Overview
An in-depth guide to Them’s Fightin’ Herds that is accessible for both begginers and veterans alike.
Change Log
12/07/2020
- Began writing this guide.
22/07/2020
- Finished writing the 1.0 version of this guide.
25/07/2020
- Fixed the formatting on Velvet’s j.B and j.C.
- Added information about Push Block in the Advanced Stuff Section
- Corrected misinformation about Perfect Block in the Advanced Stuff Section
Introduction
This guide’s main objective is to explain all of the characters moves, explain their frame data and show their hitboxes and hurtboxes, in a way that both beginner and veteran players alike can understand.
Keep in mind that everything listed under “advanced” focuses more around technical aspects of the game, so don’t stress too much over what a “frame” or a “BnB” is for now, just focus on learning at your own pace (that said, do feel free to come back later and show this wall of text who’s boss).
“This guide will receive new sections/updates as time goes on and more content is added to the game, in case you have any suggestions for improvement feel free to message me or write a comment.” -Gaigim
Warning: Extremelly word heavy.
Notation
The standard notation used in 2D fighting games is the:
Notepad Notation
(↖)7 8(↑/J) 9(↗)
(←)4 5(•) 6(→)
(↙)1 2(↓/C) 3(↘)
7: Up left
8: Up
9: Up right
4: Back/away from opponent
5/•: Neutral/no input
6: Forward/towards opponent
1: Down back
2: Down
3: Down forward
J: Jumping
C: Crouching
This notation uses the numerical pad found to the right of the keyboard to represent the motion of the stick/pad, this notation was created to be used as an universal way to represent inputs. For the sake of accessibility for new players, this guide will use arrows to represent inputs.
HUD
The HUD (Heads Up Display) shows you the necessary information during gameplay. Here’s an explanation of the elements present on the Them’s Fightin’ Herds HUD
1 – Health Gauge: The health gauge represents the amount of “juice” remaining till your character gets knocked out. Your character can only get up after being knocked out ONCE, if you get knocked out for a second time you’ll lose the match. This rule also applies to your opponent, so if you knock him out twice you’ll win the match.
2 – Juggle Decay Bar: This bar shows for how long you can beat your opponent without the risk of any side effects. If this bar gets full it will go from green to red, during this state your opponent falls quicker to the ground, he can’t be launched too far into the air and he is able to recover quicker if you miss an attack.
3 – Timer: The timer goes from 99 (normally, but depending on the situation the time can be smaller or infinite) to 00, if the time runs out the character with the most health remaining wins.
4 – Combo Counter: The combo counter keeps track of how many hits you landed in quick succession, if this number becomes blue it means that your opponent could have escaped from your combo.
5 – Magic Meter: This magic meter dictates how many special actions (varies from character to character) you can execute, some characters recover magic by doing a certain move, some recover over time and some only have a certain amount of magic per round.
6 – Super Meter: This meter fills by landing hits and by getting hit, this meter allows your characters to do super special moves (which are more powerful than normal special moves) at the cost of one or multiple stocks (stocks are represented by the number seen besides the Super Meter).
Controls and Terminology
Them’s Fightin’ Herds has a control scheme similar to that of Jojo’s Bizarre Adventure Heritage For The Future and Samurai Shodown, with only four action buttons (three for differing degrees of attack power and one for a special action) instead of six (divided into three punches and three kicks).
Basic Movement
Inputs while your character is on the left side of the screen.
←: Walks back (Blocks standing and overhead attacks)
→: Walks forward
↑: Jumps up
↙, ↓: Crouches (Blocks standing and low attacks)
↖: Jumps back (Blocks both grounded and aerial attacks)
↘: Crouches
↗: Jumps forward
Tips:
• While both players are on the ground it’s more advantegeous to block while crouching. But be prepared for when your opponent jumps, any attack that is realized during a jump will hit you if the move connects with your character while you are crouched, so stand up to block aerial attacks.
Note how even though i was blocking, the 4th attack still hits me. That happened because i was blocking while i was standing and the move was a low hitting attack
• To make it easier to use special moves/combos on both sides of the screen, think of ← (and any other input that involves moving towards the left) as MOVING AWAY from your opponent, and → (and any other input that involves moving towards the right) as MOVING TOWARDS your opponent.
Advanced Movement
→→: Dashes forward
←←: Dashes backwards (You are briefly invulnerable to attacks during a backdash)
Tip:
• You can cancel any dash with a jump.
• You can still block during a dash if you press ←, ↙ or ↓ (during the dash), so keep in mind that you can mantain pressure on your opponent even if he keeps running away.
Some characters can even go through certain special attacks
Basic Commands
A: Light Attack
B: Medium Attack
C: Heavy Attack
D: Magic
B+C: Grabs/Throws (Grabs can also be performed mid-air)
←B+C:Grabs/Throws your opponent and tosses him to the opposite side at which he currently is (if he’s at your left you throw him to the right and vice versa. Can also be performed mid-air)
Advanced Commands
→2xATK: Counters your opponent. Must be done during a block, this move is know as cross-canter
←2xATK: Pushes your opponent away while still blocking, this move is known as push-block
Basic Terminology
ATK: Refers to any attack button
2x: Any said two buttons (example: 2xATK)
Kit: As the name implies, kit refers to the options a characters has to approach different situations during a match
Reversal: A move that has some invencibility frames, normally such move has enough invencibility frames to avoid most attacks. Reversals are aways used as counter attacks
Motion: A sequence of directional inputs plus one or multiple attack inputs, for example hadouken (↓↘→ + P) or power geyser (↓↙←↓↘→ + P)
Zoning: A playstyle/strategy that revolves around keeping your opponent away by using various methods
Charge(Motion): A motion that consists of holding a direction for a little and then quickly pushing the opposite direction or executing a motion quickly (think of Guile’s Sonic Boom or Terry Bogard’s Raising Tackle)
Throw: Refers to grabbing your opponent with B+C (Also known as Grab)
Grab: Refers to throwing your opponent with B+C (Also known as Throw)
Armored: An attack/move that goes through (while still taking damage) a move, the amount of hits the armored move can tank varies
Cancel: Basically, canceling is all about ignoring the recovery of a move with another move
Hitstun: The amount of time that your opponent takes to recover after being hit
Blockstun: The amount of time that your opponent takes to recover after blocking
Command Normal: A normal attack that uses a directional input (Arizona’s →B for example)
Command Grab/Throw: A grab/throw that requires a specific input to be used for the throw to come out, these command grabs/throws cannot be teched (Tianhuo’s ↓↘→C for example)
Advanced Terminology
Frame: The time metric used in videogames.
Whiff: When a attack misses your opponent completely
Neutral/Footsies: When you and your opponent are outside combo range, but mid/long range attacks (or pokes) are capable of hitting
Counter: Counter attacking your opponent right after of just before any of his attack counts as a counter, countering your opponent grants extra damage
Punish: Taking advantage of your opponents mistake and hitting him in return, be it after him whiffing a attack or a bad timed move
Tech/Break (Throw): The act of getting out of your opponents throw by pressing B+C at the correct time
Techroll: Getting up faster than usual by holding any attack button when your character shines in white after recovering from being hit or being knocked down
Frame Advantage: The amount of frames of advantage you have over your opponent after hitting or whiffing a attack
Frame Disadvantage: The amount of frames of disadvantage you have after hitting or whiffing a attack
Startup (Frames): The amount of wind-up frames before an attack comes out
Active (Frames):
1: The amount of frames during an attack that can actually hit you opponent
2: The frame(s) in which you can interact with your opponent (attack, block, throw etc…)
Recovery (Frames): The amount of frames till your character can do another action after the previous move has been finished/interrupted
Wake-up: Getting up after being knocked down
Okizeme/Oki: The act of pressuring your opponent when they are getting up after getting knocked down
Meaty: The act of timing any attack to hit your opponent at their first active frame after they wake-up, the later the frame in which your attack hits ,the meatier your attack is
Shimmy: Normally used in oki situations, consists on you getting inside throw range and then quickly getting away to bait your opponent into teching or breaking your throw (in this case your opponent will grab the air), then attacking right after
Bread and Butter/BnB: A character’s most basic, effective and reliable attack(s)/combo(s), BnBs are characterized by being able to be used with little to no risk of not working due to innacurate spacing or mechanical prowess
Mix-up: When you or your opponent are in a situation were a “lucky guess” or read is necessary to avoid/block an ambiguous attack
Combos
A combo is when you hit your opponent during his hitstun and continue landing hits in quick succession. Combo options varies from character to character, but every character has access to a basic universal combo:
A, B, C, ↘C, j.A, j.B, j.C
Reminder: j = jumping
You can’t pummel your opponent endlessly though, the more you chain hits, the more your combo damage goes down, not only that, but after the opponent’s Juggle Decay bar is full he will start falling faster and you won’t be able to launch your opponent too far into the air.
Notice how the green bar (under the multi-colored health bar) fills up and becomes red
After your opponent recovers by teching (holding one attack button when their character glows white) the Juggle Decay bar will instantly revert to an empty state, but if you fail during a combo and your opponent doesn’t tech, the Juggle Decay Bar will be retained (the bar will go down to zero gradually after a while if you don’t hit you opponent).
Chain Combos and Link Combos
Chain combos consist of hitting a weaker attack and then hitting a stronger attack in succession.
Example:
A, B, C
A, C
B, C
You can also use a crouching attack with the same strenght as your previous attack (A, c.A, B, c.B, c.C is an example of a chain combo that involves standing attacks and crouching attacks)
Link combos aren’t the same as chain combos, links don’t normally hit right after the previous move (in a smooth way that is), but the attack that links is fast enough to still hit in a combo.
Even though i mashed A, the attack just came a little after ↓↙←A came out. This is an example of a link combo
Warning: You can only bounce, pull, stun/stagger or wall stick your opponent once per combo, so try to hit as many of these states as possible before ending your combo. Bouncing or wall sticking your opponents ignores the Juggle Decay effect till you hit them or till the effect of these 2 states wear off. Attacks that stagger or pull your opponents closer will knock them down instead if the Juggle Decay Bar is full.
Quick Explanation On Cancels
Normal attacks (A/B/C/c.A/c.B/c.C/j.A/j.B/j.C) can be cancelled into any command normals (example: Arizona’s →B), magic moves, special moves or super special moves.
Attack Categories
Normals: As mentioned above, normals are any attacks that doesn’t involve the use of any directional inputs. For the sake of simplicity, i’ll also add command normals, crounching and jumping versions of normal attacks in the same category.
Magic: Any move that involves the use of the D button, moves that include a directional input plus D also count.
Specials: Any move that involves a motion input or a charge motion input plus an attack/magic button.
Super Specials: All moves that require the ↓↘→2xATK/↓↙←2xATK input count as being a super special move.
So move cancels (during chain combos) go like this:
Normals > Magic > Specials > Super Specials
Tip: You can follow the line from whatever point you’d like as long as you don’t go back into any previous attack categories (you can repeat moves from the same category before going to the next category in line, except Magic moves), so don’t try to use a Magic then a Normal and expect it to hit as a chain combo. In other words, if the move you use ignores the “category rule” and still hits in a combo, then that moves doesn’t count as a chain, it counts as a link (so it’s possible to hit a Super Special, a few Normals in a chain, a Special then link into another few Normals in a chain then finish the combo with another Super Special). Some Special moves can chain into Magic moves (like Tianhuo’s vulcanic ash(↓↘→A) into flight(D)), and some Magic moves can chain into Normals (like Arizona’s lasso into Normal) so there are characters that can ignore the “category rule” and still chain combo with moves that go back in the line instead of going forward.
Note: Level 2 Super Specials (↓↙←2xATK) can only be used if cancelled into after hitting a Level 1 Super Special (↓↘→2xATK). Velvet is the only character that can use her Level 2 Super Special even if her opponent blocks her Level 1 Super Special.
Advanced Stuff
Chip Damage
Normal attacks don’t cause chip damage, so you can block those all day long and wait for the timer to run out, but specials and super specials do cause chip damage, so even if you keep blocking these, you’ll eventually get knocked out
Tech Throw
The only way of getting out of a grab is to tech it. To tech a grab you must press B+C when a green exclamation mark appears on screen (if the exclamation mark appears red, it means that the throw cannot be tech’d out of)
Cross-up
A cross-up is when an attack hits the other side of the opponent’s defense (in other words, you hit his back), so instead of walking away from your opponent to block, you’ll need to walk towards him to block a cross-up
In this example i jumped from the right to the left and attacked with j.B, note how Arizona blocks to the left instead of to the right, this is an example of a cross-up
Fake Cross-up
Often used for mix-ups, a fake cross-up follows the same principle as the cross-up, but instead of hitting the back of your opponent it hits his front
I once again jumped and attacked with j.B, note how instead of waiting for my character to go a little further to hit Arizona’s back i chose to just attack as soon as i started falling, hitting her front in the process, this is an example of a fake cross-up
Perfect Block
If you block a little before you get hit you’ll perform a Perfect Block, this block is different from a normal block though, if you manage to get a Perfect Block you’ll reduce your blockstun and push back drastically and you’ll also receive some Super Meter
A perfect block is characterized by your character glowing in white for a brief moment after blocking an attack
Negative Edge
Negative edge consists of holding a attack button, doing a motion then releasing that attack button
Push Block
If you input 2xATK while blocking you’ll perform a push block, that does exactly what the name implies, it pushes your opponent away from you. Push blocking will reduce the chip damage you receive immensely. Any damage (that causes chip damage) dealt during the push block will create red health that will regenerate overtime. If you block (an attack that can cause chip damage) you’ll receive damage to your red health instead of your normal health. Push Blocking will negate any chip damage if you have 300 or less health (around 5% for most characters).
Note how the red health is reduced instead of the normal health while blocking
Brief Overview Of The Characters
Arizona
Playstyle:Rushdown, Grounded
(Focuses on creating a lot of pressure with grounded moves)
Unique Moves: Run, Short Hop, Super Jump
Magic: Lasso
Difficulty: Easy
Arizona has great close-range moves and mix-up potential, she can also bring her opponents closer by pulling them with her lasso, the drawback is that her mid-range moves are really committal, so be careful when you try run your opponent over.
Oleander
Playstyle: All-Rounder
(Jack Of All trades, Master Of None)
Unique Moves: Double Jump
Magic: Dark Magic, Stando Powah, Fred
Difficulty: Medium
Oleander is a very versatile character, thus being able to fit pretty much any playstyle, she has access to great zoning tools and teleports, she also has long-reaching normal attacks and a great oki potential with her chapter traps (not to mention that she can also control a lot of space with said chapter traps), her drawback is that she relies a lot on her magic, so keep an eye on her magic meter and learn to manage it affectively.
Paprika
Playstyle: All-Rounder, Tricky
(She’s here, she’s there, she’s everywhere…)
Unique Moves: Run, Back Run, Short Hop, Super Jump
Magic: Basket Full Of Surprises
Difficulty: Medium
Paprika is a charge character that has a couple of tricks (figuratively and literally) under her sleeve, she has far-reaching attacks (not as far-reaching as Oleander’s) and some teleport/teleport attacks, she can run off-screen and reappear on top of you or from the sides, she can even come from below, her mix-up potential is off the charts, and if timed correctly her special can be used as a free oki, the downside to all of this is that she has really unsafe block combos, her cross-up will mess her charge moves and her magic doesn’t regenerate most of the time.
Pom
Playstyle: Puppet
(Calls her puppies to aid her in combat)
Unique Moves: Air Dash, Float Puff (floats in mid-air)
Magic: Pup-pet
Difficulty: Hard
Pom is a puppet style character, that is, she is at her strongest when one manages to master her pup-pets, she has low health to compensate for the fact that she can just ignore attacks with her Sheep Hearding move and destroy projectiles with her Bark move. She can place puppies in some really hard to deal with places, so she can really mess with your head with her mix-ups, so be careful and keep your guard up whenever she decides to call her dogs. But keep in mind that she cannot call any dogs if she depletes her magic meter, neither can she give any commands to her puppies when she’s getting hit.
Tianhuo
Playstyle: Rushdown, Aerial
(Huge emphasis on aerial mobility)
Unique Moves: Super Jump, Air Dash
Magic: Flight
Difficulty: Easy
Tianhuo has the best aerial mobility in the game, she is also able cancel any attack/move into her flight move, this opens up a lot of windows for combo possibilities, she has an all-round good kit for fighting while on the ground, all those upsides come with one big disadvantage, she ties with Pom for the lowest health in the game, her damage output is also below average.
Velvet
Playstyle: Zoning
(Mainly focuses on keeping the opponent away)
Unique Moves: Slide
Magic: Ice Magic
Difficulty: Medium
Unarguably the best zoner in the game, Velvet shines at defensive play with opressive projectiles and frame traps, she can keep her opponents away with good reversals and strong anti-airs, she has access to a slide which can help her get away or close in on her opponent while she keep her guard up. But her close-range options aren’t the greatest, so keep your distance an keep ze floof intact.
Brief Explanation Of Hitboxes And Framedata Terminology
Hitboxes and Hurtboxes (Overview):
When you hit your opponent with a kick, you are not really hitting your opponent with a kick, you are actually hitting your opponent’s hurtbox with your hitboxes.
The art of boxes clashing with each other
Hitboxes
The red squares that appear briefly during attacks are known as Hitboxes, they change in size but their shape is aways that of a square or a rectangle.
Some animations don’t accurately represent where their hitboxes are, this is called a disjointed hitbox
Hurtboxes
Similar to Hitboxes, Hurtboxes varies in size but are aways shaped as squares or rectangles. But they can be represented in different colors, normally they appear as green or different shades of blue.
Green Hurtboxes represent which areas can be hit by your opponent
Cyan Hurtboxes
(While pushing ←)Normally if a character is hit while these hurtboxes appear they will block the incoming attack (assuming the blow was blocked correctly) while standing up.
In this state, any attack that can be block while standing up can be blocked, keep in mind that grabs can’t be blocked
Purple Hurtboxes
(While pushing ← during a jump)This hurtbox behave the same way as the cyan hurtboxes, but they block all attacks instead of just one type or the other, aerial grabs are still a factor though, so be careful.
As we saw earlier, as long as the hurtbox is in this state you’ll be able to block any attack as long as it isn’t a grab or a command grab
Blue Hurtboxes
(While pushing ↙)This hurtbox blocks both low and high, and during this state you may dodge some projectiles if you duck with correct timing.
White Hurtboxes
These hurtboxes can’t be hit as long as they last, you are completely invincible during this state.
Framedata terminology:
Guard: Tells you how a move can be blocked or if the move is unblockable
On Hit: Refers to the amount of frames of advantage or disadvantage after a hit lands, depending on the hit you might make your opponent bounce or knock him down
On Block: Refers to the amount of frames of advantage or disadvantage after a hit is blocked
HKD: Means Hard Knock Down, knocks your opponent on hit and makes a techroll impossible, great for setting up a oki
KD: When a hit knocks your opponent down. They can techroll out of this if you’re not quick enough
Overhead: A moves that bypasses a low block, essentially hitting your opponent “over their head”, hence the name
Air-to-Air: When both you and your opponent are in the air
Bounce: Make your opponent bounce on the ground, a move that inflicts a bounce will ignore the juggle decay once if you bounce your opponent after the bar fills up
Unblockable (UNBLK): Means that a attack cannot be blocked
I-Frame(s) Refers to the amount of invincibility frames (white hurtboxes) a move has
High (H): Means that an attack hits high, can be blocked while standing or crouch blocked (don’t confuse with overheads, the latter must be block while standing up)
Low (L): Means that an attack hits low, must be blocked while crouching
Confirm: As the name implies, a confirm is a move/attack that can be delayed/hitstuns enough to check if the hit lands/the positioning is good for any following moves. Confirms are normally done with moves that are safe on block
Tumble: When a hit tosses your opponent away and they hit the ground tumbling (as in when a character falls from a stair in a cartoon and they tumble till they reach the bottom of the stairs)
Note: If the move has HL on guard, it means that the move can be blocked while standing or crouching. If the move has L on guard, it means that the move can only be blocked while crouching. If the move has H on guard it means that it can only be blocked while standing, it also means that the move (if it isn’t a jumping/aerial move unless stated otherwise) is an overhead.
Arizona (Advanced)
• Arizona’s magic bar refills one stack after each lasso that hits your opponent (keep in mind that the lasso is unblockable), the lasso counts as a grab though, so if you combo after a lasso you will deal reduced damage.
• Arizona shines the most while she’s on the ground, aerial combos aren’t her strong suit though
• Touch the cow, i dare you
Unique Commands
Elbow Drop (→B)
Base Damage: 185 Guard: H Startup: 24 Active: 5 Recovery: 26 On Hit: Bounce On Block: -10
Is airborne on frame 10, can dodge some low normal attacks. You can cancel into this move from any other normal except ↘C. This move is unsafe on block, so don’t overuse it. This move is a overhead.
Normal Attacks
Neutral Light Attack (A)
Base Damage: 35 Guard: HL Startup: 5 Active: 5 Recovery: 14 On Hit: +1 On Block: -1
This is the fastest normal in Arizona’s kit,but it lacks range.
Neutral Medium Attack (B)
Base Damage: 100 Guard: HL Startup: 8 Active: 5 Recovery: 17 On Hit: +1 On Block: -2
Has a bigger range compared to A, good for punishing at longer distances, this move can be delayed after hit for a reset, thus taking advantage of being -2 on block.
Neutral Heavy Attack (C)
Base Damage: 175 Guard: HL Startup: 12 Active: 10 Recovery: 15 On Hit: 0 On Block: -4
Good range and safe on block, great for a meaty due to the disjointed hitbox on the first 2 active frames.
Launcher (↘C)
Base Damage: 160 Guard: HL Startup: 11 Active: 3 Recovery: 30 On Hit: Launch On Block: -17
Extremelly unsafe on block and whiffs on crouching opponents, combos after this launch aren’t really good without some tricky execution. Not a good option on block or during neutral.
Anti-Air (↘C)
Base Damage: 90 Guard: HL Startup: 8 Active: 5 Recovery: 24 On Hit:: -10 On Block: -7
-10 on hit might seem like a bad thing (being unsafe on block and all…) but the anti-air can be cancelled into a jump, it also allows for either a mix-up or a reset.
Crouching Weak Attack (c.A)
Base Damage: 30 Guard: L Startup: 6 Active: 5 Recovery: 13 On Hit: 1 On Block: -1
The fastest low Arizona has, it’s a safe confirm if you want to do a full combo out of it, but it’s not the best option for that purpose due to the low damage it causes.
Crouching Medium Attack (c.B)
Base Damage: 90 Guard: L Startup: 8 Active: 5 Recovery: 15 On Hit: 1 On Block: -2
Has the same amount of startup as B, but Arizona slides forward a bit while executing it, so this move is a better option for poking or punishing from a certain distance, but it’s easily outclassed by other character’s ground pokes.
Crouching Heavy Attack (c.C)
Base Damage: 140 Guard: L Startup: 13 Active: 8 Recovery: 24 On Hit: HKD +32 On Block: -9
Arizona’s slowest and most unsafe move (losing to ↘C by 1 frame). It’s really far-reaching and hits low, it also does a HKD (if the juggle decay isn’t maxed). It’s hitbox is EXTREMELLY disjointed, so this turns this move into a good tool for Arizona’s kit.
Jumping Weak Attack (j.A)
Base Damage: 45 Guard: H Startup: 6 Active: 1 Recovery: 13 On Hit: – On Block: –
Arizona’s fastest aerial normal, her hurtbox goes up a bit so you can delay the move and use it closer to the ground than usual, it only has 1 active frame, and that makes it a really bad option for air-to-air situations.
Jumping Medium Attack (j.B)
Base Damage: 110 Guard: H Startup: 10 Active: 5 Recovery: 14 On Hit: – On Block: –
Good for pokes if used in conjunction with short hop and good for air-to-air.
Jumping Heavy Attack (j.C)
Base Damage: 80, 100 Guard: H Startup: 19 Active: 1(5)3 Recovery: 8 On Hit: – On Block: –
A slow 2 hit aerial attack, it can be used as a quick overhead if combined with short hop, the attack is a good option for air-to-air. Bounces the opponent on hit.
Grabs
Forward Throw/Back Throw (B+C/←B+C)
Base Damage: 50, 50, 340 Guard: UNBLK Startup: 6 Active: 1 Recovery: 18 On Hit: HKD +22 On Block: –
This grab doesn’t lead to a combo, but it sets your opponent up for oki due to the HKD.
The back throw tosses your opponent further and gives you 35 frames of advantage.
j.B+C
Base Damage: 300 Guard: UNBLK Startup: 8 Active: 3 Recovery: 13 On Hit: HKD +17 On Block: –
Brings your opponent to the ground and leaves them in a HKD. No combos possible.
Special Moves
Weak Headbuck (↓↘→A)
Base Damage: 160 Guard: HL Startup: 12 Active: 5 Recovery: 15 On Hit: +5 On Block: -9
Whiffs on crouched opponents, can be cancelled into ↓↘→B or ↓↘→C.
Medium Headbuck (↓↘→B)
Base Damage: 230 Guard: HL Startup: 5 Active: 15 Recovery: 15 On Hit: KD On Block: -11
Whiff on crouched opponents, can be used as an anti-air.
Heavy Headbuck (↓↘→C)
Base Damage: 290 Guard: HL Startup: 21 Active: 5 Recovery: 22 On Hit: Tumble On Block: -14
Makes your opponent tumble on hit, keep in mind that a tumble counts as a bounce. Good for combo’ing near a corner.
Light Stomp (↓↓A)
Base Damage: 40,70 Guard: L Startup: 10 Active: 2, 5 Recovery: 18 On Hit: KD On Block: -7
Can be cancelled into ↓↓B or ↓↓C, and any of the stomps can be cancelled into any of the headbucks (↓↘→A/B/C).
Medium Stomp (↓↓B)
Base Damage: 80, 120 Guard: L Startup: 15 Active: 2, 5 Recovery: 18 On Hit: KD On Block: -9
Has a medium balance between speed and range.
Arizona (Advanced)
Heavy Stomp(↓↓C)
Base Damage: 150, 150 Guard: L Startup: 18 Active: 2, 5 Recovery: 19 On Hit: KD On Block: -11
Tosses your opponents up the most compared to the other stomps, useful for combos.
Magic
Up Lasso (←D)
Base Damage: 100 Guard: UNBLK Startup: 20 Active: 1 Recovery: 25 On Hit: Bound On Block: –
Only hits airborne opponents. Can be used as an anti-air on mid-ranged jumps or after a ranged stomp. Switches sides on hit.
Lasso (D)
Base Damage: – Guard: UNBLK Startup: 20 Active: 1 Recovery: 25 On Hit: Stun +16 On Block: –
Stuns on hit and brings your opponent closer to you (similar to Scorpion’s “get over here”), can be used mid-combo do bring your opponent closer to dish out more damage.
Down Lasso (↓D)
Base Damage: 150 Guard: UNBLK Startup: 20 Active: 1 Recovery: 25 On Hit: HKD +32 On Block: –
Can catch crouched opponents. It’s technically the worst of the 3 lassos because it’s impossible to combo after it hits. Switches sides on hit and sets-up for oki.
Magic Headbuck (↓↘→D)
Base Damage: 210 Guard: HL Startup: 10 Active: 5 Recovery: 22 On Hit: Wall stick On Block: -14
This move can armor up to 1 attack as soon as you use it (activates at frame 1), moves fast as goes far, it’s wall sticking properties allows for a lot of combos.
Magic Counter (↓↙←D)
Base Damage: – Guard: – Startup: 1 Active: 15 Recovery: 25 On Hit: – On Block: –
If The Move Hits
Base Damage: 400 Guard: HL Startup: 33 Active: 9 Recovery: 4 On Hit: KD On Block: +1
Arizona’s gains hyper armor (can armor any normal hits by taking chip damage) and lashes out at her opponent, this move can set up juggles and is safe on block, but the opponent can grab her.
Magic Stomp (↓↓D)
Base Damage: 35 Guard: UNBLK Startup: 34 Active: 2 Recovery: 35 On Hit: Launch On Block: –
Covers all the ground and is unblockable, launches your opponent on hit and can be cancelled with a jump and consumes 2 magic stocks when used.
Magic Dash
Base Damage: – Guard: – Startup: – Active: – Recovery: 29 On Hit: – On Block: –
Projectile invincible dash than can side switch if used up close, can be used to close in or to leave the corner to avoid being pressured. You can still be hit by a well placed attack on your legs.
Super Specials
Trample (↓↘→2xATK)
Base Damage: 770 Guard: HL Startup: 3 Active: 30 Recovery: 113 On Hit: HKD +19 On Block: -49
The fastest and most unsafe super special in the game. Has i-frames in the first 10 frames and receives infinite armor after frame 11 and ends at frame 32. Terrible for oki or a combo ender (due to heavy scaling), but really good as a reversal.
Rebound (↓↙←2xATK)
Base Damage: 250 Guard: HL Startup: 64 Active: 11 Recovery: 22 On Hit: – On Block: –
Removes 240 units from your opponent’s Juggle Decay Bar, thus allowing for a good combo extension.
Oleander (Advanced)
• Oleander has to Study (D) to refill her magic meter
• Study can be cancelled into from many moves
• Oleander depends on her magic to use her most powerful moves, so use dark magic with moderation
• Zoning your opponent to give yourself time to refill your magic isn’t a annoying move, it’s a strategy
• Fred
Unique Commands
Doom Claw (→C)
Base Damage: 20 ,80 Guard: H Startup: 23 Active: 6 Recovery: 20 On Hit: +6 On Block: -11
Causes a bounce if it hits an airborne opponent. On hit it can cancel into any special. Good range, hard to punish at long range.
Smite (j.↓C)
Base Damage: 225 Guard: H Startup: 16 Active: 6 Recovery: 16 On Hit: Bounce On Block: –
Bounces your opponent on hit. Has a really big disjointed hitbox, can be used for whiff punishing or spacing tool.
Normal Attacks
Neutral Light Attack (A)
Base Damage: 25 Guard: HL Startup: 5 Active: 5 Recovery: 13 On Hit: +2 On Block: -2
A very fast and far-reaching jab, good for spacing or creating pressure if used after a quick dash. Can combo easily into almost anything.
Neutral Medium Attack (B)
Base Damage: 70 Guard: HL Startup: 11 Active: 4 Recovery: 19 On Hit: +2 On Block: -5
Good for poking. Doesn’t push opponent back too much after hit, so it’s a better option for following up with a launcher. It doesn’t juggle your opponent too well though, so use it carefully if you wish to keep your opponent in the air.
Neutral Heavy Attack (C)
Base Damage: 140 Guard: HL Startup: 15 Active: 8 Recovery: 17 On Hit: 0 On Block: -6
Slow, but it has good range. Can be used as an anti-air if you manage to antecipate your opponent’s jump (not a good idea otherwise). Causes high damage as a combo starter.
Launcher (↘C)
Base Damage: 140 Guard: HL Startup: 17 Active: 5 Recovery: 29 On Hit: Launch On Block: -17
Great vertical reach and jump cancellable on hit. Very unsafe on block.
Anti-Air (→A)
Base Damage: 90 Guard: HL Startup: 8 Active: 5 Recovery: 24 On Hit: -10 On Block: -7
Very fast anti-air. Good vertical reach but poor horizontal reach.
Crounching Light Attack (c.A)
Base Damage: 20 Guard: L Startup: 6 Active: 3 Recovery: 15 On Hit: 0 On Block: -2
Good for pressuring at point-blank range.
Crounching Medium Attack (c.B)
Base Damage: 110 Guard: HL Startup: 8 Active: 6 Recovery: 16 On Hit: +1 On Block: -6
Good for punishing, and it’s a better anti-air option than →A (due to the bigger horizontal reach), it can hit your opponent if they try to go for a cross-up. This move is not a low.
Crouching Heavy Attack (c.C)
Base Damage: 120 Guard: L Startup: 15 Active: 9 Recovery: 19 On Hit: HKD +36 On Block: -12
Good for keeping you opponent crouch guarding at mid-range. Causes a HKD on hit.
Jumping Light Attack (j.A)
Base Damage: 50 Guard: H Startup: 8 Active: 4 Recovery: 11 On Hit: – On Block: –
Good for air-to-air. Can be used for tricking your opponent into getting grabbed by having them block this move while they are on the ground (the blockstun generated should give enough time if you’re quick).
Jumping Medium Attack (j.B)
Base Damage: 70 Guard: H Startup: 12 Active: 13 Recovery: 17 On Hit: – On Block: –
A pretty good aerial option, can be used as a cross-up.
Jumping Heavy Attack (j.C)
Base Damage: 180 Guard: H Startup: 14 Active: 4 Recovery: 17 On Hit: – On Block: –
Can be used as a cross-up. Very high damage and good and for controlling space.
Grabs
Throw/Back Throw (B+C/←B+C)
Base Damage: 100 Guard: UNBLK Startup: 6 Active: 1 Recovery: 18 On Hit: Wall bounce On Block: –
Oleander gains a stock of magic and steals some of your opponents super meter. Can be used as a combo starter if used near a corner. Back throw is identical (excluding the fact that it throws your opponent to the other side).
Jumping Grab (j.B+C)
Base Damage: 100 Guard: UNBLK Startup: 8 Active: 3 Recovery: 13 On Hit: HKD +45 On Block: –
Oleander gains a stock of magic and steals some of your opponents super meter.
Special Moves
Shadow Spark (↓↘→A/B/C)
A Version
Base Damage: 125 Guard: HL Startup: 15 Active: – Recovery: 34 On Hit: -1 On Block: -2
A grounded slow moving projectile move, this allows for a approach if you follow the projectile. Some characters can go under or ignore the projectile.
B Version
Base Damage: 125 Guard: HL Startup: 15 Active: – Recovery: 34 On Hit: -1 On Block: -2
A mid-speed version.
C Version
Base Damage: 125 Guard: HL Startup: 15 Active: – Recovery: 34 On Hit: -1 On Block: -2
A way faster version of the projectile.
Jumping Shadow Spark (j.↓↘→A/B/C)
A Version
Base Damage: 125 Guard: HL Startup: 15 Active: – Recovery: 34 On Hit: -9 On Block: -9
All aerial versions of shadow spark can be jump cancelled, thus making it safer to control space on the air with aerial shadow sparks.
B Version
Base Damage: 125 Guard: HL Startup: 15 Active: – Recovery: 34 On Hit: -9 On Block: -9
a mid-speed projectile.
C Version
Base Damage: 125 Guard: HL Startup: 15 Active: – Recovery: 34 On Hit: -9 On Block: -9
A fast version of the projectile.
Oleander (Advanced)
Backwards Teleport (↓↓C)
Base Damage: – Guard: – Startup: 4 Active: 17, 2 Recovery: 15 On Hit: – On Block: –
Teleports Oleander away from her opponent. The first set of active frames (17) refers to when Oleander is nowhere to be seen (during her teleport away from the opponent. She’s completely invulnerable during this state), the second set refers to when she reapperas after the teleport, she’s also invulnerable during these frames, but she can be grabbed. This is the only version of the teleport that doesn’t use any of the magic meter. The aerial/jumping version does use up a magic stock.
Magic
Read (D)
Base Damage: – Guard: – Startup: 48 Active: – Recovery: 2 On Hit: – On Block: –
Oleander refills her magic meter during this move, can be held for as long as you like. If Oleander has a full magic meter she’ll gain super meter instead of magic during this move. Can also be used in the air.
Magic Spark (↓↘→D)
1 Magic Stock Version
Base Damage: 90 Guard: HL Startup: 9 Active: – Recovery: 29 On Hit: Launch On Block: -3
A faster and bigger version of Dark Spark, Magic Sparks can break the limit of projectiles (only one projectile can be used on the ground and only one projectile can be used on the air, maxing out at 2 projectiles on the screen at a time), thus making it possible to have 3 projectiles on screen. It will steal some super meter and knock them into the air. Strength goes up relative to the magic stocks you have before using it (wasting the amount of magic stocks you currently have after using Magic Spark).
2 Magic Stocks Version
Base Damage: 125 Guard: HL Startup: 9 Active: – Recovery: 29 On Hit: Wall stick On Block: 1
An even faster and even bigger. Can be used for combos if the opponent is near a corner due to it’s wall sticking properties. Steals more super meter than the 1 magic stock version.
3 Magic Stocks Version
Base Damage: 200 Guard: HL Startup: 9 Active: – Recovery: 29 On Hit: Wall stick On Block: 6
The biggest and fastest version of the Magic Spark, this version also has wall sticking properties and steals more super meter than the 2 magic stocks version. This version will dissipate after hitting multiple projectiles.
Magic Trap A (↓↙←A)
Base Damage: 175 Guard: HL Startup: 19 Active: 300 Recovery: 15 On Hit: +34 On Block: 2
Throws a stationary a Chapter Trap downwards. Steals super meter on hit and causes a lot of hitstun. It will be destroyed if it’s hit by any attacks.
Magic Trap B (↓↙←B)
Base Damage: 175 Guard: HL Startup: 19 Active: 300 Recovery: 15 On Hit: +34 On Block: 2
Chapter trap tossed forward, essentially a ranged version of Magic Trap A.
Magic Trap C (↓↙←C)
Base Damage: 175 Guard: HL Startup: 19 Active: 300 Recovery: 15 On Hit: +34 On Block: 2
Throws a Chapter Trap upwards, it will begin to slowly fall after a certain amount of time passes. Essentially a vertical version of A. Good for controlling aerial space.
Magic Trap D (↓↙←D)
Base Damage: 85, 85, ? Guard: HL Startup: 36 Active: 773 Recovery: 33 On Hit: 44 On Block: 41
A large Chapter Trap that lasts for over 13 seconds. Steals a ton of meter on hit. This Chapter Trap can block up to two projectiles and won’t disappear if Oleander is hit directly.
Teleport Forward A (↓↓A)
Base Damage: – Guard: – Startup: 4 Active: 17, 5 Recovery: 10 On Hit: – On Block: –
Teleports closer to your opponent (doesn’t switch sides if used at point-blank range). The first set of active frames refers to period of time when Oleander is teleporting (while not being able to be seen), she’s completely invulnerable during this time. The second set refers to when she reappears, during this time she’s vulnerable only to grabs.
Teleport B (↓↓B)
Base Damage: – Guard: – Startup: 4 Active: 17, 5 Recovery: 10 On Hit: – On Block: –
Side switches with your opponent. The first set of active frames refers to period of time when Oleander is teleporting (while not being able to be seen), she’s completely invulnerable during this time. The second set refers to when she reappears, during this time she’s vulnerable only to grabs.
Aerial Teleport A/B (j.↓↓A/B)
Base Damage: – Guard: – Startup: 4 Active: 17, 2 Recovery: 2 On Hit: – On Block: –
When done in the air, the teleports have a shorter recovery time (8 frames faster).
Teleport D (↓↓D)
Base Damage: 190 Guard: HL Startup: 25 Active: 8 Recovery: 30 On Hit: Launch On Block: -9
Fully invulnerable during startup and active frames. Will pop in front of the opponent (doesn’t side switch if used at point-blank range) no matter where they are on the screen (Oleander will appear on the ground though, so don’t try to use this teleport if the opponent is way too high up). It’s unsafe on block, so use it carefully if you decide to do a reversal.
Super Specials
Shadow Blast (↓↘→2xATK)
Base Damage: 26×31, 250 Guard: HL Startup: 9+3 Active: 37 Recovery: 91 On Hit: HKD +8 On Block: -21
A full screen beam. Can be used to end combos (due to the HKD). It’s a good choice to punish whiffs or backdashes due to how much area it covers and how fast it comes out.
Hi Fred! (↓↙←2xATK)
Base Damage: 50 Guard: HL Startup: 5 Active: 1 Recovery: 45 On Hit: Wall stick On Block: –
Summons Fred to fight at your side for about 20 seconds, he’ll attack using command attacks (←/↙/↓/↘/→D). Fred’s attack happen separately from Oleander’s, so you are, in a way, controlling 2 characters at the same time, thus making attacks that are normally impossible (like attacking while you are blocking or during a long attack such as ↘C) possible.
Fred’s Attacks (Note: Fred’s attacks don’t have a name, so i’ll just make some up)
←D “Soul Crasher”
Base Damage: 180 Guard: HL Startup: 45 Active: 6 Recovery: 58 On Hit: Launch On Block: –
Fred punches the back of the opponent through a portal, this move doesn’t hit as a cross-up unless Oleander switches side with the opponent (with Teleport B).
Oleander (Advanced)
Charged ←D “Soul Splitter”
Base Damage: 230 Guard: HL Startup: 61 Active: 6 Recovery: 58 On Hit: Launch On Block: –
Causes more damage than the uncharged version, can be used to continue combos after attacks with long recovery (like Shadow Blast).
↙D “Cleansing Strike”
Base Damage: 60 Guard: HL Startup: 22 Active: 6 Recovery: 36 On Hit: Launch On Block: –
A quick backward swipe, hits close to Oleander. Good for mantaining combos and keeping pressure due to it’s short blockstun.
Charged ↙D “Northswain’s Strike”
Base Damage: 60, 60 Guard: HL Startup: 33 Active: 12 Recovery: 36 On Hit: Lauch On Block: –
Hits twice, great for locking your opponent for a longer time.
↓D “Shadowblade”
Base Damage: 60, 90 Guard: HL Startup: 26 Active: 6 Recovery: 25 On Hit: Launch On Block: –
Can’t hit opponents that are on the ground. Drags opponents downwards. Grants a soft knock down if Oleander doesn’t hit the opponent before they land.
Charged ↓D “Night Sword”
Base Damage: 170 Guard: HL Startup: 42 Active: 6 Recovery: 25 On Hit: Bounce On Block: -[/b]
This version of the move is identical to it’s uncharged counterpart (visually speaking), but unlike it’s weaker version, the charged version causes the opponent to bounce, giving Oleander some more time to think on her next move.
↘D “Split Punch”
Base Damage: 40, 90, 110 Guard: HL Startup: 27 Active: 2(1)1(1)15 Recovery: 42 On Hit: Launch On Block: –
Doesn’t hit grounded opponents. Can lock opponents in mid-air or juggle them during a combo.
Charged ↘D “Blastar Punch”
Base Damage: 40, 90, 110, 150 Guard: HL Startup: 27 Active: 2(1)1(1)15 Recovery: 42 On Hit: Launch On Block: –
The move gains a fourth hit on top of the previous 3-hits.
→D “Dark Stinger”
Base Damage: 50, 130 Guard: HL Startup: 36 Active: 5(1)3 Recovery: 44 On Hit: Launch On Block: –
A long-range punch, the first hit only lands if the opponent is close to Oleander. The second hit sees Fred going a little bit forward before punching with full force.
Charged →D “Hell Stinger”
Base Damage: 50, 160 Guard: HL Startup: 52 Active: 5(1)3 Recovery: 44 On Hit: Wall bounce On Block: –
Bounce the opponent off of a wall on hit, very useful during combos.
Paprika (Advanced)
• Paprika’s magic is limited to six per round
• Refilling Paprika’s magic is really hard, because the only way of doing so is to have her opponent eat of the treats she throws at them
• She can circumvent her magic limit by using her basket, but even so, it’s still only limited to six uses
• Paprika likes to zip across the screen… A lot
• Look at both sides of the screen when she runs out of sight, otherwise she’ll probably kill hug you
• She can also come from below
• The skies aren’t a safe bet neither, she can also come from up there
Unique Commands
Free T-Shirt! (→C, C, C)
C
Base Damage: 100 Guard: HL Startup: 14 Active: 4 Recovery: 28 On Hit: +4 On Block: -8
Paprika slides forward a little while extending her neck. Unsafe on block, but it’s rarely punished due to it’s two followups. Can be used as a mix-up for Paprika’s command grab.
C, C
Base Damage: 90 Guard: H Startup: 4 Active: 9 Recovery: 31 On Hit: +5 On Block: -9
Pulls the opponent towards Paprika. Jump cancellable on hit, can be used as a mix-up for Paprika’s command grab.
C, C, C
Base Damage: 130 Guard: H Startup: 5 Active: 4 Recovery: 26 On Hit: Launch On Block: -13
Launches on hit and is also jump cancellable. Unsafe on block but can be used as a mix-up for Paprika’s command grab.
Normal Attacks
Neutral Light Attack (A)
Base Damage: 30 Guard: HL Startup: 5 Active: 6 Recovery: 12 On Hit: +2 On Block: -1
Good range and good speed, can chain twice as a rapid attack.
Neutral Medium Attack (B)
Base Damage: 100 Guard: HL Startup: 9 Active: 5 Recovery: 28 On Hit: +3 On Block: -5
Can be used to start a combo after a poke due to it’s long range.
Neutral Heavy Attack (C)
Base Damage: 150 Guard: HL Startup: 14 Active: 10 Recovery: 31 On Hit: -11 On Block: -13
Paprika propels herself forward a little bit and rams her opponent, this move has a bunch of active frames, thus making it good for punishing your opponent or for catching him while he is doing a backdash.
Launcher (↘C)
Base Damage: 140 Guard: HL Startup: 17 Active: 3 Recovery: 28 On Hit: Launch On Block: -16
Biggest hitbox for a normal launcher in the game. Can be jump cancelled on hit, but doesn’t hit crounching opponents. Extremelly unsafe on block.
Anti-Air (→A)
Base Damage: 60 Guard: HL Startup: 9 Active: 5 Recovery: 29 On Hit: -8, stuns airborne opponents (+25 in this case) On Block: -5
Staggers the opponent if it hits him while he is in the air, making combos and mix-ups afterwards really easy to land.
Crounching Light Attack (c.A)
Base Damage: 25 Guard: L Startup: 6 Active: 5 Recovery: 14 On Hit: +1 On Block: -2
Can be chained into itself for a quick second hit.
Crouching Medium Attack (c.B)
Base Damage: 40, 50 Guard: HL Startup: 9 Active: 4, 4 Recovery: 19 On Hit: +2 On Block: -4
This move hits twice, and, despite appearences, it doesn’t hit low.
Crouching Heavy Attack (c.C)
Base Damage: 140 Guard: HL Startup: 13 Active: 8 Recovery: 25 On Hit: -3 On Block: -12
Good for poking, can be really hard to punish depending on the range you hit your opponent.
Jumping Light Attack (j.A)
Base Damage: 40 ,40 Guard: H Startup: 7 Active: 5(6)5 Recovery: 4 On Hit: – On Block: –
A quick two hit air jab, tricky to push block due to it’s low blockstun.
Jumping Medium Attack (j.B)
Base Damage: 110 Guard: H Startup: 13 Active: 14 Recovery: 11 On Hit: – On Block: –
Good for cross-ups or combos, nothing too special.
Jumping Heavy Attack (j.C)
Base Damage: 55(x5), 150 Guard: H Startup: 16 Active: 13 Recovery: 13 On Hit: – On Block: –
A multi-hit heavy air attack that can hit up to 6 times, it’s good in combos and works really well with short hops.
Grabs
Grab (B+C)
Base Damage: 400 Guard: UNBLK Startup: 6 Active: 1 Recovery: 18 On Hit: Launch On Block: –
Paprika hugs her opponent so tight that they are launched forward, can combo with j.A or Anti-Air. Your combo causes reduced damage if you combo after this grab. The back throw is exactly the same except the fact that you switch sides with your opponent.
Jumping Grab
Base Damage: 300 Guard: UNBLK Startup: 8 Active: 3 Recovery: 13 On Hit: +50 On Block: –
Causes the opponent to fall down after Paprika’s mid-air hug, can be used as a combo starter depending on the height.
Kiss! (→↓↘→A/B/C)
Base Damage: 60 Guard: UNBLK Startup: 11 Active: 1 Recovery: 32 On Hit: Stun +25 On Block: –
A command grab that staggers on hit, this move removes a certain amount of the opponent’s Juggle Decay Bar. If you combo after this move hits you’ll cause reduced damage. This move has a pretty strong mix-up potential if used after close-ranged normals.
Special Moves
Cartwheel A (Charge←→A)
Base Damage: 100(2x) Guard: HL Startup: 9 Active: 2, 4 Recovery: 22 On Hit: -1 On Block: -3
Hits twice and is safe on block, can be used as an anti-air and cancels into Anti-Air on block.
Cartwheel B (Charge←→B)
Base Damage: 145(2x) Guard: HL Startup: 13 Active: 5(4)5 Recovery: 20 On Hit: KD On Block: -9
A long-range unsafe on block move, this attack can also hit opponents in mid-air, you can cancel into launcher after hit.
Paprika (Advanced)
Cartwheel C (Charge←→C)
Base Damage: 320 Guard: H Startup: 18 Active: 5 Recovery: 30 On Hit: Bounce On Block: -15
A slow but very powerful overhead move that makes your opponent bounce on hit. Has a very large hitbox, plus Paprika goes forward (a lot) during this move, can be cancelled into launcher on hit.
Zippy Teleport A (Charge→←A)
Base Damage: – Guard: – Startup: ? Active: 8 Recovery: ? On Hit: – On Block: –
Paprika runs offscreen and comes back to the same position she was before she used the move.
Zippy Teleport B (Charge→←B)
Base Damage: – Guard: – Startup: ? Active: 8 Recovery: ? On Hit: – On Block: –
Paprika runs offscreen and appears behind her opponent, she’ll appear wherever her opponent’s last know position was before she goes offscreen.
Zippy Teleport C (Charge→←C)
Base Damage: 295 Guard: H Startup: ? Active: 8(6)17 Recovery: 30 On Hit: Bounce On Block: -14
Paprika runs offscreen then drops down on top of her opponent with an overhead attack, this move bounces your opponent on hit. Unsafe on block.
Magic
Gift Toss (D/↓↘→D/↓↙←D)
D Version
Base Damage: 230 Guard: HL Startup: 35 Active: 45 Recovery: 20 On Hit: +21 On Block: +11
Paprika throws a random gift (apple, broccoli or flower pot) at her opponent. Costs 1 Magic stock.
↓↘→D Version
Base Damage: 210, 120 Guard: HL Startup: 35 Active: 45 Recovery: 20 On Hit: +17 On Block: +11
Will aways throw flower pots (that hits twice). Costs 2 Magic stocks.
↓↙←D Version
Base Damage: 230 Guard: HL Startup: 35 Active: 45 Recovery: 20 On Hit: +21 On Block: +11
Will aways throw an edible gift (apple, which regenerates health to whoever eats it. Or a broccoli, which regenerates super meter to whoever eats it). Costs 2 Magic stocks.
High Gift Throw (↓D)
Base Damage: 230, 210, 120 Guard: HL Startup: 30 Active: 79 Recovery: 20 On Hit: – On Block: –
Paprika throws a gift upwards instead of forward. Costs 1 Magic stock.
Rolling Gift (←D)
Base Damage: 210 Guard: L Startup: 30 Active: ? Recovery: 19 On Hit: HKD +78 On Block: –
Paprika pulls a cinnamon roll and let’s it fall to the ground, the roll will start rolling across the screen slowly, if it hits it causes a HKD. This move hits low.
Super Specials
Smother (↓↘→2xATK/↓↙←2xATK)
Base Damage: 210, 20(x15), ?, ? Guard: HL Startup: 4+4 Active: 32 Recovery: 120 On Hit: HKD +14 On Block: -27
Paprika telegraphs from which side she’ll run you over from by looking toward the left or right. If she looks to the left she’ll come from the left, if she looks to the right she’ll come from the right. Can be cancelled into ↓↓2xATK. Good for setting up a oki. Not really good if used as a reversal because Paprika loses her i-frames as soon as she starts running/comes running.
Picnic Basket (↓↓2xATK)
Cancels Smother, during the basket’s setup Paprika’s opponent will remain in the air for a while. The basket will remain on screen for 23 seconds, if Paprika uses D while close to the basket she’ll throw up to 6 gifts at her opponent without consuming any of her magic stocks. Paprika can pop out of the basket by using Charge→←D, doing so will consume the basket.
Pom (Advanced)
• Pom’s magic is all about puppies
• Each pup she summons costs a different amount of magic stocks, to recover her stocks all she has to do is dismiss the dogs she calls
• She has two moves that when mastered can make her a really strong character. Her sheep herding move ignores any attack(she can still be grabbed though), and her bark move destroys any normal projectile move
• Pomographic
Unique Moves
Float Puff (j.↖/↑/↗)
If you hold ↖/↑/↗ during a jump Pom will start floating.
Normal Attacks
Neutral Light Attack (A)
Base Damage: 35 Guard: L Startup: 5 Active: 4 Recovery: 15 On Hit: -1 On Block: -3
A really quick jab that hits low, but it lacks reach, making it a bad option for punishing certain moves.
Neutral Medium Attack (B)
Base Damage: 85 Guard: HL Startup: 9 Active: 5 Recovery: 19 On Hit: 0 On Block: -6
Good during a combo due to it’s similar properties to c.B.
Neutral Heavy Attack (C)
Base Damage: 160 Guard: HL Startup: 13 Active: 5 Recovery: 34 On Hit: -10 On Block: -12
A long-range attack that’s very unsafe on block and can be cancelled into ↓↘→A to make this move safe on block (-3).
Launcher (↘C)
Base Damage: 130 Guard: HL Startup: 16 Active: 5 Recovery: 31 On Hit: Launch On Block: -21
A long-range launcher, hard to turn into a combo if it hits at max range (farthest point of the hitbox), very dangerous if you whiff or the move gets blocked.
Anti-Air (→A)
Base Damage: 90 Guard: HL Startup: 8 Active: 3 Recovery: 24 On Hit: -8 On Block: -5
Standard anti-air, has a reduced hurtbox. Jump cancellable on hit.
Crounching Light Attack (c.A)
Base Damage: 30 Guard: L Startup: 6 Active: 5 Recovery: 14 On Hit: -1 On Block: -4
Has a longer reach compared to her A, but has one more frame of startup.
Crouching Medium Attack (c.B)
Base Damage: 100 Guard: HL Startup: 8 Active: 5 Recovery: 19 On Hit: 0 On Block: -6
A really good attack with a big hitbox and really small hurtbox, very useful to start a combo.
Crouching Heavy Attack (c.C)
Base Damage: 140 Guard: L Startup: 16 Active: 5 Recovery: 31 On Hit: HKD +21 On Block: -16
A long-range sweep, very unsafe on whiff or on block. Cause a HKD if the Juggle Decay Bar isn’t full.
Jumping Light Attack (j.A)
Base Damage: 60 Guard: H Startup: 8 Active: 5 Recovery: 12 On Hit: – On Block: –
A quick air attack, doesn’t hit crouching opponents. Mostly used after a launcher to continue the combo.
Jumping Medium Attack (j.B)
Base Damage: 30(x3), 100 Guard: H Startup: 12 Active: 9 Recovery: 19 On Hit: – On Block: –
A 4-hit aerial attack, good for cross-ups or air-to-ground. The 4th hit must land if you plan on cancelling this move in order to continue a combo.
Jumping Heavy Attack (j.C)
Base Damage: 160 Guard: H Startup: 18 Active: 21 Recovery: 20 On Hit: – On Block: –
A huge long-range attack, causes a bounce if you hit your opponent while he’s airborne.
Grabs
Forward Throw/Back Throw (B+C/←B+C)
Base Damage: 100(x4) +200 Guard: UNBLK Startup: 6 Active: 1 Recovery: 18 On Hit: Tumble On Block: –
Pom’s puppie latches on to her opponent and bites him several times before Pom yanks her pet away. Can be used to start a combo if used in the corner. The back throw is identical except for the fact that Pom throws the opponent back instead of forward.
Jumping Throw (j.B+C)
Base Damage: 300 Guard: UNBLK Startup: 8 Active: 3 Recovery: 13 On Hit: HKD +29 On Block: –
Pom grabs the opponent and flings them back while she goes forward. Can start a combo with proper pup-pet placement.
Special Moves
Sheep Herding (Charge ←→A/B)
A Version
Base Damage: – Guard: – Startup: 28 Active: – Recovery: 14 On Hit: – On Block: –
A short and quick command dash, during startup Pom is invincible to anything except grabs, during recovery (the period during her getting up animation) she can’t be grabbed but can be hit by anything else.
B Version
Base Damage: – Guard: – Startup: 36 Active: – Recovery: 14 On Hit: – On Block: –
Pom goes a travels a longer distance before falling. Good for escaping corners and can be hard to punish depending on the situation.
Bark (Charge ←→C)
Base Damage: 60 Guard: HL Startup: 11 Active: 9 Recovery: 29 On Hit: Stun +30 On Block: -18
Fast startup with a really big hitbox, can destroy any normal projectile that hits its hitbox. Can be easily punished and is really unsafe on block. Can cancel into specials on hit, and can cancel into her super special on hit, block or whiff.
Magic
Digging Pup (↓↘→A)
Base Damage: – Guard: – Startup: 62 Active: – Recovery: 29 On Hit: – On Block: –
Pom calls a stationary pup-pet that can attack once before leaving. Costs 1 Magic stock.
Attack (Direction+D)
Base Damage: 15 + 20 + 25 + 95 Guard: HL Startup: 43 Active: 4(4)4 Recovery: 2 On Hit: – On Block: –
The pup-pet waits a bit then attacks, has a big hitbox.
Digging Pup, Following (↓↙←A)
Base Damage: – Guard: – Startup: 56 Active: – Recovery: 29 On Hit: – On Block: –
Pom calls a digging pup, this pup-pet follows behind her. You can input ↘/→/↗, to make him go forward before attacking or, you can input ↙/←/↖ to make him stay still before attacking. The attack framedata is the same as the Diggin Pup’s attack. Costs 1 Magic stock.
Pom (Advanced)
Growly Pup (↓↘→B)
Base Damage: – Guard: – Startup: 60 Active: – Recovery: 32 On Hit: – On Block: –
Summons a stationary pup-pet that has two attack and can attack twice before leaving. Costs 2 Magic stocks.
Attack (←/↖/→/↗D)
Base Damage: 175 Guard: HL Startup: 24 Active: 3 Recovery: 28 On Hit: – On Block: –
The pup-pet lunges forward, good for mid-screen combos due to it’s high damage and high hitstun.
Attack (↙/↘D)
Base Damage: 115 Guard: L Startup: 17 Active: 3 Recovery: 23 On Hit: – On Block: –
A fast attack that hits low, if it hits it makes your opponent airborne. Really good for mix-ups.
Pilot Pup (↓↙←B)
Base Damage: – Guard: – Startup: 90 Active: – Recovery: 32 On Hit: – On Block: –
Calls a pup-pet that follows your opponent in the air, it’s able to attack twice before leaving. Costs 2 Magic stocks.
Forward Attack (↖/←/→/↗D)
Base Damage: 150 Guard: H Startup: 24 Active: 10 Recovery: 10 On Hit: – On Block: –
The pup-pet swoops forward with a powerful bite, good when near a corner.
Diagonal Attack (↙/↘)
Base Damage: 155 Guard: H Startup: 28 Active: 12 Recovery: 29 On Hit: Bounce On Block: –
The pup-pet swoops down and bites your opponent, hits as an overhead and makes your opponent bounce.
Big Momma (↓↘→C)
Base Damage: – Guard: – Startup: 105 Active: – Recovery: 38 On Hit: – On Block: –
Calls Big Momma to stand by Pom’s side. Big Mama can attack 3 times before leaving.Costs 3 Magic stocks.
Triple Bite (↙/↘D)
Base Damage: 50, 75, 125 Guard: HL Startup: 55 Active: 12, (18)6, 12 Recovery: 18 On Hit: Launch On Block: –
Big Momma does a big delay then bites, the process is repeated three times, on the third bite the opponent is launched. Each bite has less block stun than the last, so a mix-up or a throw can be used.
Counter Bite (←/→D)
Base Damage: 360 Guard: HL Startup: 0, ? Active: 67, 9 Recovery: 60, 36 On Hit: Wall Stick On Block: –
Big Momma gets ready for a counter attack, if she’s hit during this period she’ll bite her opponent that deals very high damage and sends the opponent away, if there’s a corner close by the opponent will get stuck on said corner. Big Momma’s attack stops when Pom gets hit directly.
Lunge (↖/↗D)
Base Damage: 660 Guard: UNBLK Startup: 84 Active: 4 Recovery: 15 On Hit: Launch On Block: –
Big Momma lunges forward then grabs her opponent and bashes them on the ground, causing them to bounce.
Quick Note: If you press ↓↓D Pom will dismiss all the pup-pets she called. And if you hold D all puppies will follow Pom till you release D.
Super Special Moves
Stampede! (↓↘→2xATK)
Base Damage: 20(x9), 30(x6), 420 Guard: HL Startup: 4+1 Active: 175+ Recovery: 49 On Hit: Launch On Block: Variable
Pom calls a horde of puppies to run over her opponent with big papa coming at the end to finish the super special. Pom recovers way before the super ends, so it’s good as a combo extender or to make some moves safer on block.
Big Papa (↓↙←2xATK)
Base Damage: – Guard: – Startup: – Active: – Recovery: – On Hit: – On Block: –
Big Papa stays in the field instead of running over the opponent. Big Papa can attack 4 times before leaving.
Double Bite (↙/↘D)
Base Damage: 100 + 250 Guard: HL Startup: 34 Active: 9(79)12 Recovery: 6 On Hit: Variable On Block: –
A delayed bite attack similar to Momma’s, but Papa’s version has a way higher hitstun and a bigger delay between bites. Has a one hit armor.
Mighty Bark (←/→D)
Base Damage: 360 Guard: HL Startup: 84 Active: 9 Recovery: 6 On Hit: Tumble On Block: –
Does a bark with a big hitbox that causes the opponent to tumble on hit. Doesn’t have armor.
Anti-Air Bite (↖/↗D)
Base Damage: 40 Guard: HL Startup: 29 Active: 9 Recovery: 15 On Hit: Stagger +70 On Block: –
Big Papa does a quick anti-air bite that staggers on hit. This move has a 1 hit armor.
Tianhuo (Advanced)
• THE best air mobility in the game
• Crazy combo potential
• Her magic charges over time, so feel free to pummel your opponent without worrying about filling your magic meter manually
• Low damage and low health
• Snek
Unique Moves
Flight (D)
Base Damage: – Guard: – Startup: 14 Active: 0-72 Recovery: 5 On Hit: – On Block: –
Active frames (in this case) refers to the amount of time that Tianhuo can fly. Flight allows movement in any direction, any attack or dash used while in mid-air will end flight. Flight can be used to cancel into any normal or special/super special. During flight your magic meter will stop refilling. Flight can only be used once per time you jump, so if you want to use flight to cancel another move you’ll need to figure out a way to go to the ground then jump again.
Normal Attacks
Neutral Light Attack (A)
Base Damage: 30 Guard: HL Startup: 5 Active: 4 Recovery: 15 On Hit: +1 On Block: -1
Can be chained into itself or c.A on hit or on whiff. Not a good option for poking due to the fact that it misses crouching enemies at range.
Neutral Medium Attack (B)
Base Damage: 80 Guard: HL Startup: 9 Active: 4 Recovery: 17 On Hit: +2 On Block: -4
Great for poking or for punishing your opponent. Can also be used as an anti-air.
Neutral Heavy Attack (C)
Base Damage: 115 Guard: HL Startup: 13 Active: 10 Recovery: 38 On Hit: 0 On Block: -6
Good for catching your opponent during a backdash, this move can be made +10 if cancelled into flight. It has a lot of active frames.
Launcher (↘C)
Base Damage: 125 Guard: HL Startup: 18 Active: 6 Recovery: 38 On Hit: Launch On Block: -16
Unsafe on block, jump cancellable on hit.
Anti-Air (→A)
Base Damage: 90 Guard: HL Startup: 12 Active: 4 Recovery: 29 On Hit: -14 On Block: -11
Lowers your hitbox and covers a lot of vertical space, but whiffs on crouching opponents and is extremelly unsafe on whiff. Can be used to set up an oki if you use ↓↘→C right after hitting your opponent with this anti-air.
Crouching Light Attack (c.A)
Base Damage: 25 Guard: L Startup: 7 Active: 5 Recovery: 16 On Hit: -2 On Block: -4
The slowest c.A in the game, but it has a bunch of active frames, making for a great meaty. Good for starting pressure on for catching your opponent backdashing on wake-up.
Crouching Medium Attack (c.B)
Base Damage: 60 Guard: L Startup: 10 Active: 6 Recovery: 18 On Hit: 0 On Block: -6
A mid-range medium with an above average amount of active frames, can be made +4 on block if flight cancelled. Can be used as an anti-air.
Crouching Heavy Attack (c.C)
Base Damage: 120 Guard: L Startup: 13 Active: 16 Recovery: 29 On Hit: KD On Block: -20
A low hitting slide than can be made safe on block if cancelled into flight. Not a good move to be using all the time, but it’s really good during combos. If you get push blocked while doing this move you’ll get punished, so be careful.
Jumping Light Attack (j.A)
Base Damage: 40 Guard: H Startup: 6 Active: 8 Recovery: 10 On Hit: – On Block: –
A quick and active attack, it has low blockstun, so it makes push blocking it a bit harder than usual.
Jumping Medium Attack (j.B)
Base Damage: 9 Guard: H Startup: 9 Active: 5 Recovery: 14 On Hit: – On Block: –
Has good horizontal reach, good for air-to-air or for instant use after air dashes.
Jumping Heavy Attack (j.C)
Base Damage: 115 Guard: H Startup: 13 Active: 12 Recovery: 6 On Hit: – On Block: –
Tianhuo’s most damaging aerial normal, making ideal for starting a combo. Doesn’t have a good horizontal reach like j.B but has good reach downwards and backward, making this move ideal for cross-ups or making pressure on a opponent that dares to backdash.
Grabs
Throw/Back Throw (B+C/→B+C)
Base Damage: 300 Guard: UNBLK Startup: 6 Active: 1 Recovery: 18 On Hit: KD On Block: –
Tianhuo kicks her opponent into the air, allows for combos afterwards. The back throw is identical except for the fact that it throws the opponent back.
Jumping Throw (j.B+C)
Base Damage: 300 Guard: UNBLK Startup: 8 Active: 3 Recovery: 13 On Hit: KD On Block: –
Tianhuo grabs her opponent and sets them ablaze, allows for combos afterwards.
Volcanic Crash (↓↘→C)
Base Damage: 300 Guard: UNBLK Startup: 15 Active: 3 Recovery: 47 On Hit: HKD +13 On Block: –
Can be used as an anti-air. Mostly used to end a combo, but if timed well after a push block it can catch your opponent by surprise. Tianhuo does a Izuna Drop like grab on hit. Can be used in the air, the grounded version causes Tianhuo to jump before grabbing while the aerial version only makes Tian lift herself a little bit before grabbing.
Special Moves
Volcanic Ash (↓↘→A)
Base Damage: 90, 150 Guard: HL/H Startup: 12 Active: 4(8)4 Recovery: 21 On Hit: Bounce On Block: -6
Airborne on frame 1 and hits grounded opponents on frame 24, the second hit (on frame 24) is an overhead. Can be used in the air. Great for extending combos. The second hit makes your opponent bounce.
Volcanic Bash (↓↘→B)
Base Damage: 110, 150 Guard: HL Startup: 18 Active: 6 Recovery: 19 On Hit: Launch -8 On Block: -7
Tianhuo slides forward and is projectile invulnerable till frame 27 and launches on hit. The second hit launches the opponent forward. Can be flight cancelled on hit.
Aerial Volcanic Bash (j.↓↘→B)
Base Damage: 110, 150 Guard: HL Startup: 15 Active: 11 Recovery: 20 On Hit: Launch -10 On Block: -13
Not projectile immune, but has a bigger reach and can still be used to start a combo if flight cancelled.
Magic
Tianhuo (Advanced)
Diagonal Firecracker Flip (↖D)
Base Damage: – Guard: – Startup: 0 Active: 18 Recovery: 28 On Hit: – On Block: –
(Tianhuo aways does that little pose before using any firecracker flip) The active frames (in this situation) refers to the amount of frames which Tianhuo is strike invulnerable. Tianhuo moves upwards and backwards very quickly. Can be cancelled into normals, specials and airdashes.
Forward Firecracker Flip (←D)
Base Damage: – Guard: – Startup: 4 Active: 5 Recovery: 27 On Hit: – On Block: –
This move lacks the strike invulnerability that ↖D has. Tianhuo flips forward, the amount of distance and the speed of the flip varies on Tian speed before she uses the flip, so using it after air dashing is ideal for optimizing your flip distance.
Forward Diagonal Firecracker Flip (↙D)
Base Damage: – Guard: – Startup: 4 Active: 5 Recovery: 39 On Hit: – On Block: –
Active frames (in this case) refers to the amount of frames which Tianhuo is strike invulnerable. This flip moves in a forward arc, this allows for surprise cross-ups if your opponent isn’t paying attention.
Firecracker Up (↑D)
Base Damage: 210 Guard: HL Startup: 16 Active: 10 Recovery: 12 On Hit: +3 On Block: -15
Tianhuo zips straight up.
Diagonal Firecracker (↗D)
Base Damage: 210 Guard: HL Startup: 16 Active: 12 Recovery: 12 On Hit: +13 On Block: -15
Tianhuo zips diagonally upwards at an amazing speed. Can be used to cover distance and gain height fast.
Forward Firecracker (→D)
Base Damage: 210 Guard: HL Startup: 16 Active: 16 Recovery: 12 On Hit: +8 On Block: -13
Whiffes on crouching opponents, can be cancelled into j.A if it hits a standing opponent.
Downwards Diagonal Firecracker (↘)
Base Damage: 210 Guard: HL Startup: 16 Active: 30 Recovery: 12 On Hit: +10 On Block: -20
Tianhuo performs a divekick. Really good during combos.
Downward Firecracker (↓D)
Base Damage: 210 Guard: HL Startup: 16 Active: 30 Recovery: 12 On Hit: +15 On Block: -19
Tianhuo zips straight down, allows for good cross-up setups.
Super Special Moves
Men Shao Ti (↓↘→2xATK)
Base Damage: 220, 220, 340 Guard: HL Startup: 4+6 Active: 3 Recovery: 102 On Hit: HKD +21 On Block: -38
The first hit stuns, the second hit tosses your opponent upwards and the third brings them right down to earth causing a HKD. Whiffs crouching opponents. Airborne on frame 1, so it can be used as a reversal on meaty grabs.
Ran Shao Feng (RSF for short) (↓↙←2xATK)
Base Damage: 100 Guard: HL Startup: 59 Active: 9 Recovery: 26 +Flight On Hit: Launch On Block: -4
Can be cancelled into after hitting Men Shao Ti, this puts Tianhuo in a flight state and changes a few of her move’s properties and lowers her damage output by 25%, but it gives her a full magic meter and allows her to do infinite air dashes, plus her magic refills during flight and air dashes during this state. Ran Shao Feng lasts for around 20 seconds.
RSF Volcanic Ash (↓↘→A)
Base Damage: 62, 85, 119 Guard: HL/HL/H Startup: 11 Active: 4(9)4(10)11 Recovery: 4 On Hit: Bounce On Block: -8
Third hit is an overhead. This move now hits grounded and crouching opponents.
RSF Volcanic Bash (↓↘→B)
Base Damage: 83, 143 Guard: HL Startup: 15 Active: 6 Recovery: 19 On Hit: Wall Stick On Block: -7
Identical to the normal Volcanic Bash, but now the second hit will wall stick.
RSF Aerial Volcanic Bash (j.↓↘→B)
Base Damage: 83, 143 Guard: HL Startup: 11 Active: 11 Recovery: 8 On Hit: Wall Stick On Block: -2
The first hit leaves your opponent grounded, so flight cancelling makes you +45 on hit. The second hit wall sticks your opponent. This move is much safer on block compared to it’s normal counterpart.
RSF Volcanic Crash (↓↘→C)
Base Damage: 213 Guard: UNBLK Startup: 15 Active: 3 Recovery: 35 On Hit: HKD +34 On Block: –
Much more plus frames after the HKD. Can be flight cancelled for maximum mix-up potential.
Velvet (Advanced)
• Velvet magic meter refills over time, so feel free to zone as much as you want
• Strongest defensive zoning tools in the game
• Velvet’s magic can be used to overwhelm her opponent more effectively or push him away from her floof (easily out floofed by Paprika though)
• Only character able to slide and low/crouch block at the same time
• Can’t get enough of zhe floof, can you?
Unique Moves
Slide (During a forward dash or a backdash hold any of the three inputs: ↙/↓/↘)
Velvet slides along the ground, this makes it easier to advance or retreat while being able to crouch block at the same time (Note: only block if you slide using ↙).
Normal Attacks
Neutral Light Attack (A)
Base Damage: 35 Guard: HL Startup: 5 Active: 1 Recovery: 18 On Hit: 0 On Block: -1
Velvet does a quick swipe with her hoof, only has one active frame, so it’s not a good tool for the neutral.
Neutral Medium Attack (B)
Base Damage: 40, 45 Guard: HL Startup: 10 Active: 1(9)1 Recovery: 19 On Hit: 0 On Block: -2
Can’tbe cancelled into c.B. Hits twice and any of the two hits can be cancelled into a special.
Neutral Heavy Attack (C)
Base Damage: 140 Guard: HL Startup: 13 Active: 6 Recovery: 14 On Hit: -2 On Block: -3
Velvet creates a wave of ice and slides towards her opponent, giving this attack a good range. But will miss any crouching opponents.
Launcher (↘C)
Base Damage: 130 Guard: HL Startup: 12 Active: 9 Recovery: 25 On Hit: Launch On Block: -16
Jump cancellable on hit, but it’s extremelly unsafe on block.
Anti-Air (→A)
Base Damage: 70 Guard: HL Startup: 9 Active: 6 Recovery: 27 On Hit: -14 On Block: -11
Has the most active frames out of all anti-airs, making it a good anti-air. Jump cancellable on hit.
Crouching Light Attack (c.A)
Base Damage: 25 Guard: HL Startup: 6 Active: 6 Recovery: 14 On Hit: -2 On Block: -3
Not a low. Good for poking.
Crouching Medium Attack (c.B)
Base Damage: 100 Guard: HL Startup: 10 Active: 6 Recovery: 16 On Hit: +1 On Block: -3
Good poking potential, can also be for punishing. Not a low.
Crouching Heavy Attack (c.C)
Base Damage: 160 Guard: HL Startup: 13 Active: 6 Recovery: 25 On Hit: 0 On Block: -14
Lowers Velvet’s hurtbox a lot, it’s range makes for both a good anti-air and a good punish tool. Not a low.
Jumping Light Attack (j.A)
Base Damage: 30, 50 Guard: H Startup: 9 Active: 1(2)1 Recovery: 4 On Hit: – On Block: –
Has the best downward hitbox out of all of Velvet’s jumping normals.
Jumping Medium Attack (j.B)
Base Damage: 20, 30, 80 Guard: H Startup: 11 Active: 8(3)5 Recovery: 14 On Hit: – On Block: –
Really bad for hitting anything below Velvet, but great for hitting anything above her.
Jumping Heavy Attack (j.C)
Base Damage: 60(x3) Guard: H Startup: 16 Active: 6 Recovery: 16 On Hit: – On Block: –
Causes a wall bounce on airborne opponents and causes a lot of hitstun on grounded opponents. Moves Velvet backwards, can be cancelled into icicle on whiff.
Grabs
Forward Throw/Back Throw (B+C/←B+C)
Base Damage: 400 Initial, 120 Minimum Guard: UNBLK Startup: 6 Active: 1 Recovery: 18 On Hit: HKD +36 On Block: –
Velvet freezes her opponent and tosses her opponent away/backwards (in case of a Back Throw).
Aerial Throw (j.B+C)
Base Damage: 75 Guard: UNBLK Startup: 8 Active: 3 Recovery: 13 On Hit: HKD +38 On Block: –
Velvet freezes her opponent then throws them away.
Special Moves
Icicle Missile (↓↘→A/B/C)
A Version
Base Damage: 100 Guard: HL Startup: 50 Active: – Recovery: 27 On Hit: +38 On Block: +29
Velvet summons an icicle that hovers in place for a little then speeds forward at an slightly downwards angle. Misses crouching opponents at mid-range or closer.
B Version
Base Damage: 130 Guard: HL Startup: 76 Active: – Recovery: 27 On Hit: +39 On Block: +31
Same as the A version, but has a longer delay and does a little bit more damage.
C Version
Base Damage: 170 Guard: HL Startup: 106 Active: – Recovery: 27 On Hit: +41 On Block: +34
Aerial Icicle Missile (j.↓↘→A/B/C)
Base Damage: 130 Guard: HL Startup: 96 Active: – Recovery: 20 On Hit: +41 On Block: +31
All versions of this move have the same properties, but they have a different angle depending on the button pressed. A version goes downwards. B version goes at the same angle as the grounded icicle missile. C version goes straight. Only one icicle can be casted on the air and on the ground.
Velvet (Advanced)
Shatter A (↓↙←A)
Base Damage: 220 Guard: L Startup: 19 Active: 9 Recovery: 34 On Hit: HKD +27 On Block: -19
Velvet sweeps your opponent with an ice “spear”. Hits low and counts as a projectile. Very unsafe on block unless you cancel with a magic.
Shatter B (↓↙←B)
Base Damage: 250 Guard: HL Startup: 13 Active: 7 Recovery: 32 On Hit: HKD +38 On Block: -17
Lowers Velvet’s hurtbox and has a big hitbox, not a really good anti-air though. Can’t be cancelled into magic on block. Mostly used as a combo ender.
Shatter C (↓↙←C)
Base Damage: 220 Guard: H Startup: 30 Active: 7 Recovery: 37 On Hit: Bounce On Block: -20
A slow overhead icicle, can get your opponent off-guard (assuming they try to duck all your icicles), can also be used during a combo due to it’s bounce property.
Ice Eruption (→↓↘→A/B/C)
A Version
Base Damage: 200 Guard: L Startup: 24 Active: 2 Recovery: 15 On Hit: Launch On Block: +2
Velvet summons a few ice spikes from the ground near her.
B Version
Base Damage: 200 Guard: L Startup: 24 Active: 2 Recovery: 15 On Hit: Launch On Block: +2
Velvet summons a few ice spikes from the ground at a medium distance from her.
C Version
Base Damage: 200 Guard: L Startup: 24 Active: 2 Recovery: 15 On Hit: Launch On Block: +2
Velvet summons a few ice spikes from the ground at a long distance from her.
Magic
Snow Ball (D/↙D/↓D/↘D)
D Version
Base Damage: 100 Guard: HL Startup: 14 Active: – Recovery: 18 On Hit: +15, +32 On Block: +14, +32
Uses 1 Magic stock. Velvet shoots a snow balls towards her opponent in a straight line. Can be used to make certain moves safe on block. Very fast and can be used in combos.
↙D Version
Base Damage: 100 Guard: HL Startup: 19 Active: – Recovery: 3 On Hit: +43 On Block: +32
Velvet fires a snow ball from behind her that goes way up then comes back down in an arc.
↓D Version
Base Damage: 100 Guard: HL Startup: 19 Active: – Recovery: 3 On Hit: +43 On Block: +32
Velvet fires a snow ball really high up that goes down in an arc that lands right in front of her.
↘D Version
Base Damage: 100 Guard: HL Startup: 19 Active: – Recovery: 3 On Hit: +43 On Block: +32
Velvet fires a snow ball from really far away upwards that then goes down towards her in an arc.
Magic Wind (←D/→D)
Base Damage: – Guard: – Startup: 10 Active: 15+ Recovery: 7 On Hit: – On Block: –
The →D Version pushes your opponent away at the cost of 1 Magic stock (D can be held to make Velvet continue spinning, thus pushing her opponent ever farther from her, slowly consumes the Magic Meter). This moves pushes airborne opponents upwards.
The ←D Version pulls your opponent in at the cost of 1 Magic stock (D can be held to make Velvet continue spinning, thus pulling her opponent closer and closer at the cost of slowly draining your Magic Meter).
Magic Ice Eruption (→↓↘→D)
Base Damage: 100(x3) Guard: L Startup: 19 Active: 2(3)2(3)2 Recovery: 10 On Hit: Tumble On Block: +2
Velvet summons a quick 3-hit infront of her that hits low and forces her opponent to tumble away from her. Requires 1 Magic stock. Velvet has i-frames for the first 22 frames of the move, making it a good option for a reversal.
Super Special Moves
Ice Cyclone (↓↘→2xATK)
Base Damage: 25(x3), 20(x14), 120, 300 Guard: HL Startup: 0+10 Active: 90 Recovery: 90 On Hit: HKD On Block: -32
Velvet summons a cyclone close to her that pushes your opponent away and hits them multiple times, forcing them to the other side of the screen. Can be punished if the opponent is too close.
Frostbite (↓↙←2xATK)
Base Damage: 10(x10), 150 Guard: HL Startup: 0 Active: 52 Recovery: 50 On Hit: +48 On Block: -17
Velvet boost her cyclone’s strength and then slows your opponent down (on hit), making their movement and attacks slower for a few seconds. This move restores 3 Magic stocks on use.
References
Frame Data:
Arizona’s Frame Data[wiki.gbl.gg]
Oleander’s Frame Data[wiki.gbl.gg]
Paprika’s Frame Data[wiki.gbl.gg]
Pom’s Frame Data[wiki.gbl.gg]
Tianhuo’s Frame Data[wiki.gbl.gg]
Velvet’s Frame Data[wiki.gbl.gg]
Character Overviews:
Arizona[www.mane6.com]
Oleander[www.mane6.com]
Paprika[www.mane6.com]
Pom[www.mane6.com]
Tianhuo[www.mane6.com]
Velvet[www.mane6.com]