Avoc

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Avoc

Overview

Avoc is a slick, flashy character with incredible pressure and great damage output.He has the basic shoto tools such as a decent fireball, invincible DP and kick special to hop over fireballs. But when you play him you learn that he an absurd amount of tools,movement, and combo expression.

Normals

5L
VitaF L.png
VFSAvoc5L.png
Weak Punch
Weak Punch
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 6 5 8 +7 +0 mid no -

Standard light, has some range to it. Hits at a good angle for anti airing


5M
VitaF L.pngVitaF L.png
VitaFAvoc5M.png
Weak Sweep
Weak Sweep
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 9 7 5 +13 +6 mid no -

Amazing neutral tool, it is also a great pressure tool as its +5 and if spaced leaves Avoc airborne allowing for teleport mixups.


5M2
VitaF L.pngVitaF L.pngVitaF L.png
VitaFAvoc5M2.png
Heavy Kick
Heavy Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 9 5 15 +13 -8 mid yes -

The best Launcher in the game.


5M3
VitaF L.pngVitaF L.pngVitaF L.pngVitaF L.png
VitaFAvoc5M3.png
Nimbus
Nimbus
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- - - - - - - no -

It can auto bait bursts, not much else apart from combo filler.


5H
VitaF H.png
VitaFAvoc5H.png
Medium Punch
Medium Punch
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 17 5 26 -2 -18 mid yes -

A pretty bad heavy, its so bad that it builds the opponent meter on hit.Its punishable but it doesn't matter if you can go into the safer 5H2(though this can be stuffed). Its Auto Combos series is a corner stone of his combo game so you'll need to use this there.


5H2
VitaF H.pngVitaF H.png
VitaFAvoc5H2.png
One Inch Punch
One Inch Punch
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 17 5 20 +13 -8 mid yes -

Its good in combos and pretty safe, especially when cancelled.


5H3
VitaF H.pngVitaF H.pngVitaF H.png
VitaFAvoc5H3.png
Knock Kick
Knock Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 15 4 15 + -7 mid no -

Its good in combos and pretty safe, especially when cancelled.


2L
2.gifVitaF L.png
VitaFAvoc2L.png
Light Kick
Light Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 9 6 11 +5 -4 low no -

Can cancel into itself infinitely but it usually stops looping at around 3 hits.


2H
2.gifVitaF H.png
VitaFAvoc2H.png
Slide
Slide
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 13 6 14 +19 -6 low - -

This move is pretty good in neutral, it goes under fireballs and some other moves. It is +0 at max range.


2X
2.gifVitaF X.png
VitaFAvoc2X.png
Crescent Kick
Crescent Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 14 7 17 +++ -10 mid yes -

It is a standard launcher that you can reverse beat into from 2S. It is a good anti air and can be -3 if meaty or spaced,


2XX
2.gifVitaF X.pngVitaF X.png
VitaFAvoc2XX.png
Super Dash
Super Dash
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- - - 0 ~ ++ mid no -

This is an alternative followup to his launcher, very useful in combos, no use in anything else.


2XX2
2.gifVitaF X.pngVitaF X.png2.gif
VitaFAvoc2X2X.png
Short Hop
Short Hop
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- - - 0 ~ ++ mid no -

By holding 2 and X before you Super Dash you do an inactionable hop and drop to the floor. Not much use for it apart from this combo


25L
2.gif VitaF L.png
VitaFAvoc25L.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 11 1 14 +21 +21 - no -

The 4th most damaging throw in the game, even though cant get a combo you can kill a full health opponent in 8 grabs. It also is one of the top meter building grabs in the game as it almost gives you a full bar due to its 11 hits.


j.L
7.gif8.gif9.gif+VitaF L.png
VitaFAvocjL.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 8 7 8 + + high no -

Your only available overhead, its a neat one as its quick enough to airdash after.


j.M
7.gif8.gif9.gif+VitaF L.pngVitaF L.png
VitaFAvocjM.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 11 5? 9? + - high no -

Its has uses in combos and as a WJF to activate a j.LMM triple overhead.


j.M2
7.gif8.gif9.gif+VitaF L.pngVitaF L.pngVitaF L.png
VitaFAvocjM2.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 10 ? ? +++ + high no -

Amazing jump in if you ever manage to WJF the first j.M on block. Amazing for triple overheads/crossup mixups. Its not that useful on air connect but its always unscaled.


j.H
7.gif8.gif9.gif+VitaF H.png
VitaFAvocjH.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 17 5? 5? - + mid yes -

Don't know why its a mid to be honest but its great in combos.

Specials

5S
VitaF S.png
VitaFAvoc5S.png
Nova
Nova
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 25 TOS 46 -8 -24 mid yes -

Only use it sparingly to annoy your opponent, sometimes zoning with backdash cancel 5S is alright but Avoc is definetly not a zoner.


6S
6.gifVitaF S.png
VitaFAvoc6S.png
Thunder Burst
Thunder Burst
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 19 20~ 40~ + -56 mid yes -

One of your slow but rewarding Anti Airs, Its invincible starting from frame 19 and has a big hitbox so it can never be beaten out by anything. It cancels into j.X and both teleports on hit.


4S
4.gifVitaF S.png
VitaFAvoc4S.png
Sai Kick
Sai Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 16 19 22 + -14 mid yes -

This is your main anti air response to instant airdashes. While unrewarding without meter as it often doesn't properly connect, its quick and can lead to oki. On hit its your main combo extender as it wallbounces.


2S
2.gifVitaF S.png
VitaFAvoc2S.png
Sweep
Sweep
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 20 13 2 - - low yes -

Its a neat poke as it reverse beats into 2X on hit and block. It cancels into all of your other specials as well.


22L
2.gif2.gifVitaF L.png
VitaFAvoc22L.png
Close Teleport
Close Teleport
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 19 8 2 - - - - 17-27

Not often used unless you're in the corner but its not as obvious a neutral hop. Costs a fifth of a bar.


22H
2.gif2.gifVitaF H.png
VitaFAvoc22H.png
Far Teleport
Far Teleport
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 20 8 2 - - - yes 17-27

This is your tool to automatically beat zoners and turtlers. Costs a fifth of a bar.


j.22L
7.gif8.gif9.gif+2.gif2.gifVitaF L.png
VitaFAvocj22L.png
Close Air Teleport
Close Air Teleport
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 19 8 2 - - - yes 17-27

Can be used to bait anti airs and go for quick lows from an empty hop. Costs a fifth of a bar.


j.22H
7.gif8.gif9.gif+2.gif2.gifVitaF H.png
VitaFAvocj22H.png
Far Air Teleport
Far Air Teleport
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 20 8 2 - - - yes 17-27

The air version of the far teleport is more so used for combos than it is for neutral as it sends you a fullscreen distance behind the opponent. Costs a fifth of a bar.


j.S
7.gif8.gif9.gif+VitaF S.png
VitaFAvocjS.png
Air Sai Kicks
Air Sai Kicks
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 18 50 5 ++ - Ov-Mid no -

It seems to be an overhead for the first 2 or 3 hits. This move extends combos like 4.S but mid air. It is an amazing air control tool as it covers that area for a long time since he floats there kicking for 50 frames.

EX Moves

5X
VitaF X.png
VitaFAvoc5X.png
Garu Blast
Garu Blast
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 5 TOS 65 + -59 mid no -

One of the best anti air supers in the game, it is frame 1 after the super flash and covers his entire body, even right behind him.


HX
VitaF H.pngVitaF H.pngVitaF H.png+VitaF H.png
VitaFAvocHX.png
Garu Flurry
Garu Flurry
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 19 TOS 18 ++ ++ mid no -

What it lacks in damage it makes up by being an amazing combo extender midscreen. It can only be activated by inputting a heavy after 5H3. In juggles you can teleport after them to continue a combo.


j.X
7.gif8.gif9.gif+VitaF X.png
VitaFAvocjX.png
Flying Garu Blast
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 29 TOS 36 ++ ++ mid no -

What it lacks combos it makes up in damage, if the move fully connects its almost 37%. There are ways to set up into it but they are usually restricted to the corner.


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