Character Page Progress
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In Progress | To-do |
- Combos:
- Add damage and meter gain/given numbers to the pre-existing combos.
- Overview/General Gameplan:
- Add a brusk summary of this character with a list of strengths and weaknesses
- Practice your all-time to describe how to play this character, change or add together subsections based on what you would write equally a guide.
- Movement Descriptions:
- Expand upon the shorter move descriptions.
| - (Boosted Ressources/Players to watch/ask)
- (Add any external links to ressources such every bit video guides or articles.)
- (If you know whatever players in item that can exist helpful for learning this graphic symbol, please add them with, if possible a way to contact them (such as a Discord handle) and a proper noun that tin can be searched in the match video database.) -> Check for non-JP players.
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Boosted Resource
C-Ryougi Match Video Database
Players to watch/ask
JP:
Overview
Playstyle
C-Ryougi is the princess of gimmicks. |
Pros | Cons |
- Good general mobility: Average run speed combined with an absolutely fantastic airdash.
- Strong neutral: Her aerials are incredible, j.B is notable, which absolutely controls the skies, and she tin can speedily reposition to catch airborne opponents landing. Her grounded buttons are expert as well, outranging many characters.
- High corporeality of gimmicks and knowledge checks: Unblockables, rekkas, rebeats, overheads, and a crossup overhead that is safe on cake, C-Ryougi is never out of gimmicks to catch y'all with.
- Menacing in Blood Heat: A fearsome grapheme in BH, her AAD is one of the all-time reversals and command grabs in the game and her Concluding Arc does 7k damage unscaled.
- Weird hurtbox during hitstun: A lot of characters lose routes and confirms on Ryougi, giving her an additional hazard at life.
- Loftier meter gain: C-Ryougi gains well-nigh a full bar from most of her combos.
- Good damage with meter: Using her unique "Genei Jin" super, C-Ryougi can break 6k, damage far above what a graphic symbol of her tier should be getting.
| - Poor defense: 5A being tiny, her fastest push you lot can utilize in most abare situations is 2A. She also completely lacks meaningful reversals exterior of Blood Estrus.
- Extended hurtboxes: C-Ryougi extends a lot of green before and during her active frames on nigh of her pokes, making it easy to become counter-hitting without pristine spacing. In do, this can make it difficult to antiair a lot of characters.
- Depression impairment without meter: C-Ryougi'due south principal BnB doesn't even break 4k, coupled with her highly contemporary crime this can make a clean combo difficult to offset.
- Frequent returns to neutral: Her airthrow gives her weak to nonexistent okizeme midscreen and mediocre okizeme confronting most of the cast in the corner, whereas j.236X ender is usually a render to neutral if the opponent doesn't go for risky plays. Her rebeats don't put her at an advantageous position either most of the fourth dimension.
- Low health: Ryougi has the fifth everyman HP in the game and insignificant guts. She bleeds for her mistakes; C-Ryougi specially with how contemporary her law-breaking is.
- Long recovery on pokes: Her recovery on non-5A moves is at best 17 frames, messing up your spacing can mean game over.
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General Gameplan
C Ryougi is generally considered the worst of the 3 moons, due to her mostly gimmicky pressure and smaller buttons compared to the other moons. That being said, she gains a few notable things over said moons: An invincible reversal in the form of Rut on demand, which also increases her survivability when able to heal scarlet wellness. She also gains an actual leap in push button in the grade of jB, which is too an incredible button that is used very liberally. C Ryougi wants to use her fast movement and bully air buttons to ostend hits and keep you on the ground.
Neutral
More often than not being precise with j.B and 5B.
Use your quick airdashes to get in or retreat.
Retreating is important for C-Ryougi, every bit it sets up her quick airdash to arrive when the moment presents itself.
Offense
C-Ryougi has mediocre pressure and unremarkably ends up giving up on it and falling back to neutral, unless you desire to take some take a chance.
Example blockstring: ...5B > 2C > 5A(whiff) > 5B > 2C... Cancelling into an A normal from 5C is +ane, and +2 on 2C. 5BB is -1. If you desire to have risks, y'all should go for rekka loftier/low (236A>214A/214D), frame traps(half charge 5C or 6C), unblockables (apply 5C or 6C the others are too slow), or the 421 series for a crossup overhead (preferably B because that one is spring cancellable so you won't dice on block) Should you become a hard knockdown through A rekka, 214B, or 421B, you lot tin time safejump with j.B or, should yous be feeling frisky, use 623[A]/[B] every bit a meaty. Because these moves are unblockable and provide untechable knockdown, they're a proficient choice should yous exist fighting an opponent without a meterless reversal, or without meter for said reversal. Possible to be jumped out of should the meaty non exist tight enough.
Unblockables
You have v unblockable moves. They are by and large weak, but work well vs F-Moon opponents, because they don't accept the choice to dodge.
Since they cannot contrivance, they are forced to shield it, or use some kind of reversal. They ordinarily shield it, as it is easier.
You cannot combo from hit an unblockable.
- 5[C] is the fastest unblockable. Active on 31st frame. Main drawback of this move is that opponent can tech in the air afterward getting striking.
- half dozen[C] is active on 33rd frame. All the same opponent cannot tech in the air, so you tin can catch them teching on the ground if you guess right. It also has bigger range than 5[C] and doesn't movement you lot forrard. Range can be important, as even if they shield it, some shield counters volition whiff.
- 623[A] is active on 38th frame. This is an unblockable yous want to do as a meaty rather than pressure reset. As meaty it is fairly safe to do midscreen, because you will dash backside the opponent even if they shield. It can still exist punished past unorthodox ways like weird specials, practiced backdashes.
Sometimes this move is useful to use later catastrophe combo with j.236B. Opponent is going to be high in the air, and will not see where you are on the basis. So this movement might grab them off guard. - 623[B] is active on 45th frame. Useless, same properties equally 623[A] just slower.
- 623[C] is active on 40th frame. Same backdrop as 623[A] simply a bit more than dmg + screen wink might scare opponents into trying to cake information technology.
One big annotation well-nigh unblockables is that they do big amounts of red hp damage.
- 5[C] and vi[C] practice 1500 normal hp dmg, and 3000 ruby-red hp dmg.
- 623[A] and 623[B] do 1500 normal hp dmg, and 3500 red hp dmg.
- 623[C] does 1900 normal hp dmg, and a whopping 4500 cherry hp dmg.
So consider opponents cherry-red hp gauge and if you want to clear it.
421 series
C-Ryougi has a unique 421 series that crosses up and hits overhead. The monke flip.
This move pretty proficient as it tin can exist cancelled from normals, and is non easy to punish.
- 421A is the fast version. Active on frame 30. Big drawback is that it is not jump cancellable, making it risky vs shields. You tin yet special cancel it with j.236C to punish a shield counter, and it volition combo into it on hit.
- 421B is slower. Agile on 36th frame. Can be bound cancelled. Has a weird airdash restriction, if you lot started philharmonic/blockstring off of ground dash cancel due east.chiliad. nuance > 2A, then you volition not exist immune to airdash after this motion.
If you fully recover the dash, then do 2A > 421B > bound cancel, so you tin can airdash. - 421C, agile on 27th frame (there is some flash freeze, and then this is very much reactable). Mainly used as an escape tool from the corner, some starting frames are hit invulnerable.
Okizeme/Setups
C-Ryougi has a 50/50 setup in the corner.
It's adequately technical because it's character specific.
The philharmonic string is 2AAA > 2B > 5BB > 5C > 2C > (delay?) 5A > 236C.
Doesn't work on Aoko, Tohno, All Akihas, and Kohaku. Always out of the corner.
Always crosses up on Kouma, Miyako, Len, WLen. Can all the same be used equally a cognition bank check.
Works on residuum of the characters, however the delay varies to get crossup or not per graphic symbol.
The lower the opponent(more delay) before 236C, the bigger the odds that they will exist pulled out of the corner.
C-Ryougi has universal okizeme options to choose from as well. Equally long equally the opponent is airborne you tin apply 236A~236A~236A and you tin manually time a rubber jump on every character mid-screen. If they are in the corner you can manually time a super bound forwards(29) to compact them safely.
Here are some of her okizeme routes from her TKj.236B routes in the corner:
- ...>2C > TKj.236B, 5BB > 214A, 2C > 5C > 236C
This route uses meter but gives full you lot plenty of time to set up a fifty/50 in or out of the corner. The hard office is watching the height equally some characters float as well high and go over Ryougi, so y'all need to filibuster your link of the TKj.236B and the 5BB. Do annotation that the 2C can modify which side the opponent is on and so be sure to lookout advisedly, you should be able to control it if you lot watch your links and their height.
- ...>2C > TKj.236B, 5BB > 214A, 2C > 2A(due west) > (2A) > 236A~236A~236A
Does not employ meter nor grants a 50/50 but it is her one of her more damaging corner enders without meter. Due to catastrophe in the 236A rekka ender she can super jump later on to rubber spring. Exist wary of the height and timing as the second 2A tin can whiff sometimes. If the 2A(w) > 2A is also difficult feel costless to just exercise 2A into rekka.
Defence force
No invincibility on beginning up only it gains some before long after then it tin can be used against certain set ups in force per unit area to reset back to neutral. If information technology is shielded it's fine, it can be canceled with jump so you tin can air cake or air nuance back to get away. Considering it does cross upwardly it does go you out of the corner which can be life saving in some match ups, besides the angle it hits at makes it tough to duck under.
Similar to 421C simply it has invincibility on kickoff upwardly, only not for very long(frames 1 to 3). Even if shielded you are nevertheless able to jump cancel information technology adding some extra safety. The hitbox is very high and will non striking crouching characters, so if they compact with a depression, long range move you're probably getting punished as their move will recover in time. Can be used to intermission out similar to 421C every bit the invincibility on first up is e'er appreciated.
A rarer merely situational reversal option. Due to being a TK input information technology takes iii frames minimum before invincibility will activate, and the TK motion tin can exist hard to clasp out in tight blockstrings, but it is a quick option that is only about -6 with decent button back so not the worst option. It tin can besides be used every bit a panic option to get someone off of you in the air if they are going to land before you, only practice know that while you are strike invincible you are non throw invincible and after the wink yous tin be gAT out of it still.
Combos
Combo Note Help |
Disclaimer: Combos are written by various writers, then the bodily notation used in pages tin differ from the standard ane. For more information, see Glossary and Controls. |
X > Y | X input is cancelled into Y. |
Ten > delay Y | Must wait for a short menses before cancelling X input into Y. |
X, Y | 10 input is linked into Y, significant Y is done after 10'due south recovery period. |
Ten+Y | Buttons X and Y must be input simultaneously. |
Ten/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings. - Use attack X with Y follow-up input.
- Input X and then within a few frames, input Y. Unremarkably used for option selects.
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Ten(w) | 10 input must not hit the opponent (Whiff). |
j.Ten | 10 input is done in the air, implies a leap/jump cancel if the previous motility was done from the ground. Applies to all air concatenation sections: - Assume a forwards bound cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X | X input is done after a super leap. Notated as sj8.10 and sj9.Ten for neutral and forward super jumps respectively. |
dj.X | X input is done afterwards a double bound. |
sdj.X | X input is done afterwards a double super jump. |
tk.X | Stands for Tiger Articulatio genus. X motion must be buffered earlier jumping, inputting the motion equally close to the ground every bit possible. (ex. tk.236A) |
(X) | X is optional. Typically the philharmonic volition be easier if omitted. |
[X] | Input X is held downward. Also referred to as Blowback Edge (Exist). Depending on the grapheme, this tin indicate that this push button is held down and non released until indicated by the release notation. |
]X[ | Input Ten is released. Will only appear if a button is previously held downwards. This type of input is referred to as Negative Edge. |
{X} | Button X should simply be held down briefly to go a partially charged version instead of the fully charged one. |
10(N) | Set on "10" should simply hit North times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this annotation are unremarkably referred to every bit loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Striking on an airborne opponent. |
66 | Performs a ground frontwards dash. |
j.66 | Performs an aerial frontwards dash, used as a abolish for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.half dozen/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Bulldoze. |
AAD | Performs an Some other Arc Bulldoze. |
Normal Combos
Note: In most of these combos, j236B ender tin (and normally should) be swapped for an airthrow to proceeds oki at the cost of damage. Use 236B should you feel more damage is needed to finish off an opponent.
Condition | Notation | Damage vs V.Sion | Notes | |
Normal starter, grounded opponent | - 2AA > 2B > 5BB > 5C > 2C > 6C > j.BC > (airdash j.C) > sjc > j.BC j.236B/AT
| 4203 | | Meter Gained: 101 | Meter Given (vs C-Moon): 30.3 | Basic philharmonic. Airdash j.C is optional, but its a free damage and is not very difficult to do, although may not work on some characters, in which case you should but skip it. Airdash j.C is height specific, and grounded 2C 6C starter allows for it to exist a reliable option. | | |
Normal starter, grounded opponent | - 2AA > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
| 4305 | | Meter Gained: 136.5 | Meter Given (vs C-Moon): ??? | There is a filibuster betwixt 2C > 5C, this applies for all combos beneath. Combo gives skillful meter, just it's arguable if tossing a knife in this combo is worth it. | | |
Normal starter, grounded opponent | - 2A > 2B > 5BB > 5C > 2C > 6C > 22A/B, 2A > 2C > 623B, 2C > 5C > 5BB > j.BC > j.ABC > j.236B
| 4334 | | Meter Gained: 152.3 | Meter Given (vs C-Moon): 47.5 | Advanced philharmonic for more damage, but is impractical for the impairment gained. Does not work with more than 1x 2A, because opponent lands before 623B due to gravity. Might be char specific. | | |
Normal starter, grounded opponent, 100% meter | - 2AA > 2B > 5BB > 5C > 236A~236A~236C > 214C > j.A(westward), land 2C > 5C > 5BB > j.BC > j.ABC > j.236B
| 4760 | | Meter Gained: 94.8 - 100 | Meter Given (vs C-Moon): 42.5 | The opponent has to be on the ground when you offset the Rekkas, or else "236C" will not striking. | | |
Normal starter, grounded opponent, 100% meter, far from corner | - 2AA > 2B > 5BB > 5C > 236A~236A~236C > 22C, 214A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
| 5142 | | Meter Gained: 99.i - 100 | Meter Given (vs C-Moon): 45.5 | Needs to be done far abroad from the corner. Good impairment. Delay between 22C and 214A is cardinal for consistency. Attempt adding micro walk back before 2C to make it not hit behind and whiff 5C. Otherwise 2C > 5C can be changed to 2C > 2B. | | |
Normal starter, grounded opponent, 150% meter | - 2AA > 2B > 5BB > 5C > 63214C~[8 > (filibuster > half-dozen~eight)x3 > 4] > 5BB > j.BC > j.ABC > j.236B
| 6124 | | Meter Gained: 55.8 - 150 | Meter Given (vs C-Moon): 49.4 | Great damage. Can be used if you started combo with 120 meter | | |
Normal starter, grounded opponent, midscreen or slightly further | - 2AA > 2B > 5BB > 5C > 214A, 5BB(tk.236B) > j.BC > j.BC > AT/j236B
| 4014(4202) | | Meter Gained: 90.0(???) | Meter Given (vs C-Moon): ??? | A slightly more than damaging BnB with more corner carry and meter gain. Will non work at certain ranges. tk.236B is inconsistent, more than research is needed as to who it works on. | | |
Corner Combos
Status | Notation | Damage vs V.Sion | Notes | |
Normal starter, grounded opponent | - 2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 5C > 5BB > j.BC > j.ABC > j.236B
| 4577 | | Meter Gained: 119.5 | Meter Given (vs C-Moon): 36.9 | Corner combo for damage. | | |
Normal starter, grounded opponent, 100% meter | - 2AA > 2B > 5BB > 5C > 214A > 2A > 2C > 236C
| 3962 | | Meter Gained: 53 - 100 | Meter Given (vs C-Moon): twenty.iii | Corner philharmonic with meter, less damage but good okizeme. Depending on the delay between 2C and 236C y'all can forcefulness opponent be in the corner, or slightly out of information technology. So air dashing over them subsequently 236C is a left/right mixup and then land > 2A is a left/right mixup. Might be graphic symbol specific. | | |
Tigerknee Corner Combos
Condition | Notation | Damage vs 5.Sion | Notes | |
Normal starter, grounded opponent | - 2AA > 2B > 5BB > 5C > 2C > 6C > TK j.236B > j.BC > j.ABC > j.236B
| 4449 | | Meter Gained: 111.5 | Meter Given (vs C-Moon): 33.four | Basic version, like shooting fish in a barrel to execute. | | |
Normal starter, grounded opponent | - 2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A > j.BC > j.BC > j.236B
| 4651 | | Meter Gained: 115 | Meter Given (vs C-Moon): 35.6 | Advanced version, "5BB" link is tricky. | | |
Normal starter, grounded opponent, 100% meter | - 2AA > 2B > 5BB > 5C > 2C > TK j.236B, 5BB > 214A, 2C > 236C
| 4715 | | Meter Gained: 86 - 100 | Meter Given (vs C-Moon): 29.1 | Meter version, okizeme. Sometimes 2C volition hit backside, and so will need to exercise 214C to get 236C, it will still hit. | | |
Move Descriptions
Frame Data Help |
Header | Tooltip |
Motion Box Colors | Light gray = Collision Box (A move lacking ane means it can get through the opponent'due south ain standoff box). Green: Hurt Boxes. Red: Hit(/Grab) Boxes. Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops existence active. Multi-hit attacks can beat disharmonism since they will even so progress to the next hitbox.) Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually). Blue: Reflectable Projectile Boxes. |
Damage | Base harm done by this set on. (10) denotes combined and scaled damage tested against standing V. Sion. |
Ruby Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested confronting standing V. Sion. (X) denotes combined damage. |
Proration | The correction value set by this attack and the fashion information technology modifies the scaling during a string. Run into this page for more details. 10% (O) ways X% Overrides the previous correction value in a philharmonic if X is of a lower per centum. Ten% (Thou) ways the electric current correction value in a combo will exist Multiplied by Ten%. This can besides be referred to as relative proration. |
Circuit | Meter gained by this set on on striking. (10%) denotes combined meter gain. -Ten% denotes a meter cost. |
Cancel | Actions this move tin be cancelled into. SE = Self cancelable. N = Normal cancelable. SP = Special cancelable. CH = Cancelable into the side by side part of the same attack (Concatenation in case of specials). EX = EX cancelable. J = Spring cancelable. (Ten) = Cancelable only on hit. -X- = Cancelable on whiff. |
Baby-sit | The way this movement must be blocked. Fifty = Can block crouching H = Can block standing. A = Can block in the air. U = Unblockable. |
Startup | Amount of frames that must laissez passer prior to reaching the active frames. As well referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (10) frames are difficult to use to make up one's mind punish windows. Generally the larger the numbers, the more time y'all have to punish. X denotes agile frames with a duration separate from its origin move'south frame data, such as projectile attacks. In this case, the total length of the motility is startup+recovery only. |
Recovery | Frames that this motion has after the active frames if not canceled. The grapheme goes into one frame where they can block merely not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can deed before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a movement with startup that is at least 2 frames less than this move'south negative advantage, it will result in the opponent hitting that movement. ±x~±y denotes a range of possible advantages. |
Invul | Lists whatsoever defensive properties this motility has. X y~z denotes X holding happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire movement. Invicibility: - Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties: - Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Backdrop - Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character tin accept hits without going into hit stun.
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Normal Moves
Standing Normals
5A | Damage | Ruddy Damage | Proration | Cancel | Guard | 350 | 196 | 75% (O) | -SE-, -N-, -SP-, -EX-, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 4 | 4 | ix | -one | three.5% | - | Tied with 2A for Ryougi's fastest normal. Air unblockable. The range is not much, but information technology's notwithstanding decent. If you really need to, you can use it equally an emergency anti-air, just you'll probably get beat out. | |
| 5B | Impairment | Red Damage | Proration | Abolish | Guard | 500 | 245 | 80% (O) | N, SP, CH, EX, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 8 | 3 | 18 | -6 | five.0% | Clash 9-xi | Mid-range knife swipe with excellent horizontal range and clash frames. Moves forward very slightly. Her 2nd best combo starter and all-time overall standing poke; can be repeated into another delayable 5B. It has terrible lag on whiff nonetheless, and is decumbent to backdash-canceling and dodges. | 5B~B | Impairment | Red Damage | Proration | Cancel | Guard | 600 | 343 | 70% | N, SP, EX, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 4 | 3 | eighteen | -4 | six.0% | Clash 5-vii | A close range pocketknife swipe follow-up to her 5B. Has proficient range, but not as long equally her 5B. Keeps her in place. Used primarily in combos and pressure strings to add damage/deplete guard meter. | |
| 5C | Damage | Reddish Impairment | Proration | Cancel | Baby-sit | 850 | 392 | 80% (O) | N, SP, EX, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 10 | 4 | 17 | -4 | eight.5% | Clash eleven-14 | Downward pocketknife swipe with less range than 5B and moves Ryougi forward a flake. Deals a petty bit of flake dmg. | v[C] | Damage | Cherry-red Damage | Proration | Cancel | Guard | 1500 | 2940 | 100% | - | U | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 30 | 4 | 28 | - | 15.0% | Clash 31-34 | Becomes an unblockable while charged, launching the opponent into an air tech state on striking. | |
Crouching Normals
2A | Damage | Red Impairment | Proration | Abolish | Guard | 300 | 147 | 75% (O) | -SE-, -N-, -SP-, -EX-, (J) | Fifty | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 4 | 4 | nine | -i | 3.0% | - | Shut ranged crouching low kicking. Fastest normal along with 5A. Best combo starter. Best whiff cancel move for pressure and stagger strings. Can be used for off-the-ground pick ups. | |
2B 2 frames slower than H-moon 2B for some reason 2 frames slower than H-moon 2B for some reason | Damage | Red Harm | Proration | Abolish | Baby-sit | 550 | 392 | 90% (O) | Due north, SP, EX, (J) | L | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 10 | 3 | 15 | -one | 5.5% | Clash 11-thirteen | Mid-range crouching horizontal knife swipe with clash frames. Good range. Highest damage philharmonic starter. Clash hitbox makes this good to allurement DPs. Simply press it and if it clashes, do nothing and expect for them to come downwardly. If it blocks, blockstring as normal. | |
2C | Damage | Red Harm | Proration | Cancel | Guard | 900 | 490 | 55% (O) | N, SP, EX, (J) | Fifty | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 13 | 2 | 28 | -12 | 9.0% | - | Dull, long-range crouching depression slash that besides moves Ryougi forward. Gives an untechable knockdown and hits at a very large arc in front, behind, and a picayune bit higher up her. Cracking option afterwards a footing throw, as information technology will hitting exactly on wakeup of most characters. Very useful in blockstrings and staggering combos equally it propels Ryougi frontward, allowing her to catch any backdash cancels. Had its active frames nerfed from AA to CC, changing the timings on many of her corner combos. | |
Aerial Normals
j.A | Damage | Scarlet Damage | Proration | Cancel | Guard | 300 | 147 | 75% (O) | SE, N, -SP-, -EX-, (J) | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 6 | 4 | 10 | - | 3.0% | - | A downward stab. You can cancel this move into commands and EX edges fifty-fifty if yous whiff. | |
j.B "Why do some people think C is better than H?" "Why do some people think C is meliorate than H?" | Harm | Red Damage | Proration | Abolish | Guard | 550 | 294 | fourscore% (O) | N, SP, EX, (J) | H | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 6 | 4 | - | - | 5.5% | - | Downward swipe. Good for both air to air and air to ground. Cornerstone of your gameplan. Use this move, just endeavor non to overuse it. It's not THAT proficient, but it is very expert. Can hit backside on everyone except: Tohno, Sion, Satsuki, Len, WLen | |
j.C | Impairment | Crimson Damage | Proration | Cancel | Guard | 850 | 392 | xc% (O) | N, SP, EX, (J) | HA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 7 | 4 | - | - | 8.5% | - | Upward swipe. | |
Command Normals
| 6C | Impairment | Reddish Impairment | Proration | Cancel | Baby-sit | 850 | 588 | 85% (1000) | SP, (CH), EX, (J)* | L | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 14 | 3 | 24 | -9 | 8.5% | - | Low-hitting standing slash. On hit against a grounded opponent, this will brand Ryougi switch sides and allows for an unique EX followup with 214C. As this switches sides, it allows for a gimmicky reset should you hit someone with it (ex. whatever into 5C 6C then practise 2A into a combo or some other reset). This is mostly a cognition check, but is pretty practical and tin fifty-fifty take hold of people who know it off guard. | 6[C] | Damage | Red Damage | Proration | Cancel | Guard | 1500 | 2940 | 100% | - | U | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 32 | 3 | 29 | - | 15.0% | - | Becomes an unblockable when charged. | |
Universal Mechanics
| Damage | Red Harm | Proration | Cancel | Baby-sit | 1500 | 980 | 100% | - | U | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 2 | 1 | twenty | 13 ~ 18 | 15.0% | - | Ryougi pins the opponent to the ground so stabs them in the chest. One of the trickiest ground throws due to a bug where opponents cannot run their reversal options on wakeup on the neutral frame. So afterwards the throw, if you lot meaty when with a normal on their neutral frame, they are forced to block it or get hit. Out of the corner, Ryougi will not jump out far away, and you can also effort to fourth dimension some other ground throw. Opponents volition exist forced to tech it or exist put in a loop state of affairs. | |
Raw Raw Combo Ender Combo Ender | Raw / Combo Ender | Harm | Ruby Damage | Proration | Abolish | Baby-sit | 1600 (1408) 1000 | (862) 784 | 35% 100% | - | U | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 1 | ane | 12 | - 4 ~ 9 | 0.0% 10.0% | - | Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downwards and so slice them, resulting in a ground bounce. For the latter, she will driblet the opponent straight beneath her and so stab them like in her ground throw. | |
Shield Bunker 214D in neutral or blockstun | Bunker | Harm | Red Harm | Proration | Cancel | Guard | 500 | 196 | 100% | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 25 | iv | 19 | -5 | 0.0% (-50.0% in blockstun) | Clash 1-10 | (Disharmonism) | Impairment | Red Damage | Proration | Cancel | Guard | 500 | 196 | 100% | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 7 | 4 | 19 | -5 | 0.0%/-fifty.0% | Strike 1-7 | A continuing-meridian slash. | |
| Damage | Red Damage | Proration | Cancel | Guard | 100 | 0 | 100% | - | U | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | sixteen | 2 | 29 | - | -100.0% (min) | Full ane-eighteen | Hitbox covers Ryougi completely. | |
Circuit Spark A+B+C during hitstun/blockstun at MAX | Ground | Damage | Red Damage | Proration | Cancel | Guard | 100 | 0 | 100% | - | U | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 10 | ten | 20 | - | removes all | Full one-39 | Air | Damage | Cerise Impairment | Proration | Abolish | Guard | 100 | 0 | 100% | - | U | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | xi | x | 15 | - | removes all | Strike 1-thirty | Universal burst mechanic. Unlike Crescent/Full Estrus activation, the hitbox and frame data doesn't vary between characters. Nonetheless, yous can exist thrown out of this movement if y'all input it in the air. | |
Special Moves
Notation: C-Ryougi has 2 moves where she throws her knife and takes out a 2nd knife. She must retrieve the thrown knife from the ground (with 22A/B/C) earlier she can throw it again.
Grounded Specials
Double Belfry (EX: Belfry - Kiyohime Passing) 236A/B/C (236A/B~236X / 214X/D) (~236A/B/C / 214X) A/B A/B ~236X ~236X ~214X ~214X ~236A (Ender) ~236A (Ender) ~236B (Ender) ~236B (Ender) ~236C (Ender) ~236C (Ender) ~214D/Ten (Ender) ~214D/X (Ender) EX EX | A | Impairment | Blood-red Damage | Proration | Cancel | Baby-sit | 750 | 539 | fourscore% (O) | -CH- | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 9 | 4 | 21 | -vii | 7.5% | - | B | Damage | Red Damage | Proration | Cancel | Guard | 750 | 539 | 80% (O) | -CH- | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 15 | iii | 33 | -eighteen | 7.5% | - | - Ryougi'due south rekka series starter.
A: Ryougi low-profiles and dashes forrard with a depression knife cut (but information technology hits mid). B: Has a slower start-up than the A version, but covers slightly more footing. | ~236X | Damage | Red Harm | Proration | Abolish | Baby-sit | 900 | 735 | 80% (O) | -CH- | LH | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 4 | five | xix | -half dozen | ix.0% | - | ~214X | Impairment | Red Damage | Proration | Cancel | Baby-sit | 1200 | 882 | 75% (O) | -CH- | H | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 26 ~ 23 | three | nineteen | -vii | 12.0% | - | ~214D | Impairment | Reddish Damage | Proration | Cancel | Baby-sit | 450 | 343 | 50% (O) | -EX- | Fifty | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | ten | 3 | 22 | -7 | iv.5% | - | - 2d function of the rekka.
236X: Ryougi does a 2d low knife cut. Still hits mid. 214X: Ryougi does an overhead knife strike. This has a lot of commencement-upward, and does not combo from the previous hit. 214D: Ryougi does a sweep, but you have to be very close to the opponent otherwise it won't connect. This ends the rekka. Hard knockdown on hit. | 236A | Damage | Ruby Impairment | Proration | Cancel | Guard | 700 | 392 | 50% (O) | - | LH | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | 8 ~ 4 | iv | 20 | -6 | seven.0% | - | 236B | Damage | Red Damage | Proration | Cancel | Guard | 1200 | 784 | 40% (M) | - | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 12 ~ 8 | 6 | 25 | -13 | 12.0% | - | 236C | Damage | Red Impairment | Proration | Cancel | Guard | 1500 | 980 | 100% | -EX- | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 20 ~ 16 | 10 | 16 | -ten | xv.0% | - | 214X/D | Impairment | Reddish Impairment | Proration | Abolish | Baby-sit | 450 | 343 | fifty% (O) | -EX- | L | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 8 | 3 | 22 | -7 | 4.5% | - | 236A: Ryougi ends the rekka with a low horizontal knife cutting. Hard knockdown on hit. 236B: Ends the rekka with a knife uppercut. Launches into hard knockdown on striking. 236C: Ends the rekka with a knife thrust. If you're shut enough to the opponent, this move can cross-up. Launches high-up into an air-tech state on hitting. 214X/D: Ends the rekka with the small sweep. | EX | Damage | Red Damage | Proration | Abolish | Guard | 3000 (2640) | 2156 | 100% | - | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | one+ix | six | 32 | -12 | -100% | Full 1-4 | Ryougi dashes forrard and covers around three/4 of the screen. Very proficient at blowing through a character setting upwardly summons or charged projectiles, but don't overuse information technology, as you lot only take four invincible frames. | |
Bamboo Fence Melody (EX: Mournful Slicing Bamboo Fence) 623A/B/C (Hold OK) | A | Harm | Blood-red Harm | Proration | Cancel | Baby-sit | 1200 | 1078 | 80% (O) | - | L | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 14 | 4 | 31 | -7 | 9.8% | - | [A] | Damage | Ruddy Damage | Proration | Cancel | Baby-sit | 1500 | 3430 | 100% | - | U | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 37 | five | 35 | - | 15.0% | - | - Ryougi runs forward then perform a depression-hitting slash that cross-ups the opponent. All versions tin be held to make Ryougi run farther and turn the slash into an unblockable.
Hard knockdown on striking, launches upward when charged. | B | Damage | Ruddy Damage | Proration | Abolish | Guard | 1200 | 1078 | 55% (O) | - | L | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 21 | 4 | 28 | -4 | 9.8% | - | [B] | Damage | Carmine Damage | Proration | Cancel | Baby-sit | 1500 | 3430 | 100% | - | U | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 44 | 5 | 35 | - | 15.0% | - | Both uncharged and charged versions launches up on hit, with the one-time being air techable. | EX | Damage | Reddish Damage | Proration | Abolish | Guard | 1200 | 1078 | 60% (O) | - | Fifty | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 1+17 | 5 | 35 | -vii | -100.0% | - | Can launch on OTG, giving it niche use as an extender later a rekka. | [EX] | Harm | Ruddy Damage | Proration | Cancel | Guard | 1900 | 4410 | 100% | - | U | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 1+38 | v | 35 | - | -100.0% | - | Untechable launch on hit. Super wink makes this insanely reactable. Use at own risk. | |
| A | Damage | Red Damage | Proration | Abolish | Guard | k | 931 | (90% (Thou)), 85% (M) | -EX- | H | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 24 | 4 | xx | -6 | ten.0% | - | - Slashing flip. Air-unblockable.
Slash forwards. Wallslams on hit. Has a "hitbox" that extends hitstun on continuing opponents during a combo. | B | Harm | Ruddy Damage | Proration | Abolish | Guard | 1200 | 980 | 50% (O) | -EX- | H | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 26 | iii | 24 | -viii | 12.0% | - | Slash down. Overhead. Knocks opponent up. While a highly risky motility, it beats backdash on wakeup, something C-Ryougi is prone to. The threat of this move is of import to instill in your opponent, to tell them they can't backdash for free. | EX | Damage | Red Damage | Proration | Cancel | Baby-sit | 1400 | 980 | 50% (M) | Northward, SP, EX, J | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 1+thirteen | four | 22 | -9 | -100.0% | Total one | Slash forward. Knocks opponent upwardly. Can abolish on striking or block (eastward.g. set on or dash). | |
A/B A/B EX EX | A | Damage | Red Damage | Proration | Abolish | Guard | 1200 | 980 | 85% (M) | SP, EX | H | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 29 ~ 59 | 2 | 26 | -nine | 12.0% | - | B | Damage | Reddish Impairment | Proration | Cancel | Guard | 1200 | 980 | 85% (M) | SP, EX, J | H | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 35 ~ 65 | ii | 26 | -9 | 12.0% | - | EX | Damage | Red Damage | Proration | Cancel | Baby-sit | 1200 | 980 | 85% (M) | SP, EX, J | H | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | five+(21 ~ 30) | 2 | 26 | -9 | -100.0% | - | - Run forrard and flipjump to slash the opponent from behind. All versions are downward slashes, overheads, air unblockable.
- B and EX versions are leap cancellable on cake, making them safe overheads that can be used in pressure. EX version is mostly useful equally a way to escape the corner, as the super flash makes it reactable. The B version is actually a good combo starter in the corner, as you can quickly cancel the striking into backwards airdash to link a j.BC.
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Hidden Dagger 22A/[A]/B/[B]/C (~22X Nearly Knife) | A | Damage | Reddish Damage | Proration | Cancel | Baby-sit | 950 | 735 | 60% (O) | - | LA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 16 | xi | 24 | -three | 9.5% | - | [A] | Damage | Red Impairment | Proration | Abolish | Guard | thousand | 686 | 100% | - | LA | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 33 | nine | 22 | 2 | 10.0% | - | - Ryougi throws her knife, piercing the opponent. If information technology hits the floor, it will stay in the basis. If it hits the border of the screen, it will bounce off and spin to the footing.
Ryougi throws the knife at the ground at a low bending, hitting the ground over halfway across the screen. Tin be charged for a hard knockdown and to brand information technology unshieldable. | B | Damage | Red Damage | Proration | Cancel | Guard | 950 | 735 | 60% (O) | - | LA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | xvi | 17 | 18 | -3 | 9.five% | - | [B] | Damage | Red Damage | Proration | Cancel | Guard | 1000 | 686 | 100% | - | LA | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 33 | 15 | 16 | 2 | 10.0% | - | Ryougi throws the pocketknife at a somewhat higher angle, reaching almost total screen. Can be charged for a hard knockdown and to brand it unshieldable. | EX | Damage | Ruby-red Harm | Proration | Cancel | Guard | 1700 | 1372 | threescore% (O) | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 1+5 | 10 | 24 | 8 | -100.0% | Full one | Ryougi throws the knife in a direct line, wallslamming the opponent. Useful for extending pressure during blockstring. | ~22X (Pickup) | Damage | Red Damage | Proration | Abolish | Guard | - | - | - | - | - | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | - | - | 17 | - | - | - | Ryougi picks her knife dorsum up. Tin be used to cancel special-cancellable moves nearly the knife's position. | |
Selfless Cognition - Empty Heart, Possess Truth 63214C (~2/iv/5/six/8X or D) Why you play this moon. Why you play this moon. ~5X ~5X ~6X ~6X ~2X ~2X ~4X ~4X ~8X ~8X ~D ~D | 63214C | Harm | Carmine Impairment | Proration | Cancel | Guard | - | - | - | -CH- | - | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | ane+5 | X | 70 | - | -150.0% | - | ~5X | Impairment | Red Damage | Proration | Cancel | Baby-sit | 500 | 392 | xc% (M) | -CH- | LHA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 8 | iv | 26 | -12 | 0.0% | - | ~6X | Harm | Crimson Damage | Proration | Cancel | Baby-sit | 1200 | 980 | 75% (O) | -CH- | HA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 23 | 3 | xviii | -half dozen | 0.0% | - | ~2X | Damage | Red Damage | Proration | Abolish | Guard | 200 | 98 | 50% (O) | -CH- | LA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 4 | 3 | 30 | -fifteen | 0.0% | - | ~4X | Impairment | Ruddy Impairment | Proration | Cancel | Baby-sit | 400 | 196 | 90% (M) | -CH- | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 7 | 3 | 17 | -three | 0.0% | - | ~8X | Impairment | Cerise Damage | Proration | Cancel | Guard | 700 | 392 | lxx% (O) | -CH- | LHA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 5 | 6 | 29 | -17 | 0.0% | - | D | Harm | Red Impairment | Proration | Cancel | Guard | - | - | - | - | - | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | - | - | 44 | - | - | - | - Custom philharmonic EX. Nicknamed "Genei Jin" subsequently a like Street Fighter move. Ryougi runs frontwards. Pressing a direction and an attack button causes her to assault.
5X:236A/B slash. 6X: 236A/B~214X overhead slash. 2X: 236A/B~214D low sweep. 4X: 236A/B~236X slash. 8X: 236B rekka ender slash. Launches the opponent. D: Rolls frontward, going through the opponent. | |
Culled Long-Sleeved Kimono 6C(Striking)~214C | Damage | Blood-red Damage | Proration | Cancel | Guard | 2500 (2907) | (2071) | fifty% | - | U | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | four+1 | 3 | 22 | - | -100.0% | - | Ryougi stabs the opponent from backside after 6C. Meter break the opponent at the cost of 100% meter, for roughly 3k damage. Can only be used if the 6C successfully moves her backside the opponent (i.e. successful uncharged hitting against grounded opponent). Meter break lasts 5 seconds. Damage includes the 6C. | |
Aeriform Specials
Drinking glass Moon j.236A/B/C | A | Harm | Red Damage | Proration | Abolish | Guard | 1500 | 1372 | 75% (O) | - | HA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 17 | ii | 15 | -17 (TK) | 15.0% | - | - Rise crescent slash. Wallslams. Tin can TK.
Slower. Overhead. You should probably never utilize this outside of one or two specific combo routes. | B | Impairment | Red Damage | Proration | Abolish | Guard | 1600 | 1470 | 75% (O) | - | LHA | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | x | two | 3 | -5 (TK) | 16.0% | - | Faster. Not an overhead. Your main meterless ender if you need more damage. Due to being only 10f and covering her whole body, can exist used in niche scramble situations. | EX | Damage | Red Impairment | Proration | Cancel | Baby-sit | 2200 | 1960 | 40% (O) | - | HA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 1+9 | two | vi | -half dozen (TK) | -100.0% | Full 1-14 | Invincible, overhead version. A metered version that adds about 300 impairment to whatever combo. Nice every bit a finisher. | |
Hidden Dagger (Air) j.22A/B/C | A / B | Damage | Red Damage | Proration | Cancel | Guard | 950 | 735 | ninety% (Chiliad) | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | twenty / 19 | Ten | 3 | - | ix.5% | - | Ryougi flips then throws the knife at a downwards angle. A version goes forwards, B goes backward. | EX | Harm | Red Damage | Proration | Cancel | Guard | 950 | 735 | 50% (M) | - | LHA | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 1+0 | Ten | 17 | - | -100.0% | - | Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown. | |
Stumbling Cat (During Air Tech) 44/66/22A/B/C A/B A/B EX EX | A | Harm | Red Harm | Proration | Cancel | Baby-sit | 1100 | 735 | fifty% | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | twenty | 2 | seven | ix | eleven.0% | Total 1-3 | - A control air tech. Attack out of air recovery. The direction determines the direction of the tech. Wallslams.
While seemingly a gimmick at get-go, this command tech (colloquially chosen "nekotech") is surprisingly useful. It can punish about Shield Bunkers on hitting, and even things like Roa 623B. Basically anything that leaves them close to you lot and in an air tech state. You lot can philharmonic off information technology if you go hit while they're in the corner, merely this is exceedingly rare. Good to know though. | B | Damage | Cherry Damage | Proration | Cancel | Guard | 1100 | 735 | 50% | - | LHA | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | xv | ii | 15 | i | 11.0% | Total 1-3 | Faster, but with longer landing recovery. This is the version you desire to utilize. | EX | Impairment | Red Damage | Proration | Cancel | Guard | 1800 | 1176 | 75% | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 6+6 | two | 15 | -4 | -100.0% | Full ane-xiv | Fully invincible until end of active frames. | |
Arc Drive
Mystic Eyes of Expiry Perception - Five Scenic Plummet 41236C during MAX/Oestrus https://www.youtube.com/lookout?five=37XdN_91dDE https://www.youtube.com/lookout man?v=37XdN_91dDE | Damage | Red Impairment | Proration | Abolish | Guard | 3500 (3080) | (4761) | 100% | - | U, LHA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 17+3 | 2 (35) 5 | 45 | -31 | removes all | Full ane-2, 17-70 | A weaker version of Seven Scenic Demise, information technology acts the same manner in that it tin OTG and blow through projectiles, but information technology has a slower startup and does less impairment. You lot can jump out during the super flash. You can also just block it, equally it only becomes unblockable if you're well-nigh Ryougi during the startup of the super, and even then you can simply mash 88 and you'll be able to jump out of it 80% of the time. If blocked, Ryougi volition not be in counterhit state, only take plenty time to combo off the recovery. You shouldn't use this move. | |
Another Arc Bulldoze
Mystic Eyes of Death Perception - Seven Scenic Demise 41236C during Blood Estrus | Impairment | Ruby-red Damage | Proration | Cancel | Guard | 5000 (4400) | (7936) | 100% | - | U, LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 3+20* | v | 45 | -31 | removes all | Total 1-36 | Ryougi freezes the opponent in identify, seeing the lines of death and cutting them apart. Active on frame one, information technology is an unblockable super that works every bit a catch/throw. You accept to leap before the super flash, or you'll exist caught by it. Tin OTG and accident through projectiles. You can't dodge it, equally contrivance runs out of active frames before the advent of the lines. Very stiff reversal at the cost of Claret Oestrus. | |
Last Arc
Pure Cognition - Empty Boundaries Grounded EX Shield during Claret Heat | Impairment | Blood-red Damage | Proration | Cancel | Guard | 7000 | 6860 | N/A | - | U | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 0 | 5 | 26 | - | removes all | Full one-eight | The move is akin to a throw/uses the throw animation, so it will whiff/cancel/not actuate when shielding DPs. If during Claret HEAT, a DP is EX shielded, the screen will flash white every bit if to betoken the activation of the Terminal Arc, but the throw whiff animation will come up out instead. Will activate when shielding whatsoever projectile, from Hime pillar to Aoko'south Arc Drive. One of just two Terminal Arcs (the other beingness Roa) which ignore Last Arc proration (100% to fifty% based on Blood Heat duration). | |
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