Wonderful World/Lemius

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Lemius Lengrand
レミウス・ラングラン
Age: 19
Occupation: Knight
Position: Cook for the Eimer Knights
Height: 160cm
Weight: 47kg
Likes: Cooking
Dislikes: Picky eaters
Values: Her brother (Ryuza)
Weapon: A bo called "Kuroten", and fire magic

Character Specific Data

  • Health: 750
  • Starting Guts Correction: 46%
  • Guts Correction: 66%
  • Total Effective Health: 928
  • Weight: Middle
  • Shave Rate: 25%
  • Combo Correction Value: 3%


Playstyle

Much like her brother Ryuza, Lemius is a fairly well-rounded character that plays well at the close-mid range, but excels at space control and pokes in ways that he doesn't. She has a number of quick normals and skills, including a rekka with multiple enders, a distance closing thrust, a divekick, and even an oki option in her 41236HS. Her Original Abilities burn Skill Gauge to create flaming afterimages that she can use for a variety of purposes; this, combined with various forms of loops that are available to her, gives Lemius an incredibly strong offensive game.

However, her defensive game is a lot weaker since she doesn't have any invulnerable moves and her Moment Attack is somewhat subpar. While she can also function well without meter, utilizing her best combos and loops will require some work, since they're largely size-dependent.


Strengths Weaknesses
  • Disjointed normals with above-average reach. The hitboxes and range of her normals let Lemius control space on the ground exceptionally well. Combined with her fast Skills, this means she can close distance and play aggressively with relative ease.
  • Flexible, powerful Original Abilities. The differing properties of her various Images gives Lemius a lot of versatility when putting together strings, acting as both combo and pressure extenders when used correctly and allowing her to convert stray hits into big damage.
  • Powerful, damaging loops. Lemius's divekick loops make good use of meter to cash out tremendous amounts of damage off of single interactions.
  • Weak defensive options. Lemius isn't completely hopeless on the defense, but has a harder time when she has to get people off of her due to lacking a strong reversal and not having a reliable Moment Attack.
  • Can be very meter hungry when she needs to utilize loop setups or her OA. Many of her loops require using Skill Brakes, and her Original Abilities are the same cost, so without the meter to use either, Lemius' options are a lot more limited without landing specific starters.
  • Has a semi-steep learning curve for her optimal combos. Getting loops down with Lemius means accounting for the size of the character she's hitting and timing the inputs for the loops correctly. Without time and practice, it becomes a lot harder to get this down and can make it hard to really get at her best damage.

Movelist

Original Abilities (cost 50% of the Skill Gauge)
Flame Image / フレイムイメージ 5O (air OK)
Pierce Image / ピアスイメージ 6+O
Inferno Image / インフェルノイメージ 4+O
Meteor Image / メテオイメージ 2+O
Skills
Flame Beat / フレイムビート 214+HS (air OK)
Million Pierce / ミリオンピアス 214+P
Heat Prison / ヒートプリズン 41236+HS
Tinder Strike / ティンダーストライク 236+K (air OK)
Turning Hit / ターニングヒット 236+S
Under Slice / アンダースライス 2+S during Turning Hit
Meteor Fall / メテオフォール 5HS during Turning Hit
Inferno / インフェルノ 6+S during Turning Hit
Finish Skills (cost 100% of the Skill Gauge)
Endless Beat / エンドレスビート 2146+S
Load Javelin / エンドレスビート In air, 236236+HS

Original Abilities Overview

Lemius' Original Abilities are all flaming mirages of her other Skills. She can use them after cancelable normals, or her Skills. Each Original Ability mimics a different Skill, and using one costs 50% of the Skill Gauge in addition to putting her Skill Gauge gain on cooldown for a while.

Normal Moves & Special Skills

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
8 Mid - - - Boo 1 ? ?

A staff jab with a range of about two character widths. Has a bit of recovery. Chains into 2K, (f)5S, 2S, 5HS, 2HS, and 6HS.

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
12 Mid - - - Jump 1 ? ?

A fast upwards kick, her toe almost touches her head. Can sort of be used as a quick anti-air, though expect to trade or to get stuffed a lot depending on the situation. Chains into 5S, 2S, 5HS, 2HS, and 6HS.

cl.5S
cl.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
18 Mid - - - Jump 1 ? ?

Close version has her do a short jab with the staff behind her to the stomach. Will chain into f5S. Chains into 2S, 5HS, 2HS, and 6HS.

f.5S
f.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
21 Mid - - - - 1 ? ?

Far version has a bit more startup and recovery, but has good range (about three character widths). Both chain into 2S, 5HS, 2HS, and 6HS.

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
37 Mid - - - Boo 1 ? ?

A horizontal strike with the staff. Hitbox is shorter and a bit lower than that of f5S. Chains into 6HS.

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
6 Mid - - - Boo 1 ? ?

A (very) fast downward handchop. Chains into 2K, 5S, 2S, 5HS, 2HS, and 6HS.

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
7 Low - - - Boo 1 ? ?

Slides her leg out for a low kick. Chains into 5S, 2S, 5HS, 2HS, and 6HS.

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
17 Low - - - Boo 1 ? ?

A crouching short ankle jab with her staff. Chains into 5HS, 2HS, and 6HS.

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
24 Mid - - - Jump 1 ? ?

An upward strike with the staff using her elbows. Is air-unblockable and is a really good anti-air, but is also a bit slow. Chains into 5HS and 6HS.

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
10 High - - - - 1 ? ?

A downwards jab with her staff. Useful for jump-ins or against opponents below you up close. Also sticks out for a bit. Chains into j.K, j.S, and j.HS.

j.K
j.K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
11 High - - - Jump 1 ? ?

A kick straight forward. For close air-to-air. Chains into j.P, j.S, and j.HS.

j.S
j.S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
19 High - - - Jump 1 ? ?

A downwards aerial strike with her staff. Has a good hitbox. Good for jump-ins. Chains into j.K and j.HS.

j.HS
j.HS
Superscript text
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
32 High - - - - 1 ? ?

A horizontal strike with her staff. For distanced anti-air as it has more range and more start-up than j.K

5O
Flame Image
フレイムイメージ

5O (air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
120 Mid - - - - 1 ? ?

Lemius sends out a flaming image of herself doing a 214HS that comes out fast and wallslams.

6O
Pierce Image
ピアスイメージ

6+O
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
68 Mid - - - - 1 ? ?

Lemius sends out a flaming image of herself doing the 6S followup to 236S that knocks down a grounded opponent.

4O
Inferno Image
インフェルノイメージ

4+O
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
68 Mid - - - - 1 ? ?

Lemius sends out a flaming image of herself doing a 214P.

2O
Meteor Image
メテオイメージ

2+O
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
40 Mid - - - - 1 ? ?

Lemius sends out a flaming image of herself doing the HS followup to 236S.

Universal Moves

6HS
Just Break
6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
56 High 4 - - Jump 1 ? ?

A slower upward strike with her staff, bringing her staff back before swinging. Standard 6HS that is jump-cancellable on hit only. Has some upper-body invince in its startup.

Throw
Throw
When close, 4 / 6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
10 - 4 - - - 1 ? ?

Description.

Air Throw
Air Throw
In air, 4 / 6+HS when close
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
50 - 4 - - - 1 ? ?

Description.

Skills

214HS
Flame Beat
フレイムビート

214+HS (air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
85 Mid - - - - 1 ? ?

Lemius leaps forward and strikes downward with her staff, fire set to it. If close enough to the corner, will wallslam. Usually used to end combos with, but you can run a 50/50 mixup off of a blocked ground 214HS by BRKing it and either doing jHS or landing and doing 2K.

214P
Million Pierce
ミリオンピアス

214+P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
80 Mid - - - - 1 ? ?

A thrust forward with her staff. On hit or block, small fireballs spawn around the staff and hit the opponent for another 5 hits, though some can miss when it hits an airborne opponent. Used to follow-up after a rekka overhead, usually after her corner loop, basic BnBs, or squeezing damage off an OTG.

41236HS
Heat Prison
ヒートプリズン

41236+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
82 Mid - - - - 1 ? ?

Lemius spins her staff and conjures a fireball that slowly moves forward and picks up speed. Pretty good for oki, though it has its own bit of recovery, which can be BRK'd out of. When it lands, it hits three times, the last hit launching the opponent forward, able to be followed up right away with an aircombo or a 2HS.

236K
Tinder Strike
ティンダーストライク

236+K (air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
45-60 Mid - - - - 1 ? ?

Lemius turns into a fireball and heads for the ground at a 45 degree angle. Depending on how you hit the opponent, you'll either land or bounce off the opponent. When you land, you can BRK the recovery of this move and follow up with a combo. When you bounce off of them you can link a jS or jHS into some combo. Used mainly as part of an aircombo or for flashy combos.

236S
Turning Hit
ターニングヒット

236+S
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
236S 15 Mid - - - - 1 ? ?

Lemius's rekka special, the main part of her BnBs and corner loop. The rekkas can be followed up with one of four followups--5S, 6S, 2S, or HS.

236S~S 15 Mid - - - - 1 ? ?

A second strike to follow up from her 236S, exactly the same animation as her first 236S. The same followups are available.

236S~S~2S or 236S~2S
Under Slice / アンダースライス
22 Mid - - - - 1 ? ?

A low jab to the ground with her staff that hits low and is BRK-able into a combo. Ends the rekka when used.

236S~S~HS or 236S~HS
Meteor Fall / メテオフォール
40 High - - - - 1 ? ?

An overhead kick that groundbounces. Ends the rekka when used.

236S~S~S or 236S~6S
Inferno / インフェルノ
43 Mid - - - - 1 ? ?

Lemius shoots a short wave of fire that knocks down if the opponent is grounded. Ends the rekka when used.

Finish Skills

2146S
Endless Beat
エンドレスビート

2146+S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
355 Mid - - - - 1 ? ?

Auto-combo super, on block and whiff the rest of the attacks won't come out. The super comes out pretty fast, might be able to be used as a reversal though it also can trade with the first hit. Does pretty good damage when you combo into it. Unsafe on block, but it can be BRK'd at the end to make it safe.

236236HS
Load Javelin
ロードジャベリン

In air, 236236+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
275 High - - - - 1 ? ?

A large beam of fire in the air, angled downward at a 30 degree angle, has a pretty big hitbox. Can link this after most j214HS enders.

Gameplan & Strategy

Combos

xx - Ground String BRK - SP Cancel

BnBs

Anywhere, Meterless: xx > 236SSS

  • You can replace the last hit of the rekka with 2S to setup (better) fireball oki while sacrificing some damage.

Anywhere, Meterless: xx > 214HS

  • You probably don't want to do this, but you can try to 2HS anti-air them after they recover.

Anywhere, 50% Meter: xx > 214P BRK > 6HS > JC jP jK jS > DJ jK jS jHS > j214HS

  • Easy BnB, for less damage.

Anywhere, 50% Meter: xx > 214P BRK > 41236HS > 6HS > JC jS > DJ jK jS jHS > j214HS

  • A rather hard link (from 214P to 41236HS), for some more damage.

Anywhere, 50% Meter: xx > 236SS2S BRK > 5S 236SSS > 5S 2HS > JC jK jP jS > DJ jK jS jHS > j214HS

Anywhere, 50% Meter: xx > 236SS2S BRK > 5S 236SHS > dash 5P 2HS > JC jP jK jS > DJ jK jS jHS > j214HS

  • In the corner with some characters, if not most, you can replace the "dash 5P" with "5S".

Character Specific Corner Loops

How many repetitions you can do of Lemius's corner loop depends on two things: how much meter you have, and the character's hitbox. To differentiate which characters you can do it on, and what version of the loop to use, it's easiest to compare the character's height to Lemius rather than remember each character individually. Characters can then be separated into three categories: small, medium (Lemius's height) and large (Ryuza and Sabe being the only ones larger than her). The are a few exceptions however, and will be noted as such.

For the sake of reference:

  • Small - Aiwhen, Sasari, Lunathia, Cielo
  • Medium - Lemius, Neva, Orphe, Corona, Alicephia, Duna
  • Large - Ryuza, Sabe

Small/Medium, 2 reps, 50% meter: xx > 236SS2S BRK > 5S 236SHS > dash 5K 236SHS > 5S 2HS > JC jP jK jS > DJ jK jS jHS > j214HS

Small (except Cielo), 3 reps, 100% meter: xx > 236SS2S BRK > 5S 236SHS > dash 5K 236SHS > 5S 236SHS > 5S 5O (> dash 2HS) > JC jP jK jS > DJ jK jS jHS > j214HS

Small/Medium, 3 reps, 100% meter: xx > 236SS2S BRK > 5S 236SHS > dash 5K 236SHS > 5S 236SHS > 214P BRK > 6HS > JC jK jS > jK jS jHS > j214HS

Medium/Large (except Orphe, includes Sasari), 2 reps, 50% meter: xx > 236SS2S BRK > 5S 236SHS > 5S 236SHS > dash 2P 2HS > JC jP jK jS > DJ jK jS jHS > j214HS

  • For 50% meter and a bit more damage you can swap the dash 2P 2HS with 5S 5O (dash 2HS).

Situational Combos

Anywhere, 50% Meter: 236S~HS > 214P BRK > 6HS > jK jS > jK jS jHS > j214S

Corner, Meterless: 236S~HS > 5S 236SHS > 5P 2HS > JC jP jK jS > DJ jK jS jHS > j214HS

Corner, 50% Meter: 236S~HS > 5S 236SHS > 5S 236SHS > 5S 5O > JC jP jK jS > DJ jK jS jHS > j214HS

Anywhere, Meterless: 41236HS hits > 2HS > JC jP jK jS > DJ jK jS jHS > j214HS

Corner, 100% Meter: j236K bounce off > jS > j214HS > j236236HS > land 5S > JC jP jS jK > DJ jK jS jHS > j214HS

Corner, 0% Meter: aircombo > jP jS > 9DJ jS > j236k > jHS > j214HS

  • The position of your target should stay below your altitude when doing this combo. Another note is that after a launch (e.g. 6HS), you should neutral jump (8JC) in order to get the position right for jP jS to put them on the level where you can jump back jS (9DJ) in order to get them in the correct range for j236K. Doable on all characters with slight variation depending on character size (Ryuza requires some delay to get the j236K clean hit)

Corner, 50+% Meter: aircombo > jO > land 5P/5K 2HS > aircombo

  • Basically using jO to extend combos for more damage. Keep in mind your height ot else jO might whiff, in which case you can omit the beginning aircombo's second jK and must not have done a j214HS. Depending on proration and such, opponents may be able to tech the relaunch or even the middle of your aircombo.

Corner, 100% Meter: 6HS (or 42136HS hits > 2HS) > JC jP jK jS > DJ (jK) jS jHS jO > land 5S 236SHS > 5S 5O > jP jK jS > DJ (jK) jS jHS > j214HS

Videos

External Links

Colors

P Button K Button S Button HS Button
O Button SP Button Hidden


General
Changes
FAQ
HUD
Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy