m (→Corner) |
m (→Corner) |
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Line 674: | Line 674: | ||
* cr.B, cr.A > b f + K > d + P > f f + A, qcb + P > u + P > f f + A, | * 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 > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N, | ||
*** qcb + P > u + P | *** qcb + P > u + P > f f + C {100%} | ||
The qcb + P must be cancelled on startup as soon as possible. | The qcb + P must be cancelled on startup as soon as possible. | ||
Revision as of 00:44, 2 February 2020
General Info
Crouch height: Low
Jump: 5/33/1
Hop: 5/24/1
Dash: 4/10~∞/4
Backdash: 4/12/3
Wakeup: 20 frames
Recovery roll: 18 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
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%}
- (qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N,
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%}
- (qcb + P > f + K > u + P > hcf + D > u + P > f f + A) x N,
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
- cl.A, cl.D
Attack Strings
- cl.D > f + B(1) >
- df + B > d + P > f + K > b + BCD >
- f f + A
- qcf + A
- hcf + B > (d + P > f + K) / f + P > hcf + K, repeat any attack string
- hcf + D > f + K > hcf + D, repeat any attack string
- df + B > d + P > f + K > b + BCD >
- 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