Overview
A collection of info for Valerie’s moveset. Information correct as of v0.11897.
•A: Mid Stroke
Made up of 2 parts.
Parts 1 and 2 can cancel into Rainbow Stroke (•C), or Three Colors part 3 (•B).
Does not need to connect with anything to be cancelled into part 2.
On counter hit, combos into Low Stroke (⭢A), or Three Colors Yellow (•B).
If unusually close, on counter hit, combos into Mid Stroke part 1 (•A), or Rainbow Stroke (•C).
⭢A: Low Stroke
No cancels.
Cannot combo into anything unless hit is meaty.
⭠A: Double Kick
No cancels.
Throw invulnerable from frame 7, for 27 frames.
On counter hit with 2nd hit, combos into Three Colors (•B).
JA: Aerial Swipe
No cancels aside from 1st hit into 2nd hit.
1st hit combos into 2nd hit, even when hitting an airborne opponent.
After hitting an airborne opponent, combos into another hit on the ground, if the opponent was high enough.
•B: Three Colors
Made up of 3 parts, 4 moves total:
Part 1: Cyan
Part 2: Magenta
Part 3: Yellow, Retreat
Parts 1 and 2:
Can cancel into Rainbow Stroke (•C), or the subsequent part of Three Colors (•B).
Do not need to connect with anything to be cancelled.
Can have their travel distance altered with left or right.
The 1st and 2nd hits of Mid Stroke (•A) will cancel into part 3.
Combos into Magenta, and is a true blockstring.
On counter hit, can combo into Rainbow Stroke (•C).
On counter hit, can combo into Rainbow Stroke or Yellow.
No other combos. No true blockstrings. Unsafe on hit and block.
•/⭢B
Forward travels through opponent, neutral does not.
On counter hit, can combo into Three Colors (•B).
Unsafe on block.
⭠B
28 frames.
Creates space between you and opponent, good for baiting reversals.
Can be punished if too close to opponent.
JB: Cross Stroke
Startup varies depending on how high the move is used in the air.
Can pass through opponent for crossups.
There are 6 landing frames before the move hits on the 7th. You are vulnerable to all hits and grabs during this time.
This move followed by Three Colors (•B) Cyan and Magenta forms a true blockstring, which causes 1 damage from chip.
On counter hit, can combo into Double Kick (⭠A) or Rainbow Stroke (•C).
•C: Rainbow Stroke
Projectile invulnerable from frame 1, for 28 frames.
Airborne from frame 18, for 18 frames.
On counter hit with 3rd hit, combos into Mid Stroke (•A), or Low Stroke (⭢A).
After hitting an airborne opponent with the 3rd hit, combos into another hit on the ground, if the opponent was high enough.
JC: Flying Rainbow Stroke
No projectie invulnerability, unlike Rainbow Stroke (•C).
On counter hit with 3rd hit, combos into Three Colors (•B) depending on a combination of your height and how tall the opponent is.
After hitting an airborne opponent with the 3rd hit, combos into another hit on the ground, if the opponent was high enough.
•S: Chromatic Orb
Invincible from frame 1, for 14 frames.
Is not a projectile.
Can destroy projectiles.
Only the last hit deals damage.
In the corner, can follow up with Mid Stroke (•A), Low Stroke (⭢A), or Three Colors (•B).
JS: Rainbow Disc
Invincible from frame 1, for 12 frames.
Hits on frame 16.
Is a projectile, and can be destroyed.
Does 1 damage on its own. Hitstun/blockstun can be used to combo or chip subsequent damage.