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Line 665: |
Line 665: |
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| ===Corner=== | | ===Corner=== |
| 1. qcb+P, u+K, d+P(whiff), f+K, u+P, f f+C - 35%<br>
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| 2. Close D, f+B(1), df+B, d+P, f+K, qcf+C - 40%<br>
| | * qcb + P > u + K > d + P (whiff) > f + K > u + P > f f + C {35%} |
| 3. Crouch B, Crouch A, b f+K, d+P, f f+A, qcb+P u+P f f+A, (qcb+P, f+K, u+P, hcf+D, qcb+P, u+P, f f+A)xn, qcb+P u+P, f f+C - 100%<br>
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| 4. Crouch C, df+D(whiff), f+P, u+K, d+P, f+K, u+P, hcf+D, qcb+P, u+P, f f+A, (qcb+P, f+K, u+P, hcf+D, u+P, f f+A)xn, qcb+P, u+P, f f+C - 100%
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| | * cl.D > f + B (1) > df + B > d + P > f + K > qcf + C {40%} |
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| | * cr.B, cr.A > b f + K > d + P > f f + A, qcb + P > u + P > f f + A, |
| | ** (qcb + P > f + K > u + P > hcf + D, qcb + P, u + P > f f + A) x N, |
| | *** qcb + P > u + P, f f + C {100%} |
| | The qcb + P must be cancelled on startup as soon as possible. |
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| | * cr.C > df + D (whiff) > f + P > u + K > d + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A, |
| | ** (qcb + P > f + K > u + P > hcf + D > u + P > f f + A) x N, |
| | *** qcb + P > u + P > f f + C {100%} |
| | The qcb + P must be cancelled on startup as soon as possible. |
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| ===Maxmode=== | | ===Maxmode=== |
General Info
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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3/2/4
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+6/+4
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R,C,S
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HL
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1/3/6
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+3/+1
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R,C,S
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HL
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7/2/18
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0/-2
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C,S
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HL
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4/2/23
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-5/-7
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C,S
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HL
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Standing Far
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3/2/4
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+6/+4
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R,C,S
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HL
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1/1+2/7
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+2/0
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R,C,S
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HL
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6/1/22
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-3/-5
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HL
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6/3+2/18
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-3/-5
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HL
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+
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17/8/15
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KD/-1
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S
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HL
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Crouching
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4/3/5
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+4/+2
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R,C,S
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HL
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2/3/6
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+4/+2
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R,C,S
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L
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7/3/33
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KD/-18
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C,S
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HL
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11/3/12
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KD/+3
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L
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Jump
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5/21/-
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-/-
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C
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H
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5/16/-
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-/-
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H
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9/4/-
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-/-
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H
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9/6/-
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-/-
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C
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H
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+
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14/5/-
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KD/-
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HL
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Neutral Jump
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5/21/-
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-/-
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C
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H
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5/16/-
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-/-
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H
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9/4/-
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-/-
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H
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9/6/-
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-/-
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C
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H
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Hop
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5/18/-
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-/-
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H
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5/16/-
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-/-
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H
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7/6/-
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-/-
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H
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11/6/-
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-/-
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H
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Command Normals
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f+
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12/2(1)2/18
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0/-2
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S
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HL
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Cancellable on both hits
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f+ (cancel)
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13/1(1)2/17
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+1/-1
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S
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HL
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j.d+
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3/-/4
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-/-
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H
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Active until landing
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Special Moves
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hcb+
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HL
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Red Sky of Japonesia - hcb+K
- Angel teleports across the screen, grabbing the opponent if they are not blocking (it can also grab opponents in the air)
- this has incredibly good recovery on block, however if she were to whiff and the opponent is right beside her, they can easily punish her
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hcb+
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HL
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rdp+
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Grab
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Mad Murder Roulette - rdp+K
- somewhat delayed command throw
- it is possible to combo after this throw, with hcb+K or hcf+B + Continue move or her infinite in the corner
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SDM
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b,dp+ +
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-
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Wind's Fairground - b,dp+BD
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HSDM
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b,dp+ + +
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-
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Survivor's Banquet - b dp+BCD (as anti-air counter)
- works the same as her Wind's Fairground counter except that Angel performs the Rock's People's Elbow on the opponent for alot of damage
- any attack that lifts the opponent into the air, will count for the anti-air counter
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Unchain Start Moves
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qcb+
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HL
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Repun Kamuy - qcb+P
- stomps the ground around her, creating a yellow aura effect
- great early anti-air, since it covers a decent range around her. In addition, since it can be cancelled to any Continue move, there is alot of flexibility of this move depending on the situation
- very meaty, very difficult for the opponent to do a wakeup anti-air if qcb+P is done on the opponent's wakeup. It should be spaced to be out of throw range to avoid throws
- qcb+A pushes Angel back if it's blocked, qcb+C does not
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qcb+
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HL
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hcf+
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-
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Beyond Frames - hcf+K
- Angel runs forward. If she reaches the opponent, she teleports behind them
- if hcf+B is used, you can input any Unchain Continue move while she is running forward. If Angel reaches the opponent, she will do an attack, teleport behind, and then do the Continue move you input
- if hcf+D is used, she will do the Unchain Continue move during her run animation, the moment it is input
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hcf+
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-
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b,f+
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HL
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Senseless Fists - b,f+K
- a decent anti-air with good range that comes out quickly, can stop jumpins early in progress fairly easily
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b,f+
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HL
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df+
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L
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Formalists' Blue - df+B
- low attack
- free cancellable out of
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df+
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H
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Citizen of World - df+D
- overhead
- evades low attacks
- free cancellable out of
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Unchain Continue Moves
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u+
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HL
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Bye Bye Ryuugu - u+P
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u+
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HL
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u+
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HL
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Shelter From Storm - u+K
- Angel kicks upwards, very fast move but lacks horizontal and vertical range
- free cancellable out of
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u+
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HL
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f+
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H
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Buggy and Coffin - f+P
- punches forward, come out fairly low and is difficult to combo into unless from a juggle
- overhead on both hits
- free cancellable out of on both hits
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f+
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H
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f+
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H
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With a Lamp for Pathway - f+K
- comes out quickly, although usually not possible to combo after since it recovers a bit too slow
- can be used to go over ground and air projectiles, as well as low hitting moves such as sweeps
- overhead
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f+
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H
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d+
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L
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Train to See Cherry Blossoms - d+P
- low attack
- free cancellable out of
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d+
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L
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d+
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L
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Impotent Symptom - d+K
- low attack
- free cancellable out of
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d+
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L
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Unchain Finish Moves
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f,f+
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HL
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Crown Under Sky - f,f+A
- Angel does a quick uppercut, very fast and has good priority
- free cancellable out of
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f,f+
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-
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Fullmoon Evening - f,f+C
- Angel does a slow strong punch
- unblockable
- does much more damage if it counterhits the opponent
- early frames of animation can be whiff cancelled into b,dp+P
- free cancellable out of
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f,f+
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HL,H
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State of Heat Haze - f,f+K
- overhead on the second hit
- hard knockdown on the third hit
- free cancellable out of on all hits
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f,f+
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HL,H
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qcf+
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Grab
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Cosmic Futen Swing - qcf+A
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qcf+
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Grab
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Lost Homeland - qcf+C
- whiffs if the opponent is blocking, otherwise she will throw them (even if they are rolling)
- only useful if your previous chain attacks comboed, since it has bad recovery time if it whiffs
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hcf+
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-
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Beyond Frames - hcf+K
- exact same properties as the Unchain Start move, except that this is a finish move
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hcf+
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-
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b/f+ + +
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Grab
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Oumagatoki - b/f+BCD
- Angel does a little hop backwards/forwards or on the spot
- invincible during the majority of this move except for possibly the last ending frame. She cannot be thrown either until the very end of the move
- can be followed up any other Unchain Finish move other than itself
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b,dp+
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HL
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Loyalty Test for Liberalists - b,dp+P
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b,dp+
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HL
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Notes
- Cancellable normals are:
- Close: A, B, C, D
- Far: A, B
- Crouch: A, C, D
- Jump (high): A, C, D
- CD is cancellable into starter moves, specials and DMs.
- f + B (1/2) is cancellable.
- Air d + D only does 11 frames of hitstun.
Combos
Anywhere
- cl.D > f + B (1/2) > rdp + K, hcb+K {30%}
- cl.D > f + B (1) > df + B > d + P >
- f f + A, hcb + K
- qcf + C {33%}
- DM b dp + P {50%}
- cr.B, cr.A > b f + K > d + P >
- f f + A, hcb + K {30%}
- qcf + C
- DM b dp + P
- cr.C > df + B (whiff) > u + P > hcf + K > f + K > f f + K {25%}
Corner
- qcb + P > u + K > d + P (whiff) > f + K > u + P > f f + C {35%}
- cl.D > f + B (1) > df + B > d + P > f + K > qcf + C {40%}
- cr.B, cr.A > b f + K > d + P > f f + A, qcb + P > u + P > f f + A,
- (qcb + P > f + K > u + P > hcf + D, qcb + P, u + P > f f + A) x N,
- qcb + P > u + P, f f + C {100%}
The qcb + P must be cancelled on startup as soon as possible.
- cr.C > df + D (whiff) > f + P > u + K > d + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A,
- (qcb + P > f + K > u + P > hcf + D > u + P > f f + A) x N,
- qcb + P > u + P > f f + C {100%}
The qcb + P must be cancelled on startup as soon as possible.
Maxmode
- cl.D > f + B (1) >> BC, cl.D > f + B (1) > df + B > d + P > SDM b dp + AC {75%}
Normal Links
Attack Strings
- cl.D > f + B(1) >
- df + B > d + P > f + K > b + BCD >
- hcf + B > (d + P > f + K) / f + P > hcf + K, repeat any attack string
- hcf + D > f + K > hcf + D, repeat any attack string
- qcb + P > (f + P > d + K > u + P) / (f + K > d + P > u + K) > hcf + K, repeat any above attack string
Strategies
- use jump d + D to intercept air attacks as it will beat 99% of all jumpins. It can be done the moment she leaves the ground, as it stays on screen until she lands. This move can also crossup. The only disadvantage to it is that it stuns alot less than other jump attacks, thus it is difficult to combo after it if it hits
- Angel has an infinite that can be started from a variety of different setups. The setups are one of the following:
1. qcb + P (hits opponent) > f + K > u + P > hcf + D (Corner)
2. cr.C > df + D (whiff) > u + P > hcf + D > u + P > hcf + D > u + P > hcf + D (Opponent should end up in the corner)
3. rdp + K (Corner)
4. cr.C > df + D (whiff) > f + P > u + K > d + P (whiff) > f + K > u + P > hcf+D (Corner)
5. Some chain combo ending in f f + A (Corner)
After hitting the opponent with any of the above, the infinite can be started. The infinite can be done as follows:
(qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N
In setups 1, 2, 4 and in the infinite itself, the hcf + D is used to force Angel to teleport for a split second, reducing her recovery time (as opposed to her waiting for the u + P to finish it's recovery frames). After the hcf + D, you must do qcb + P > f + K > u + P > hcf + K, with the qcb + P being done fast enough such that the animation of the move cannot actually be seen. After hcf + K, you must do qcb + P > u + P > f f + A (with the qcb + P done in the same fashion as before). The infinite and setups can be done without the hcf + D, but this means you will have to cancel the qcb + P even faster. Therefore, while using the hcf + D method requires more work, there is a greater chance of the infinite actually working
- Angel combo reset can be done by doing cr.C > hcf + K teleport to the other side, cl.C, then either cancelling into some chain mixups, or teleporting with hcf + K again such that Angel appears right behind opponent as they land
Game Navigation
General
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Characters
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Secret/Orochi Characters
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