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* '''Gimmicky Plasma Field:''' While able to do pretty good damage, Kaede's Plasma Field is reliant on the player able to consistently hit the opponent in a game of Whack-A-Mole, which gets increasingly faster. | * '''Gimmicky Plasma Field:''' While able to do pretty good damage, Kaede's Plasma Field is reliant on the player able to consistently hit the opponent in a game of Whack-A-Mole, which gets increasingly faster. | ||
* '''Juggles Required For Supers:''' Kaede's super conversions are best after j.K, and in order to consistently combo into this, she has to rely on landing Fourth Technique: Paired Shadow Gods, a gimmicky overhead that only combos from specific moves and leaves her wide open on whiff. In other words, Kaede's most consistent starters are gimmicky at best and wildly committal at worst. | * '''Juggles Required For Supers:''' Kaede's super conversions are best after j.K, and in order to consistently combo into this, she has to rely on landing '''Fourth Technique: Paired Shadow Gods''', a gimmicky overhead that only combos from specific moves and leaves her wide open on whiff. In other words, Kaede's most consistent starters are gimmicky at best and wildly committal at worst. | ||
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Revision as of 14:11, 26 June 2024
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
A strange, slow, invisible projectile that locks the opponent briefly in place if it hits. It has some height to it, meaning it can catch people in the air depending upon how high they are, but it will not hit stepping opponents. Great to throw out on oki and in long range situations, but it does not go full screen. If it hits close enough for you to pressure, you can technically force a 2KK/Paired Shadow Gods mixup. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Despite what it looks like, this move does not have invincibility nor is it particularly good at anti-airing. It is, however, fast, and works well as a combo/juggle ender, and shuts down step when the opponent is near. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Fourth Technique: Paired Shadow Gods
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is arguably the reason to play Kaede. A fast, long range all-in overhead that leads to a full, high damage juggle. It is technically block-reactable but that requires a certain familiarity from your opponent, and it becomes even harder to deal with once mixing it in places that also have low string filler. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |