Line 259: | Line 259: | ||
</table> | </table> | ||
== Special Moves == | |||
<table border="0"> | <table border="0"> | ||
Revision as of 11:17, 29 August 2016

Introduction
Character intro here Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla a arcu quis mi tincidunt pellentesque. Etiam sed felis nibh. Aenean tempor pretium ipsum ac sagittis. Ut interdum lorem vulputate, blandit elit non, commodo est. Fusce urna nisi, aliquet faucibus felis ut, mollis viverra augue. Phasellus augue ante, condimentum vel purus quis, porta euismod arcu.
In a nutshell
Nutshell Description Here Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla a arcu quis mi tincidunt pellentesque. Etiam sed felis nibh. Aenean tempor pretium ipsum ac sagittis. Ut interdum lorem vulputate, blandit elit non, commodo est. Fusce urna nisi, aliquet faucibus felis ut, mollis viverra augue. Phasellus augue ante, condimentum vel purus quis, porta euismod arcu. Vestibulum ullamcorper enim non nisl laoreet, nec euismod mi laoreet. Morbi sed magna eros. Nullam lobortis dolor pellentesque elit auctor placerat. Nam vitae turpis ut nunc imperdiet imperdiet. Morbi eu tincidunt magna. Nullam rutrum libero non metus iaculis, at bibendum ligula convallis. Integer mattis, lorem sed euismod tincidunt, turpis lectus dignissim nunc, nec cursus leo nisl sit amet magna. Phasellus id eros in enim rutrum rhoncus a id lacus.
Moves
Normal Attacks
<a name="attack1">Normal Moves</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Standing | Jab (LP) | 6 | +8 | +7 | Stand | 0/3/6 | Ground | yes | Consecutive links H: +11F G: +10F |
Strong (MP) | 7 | +5 | +4 | Stand | 3/9/15 | Ground | no | ||
Fierce (HP) | 13 (10) | -3 | -4 | Stand | 6/8+2x4/10+4x4 | All | no | ||
Short (LK) | 5 | +4 | +3 | Stand | 0/3/6 | Ground | yes | ||
Forward (MK) | 6 | +4 | +3 | Stand | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 9 | 0 | -1 | Stand | 6/8+2x3/11+5+4+4 | Ground | no | ||
Crouching | Jab (LP) | 6 | +4 | +3 | Crouching | 0/3/6 | Crouching | yes | Consecutive links H: +7F G: +6F |
Strong (MP) | 7 | +2 | +1 | Crouching | 3/9/15 | Crouching | yes | ||
Fierce (HP) | 11 | +9 | +8 | Crouching | 6/9+3+3/12+6+6 | All | no | ||
Short (LK) | 5 | +6 | +5 | Crouching | 0/3/6 | Crouching | yes | ||
Forward (MK) | 7 | +5 | +4 | Crouching | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 8 | Inversion | -7 | Crouching | 6/15/24 | Crouching | no | ||
Jumping Normals
<a name="attack-air">Jumping Normals</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancellation | Remark | |
Vertical / Diagonal | Jab (LP) | 5 | Air | 0/3/6 | Standing | yes | |||
Strong (MP) | 8 | Air | 3/8+2x6/10+4x3 | Standing | yes | ||||
Fierce (HP) | 15 | Air | 6/15/24 | All | no | ||||
Short (LK) | 5 | Air | 0/3/6 | Standing | yes | ||||
Forward (MK) | 8 | Air | 3/9/15 | Standing | yes | ||||
Roundhouse (HK) | 10 | Air | 6/15/24 | Standing | no | ||||
Special Moves
<a name="sp-move">Special Moves</a> | ||||||||
SxP(Air)Mash K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 12 (10) | +11 | +10 | Standing | 9/9+3xn/9+6xn | Ground | Knocks down on air hit. Air version can be Air blocked. |
|
middle | 13 | +14 | +13 | Standing | 9/9+3xn/9+6xn | Ground | ||
high | 15 | +12 | +11 | Standing | 9/9+3xn/9+6xn | Ground | ||
ES | - | - | - | Standing | - | - | ||
Delta A(Air)<img src="./Vampire Savior Data - Q-Bee_files/2.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/1.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/4.gif" border="0" > + K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 45 | Air | 12/16/21 | All | Knocks down on air hit.ES version Stun time: 31F |
|||
middle | 45 | Air | 12/16/21 | All | ||||
high | 45 | Air | 12/16/21 | All | ||||
ES | 45 | Air | 0/0/0 | All | ||||
C→R(Air)<img src="./Vampire Savior Data - Q-Bee_files/4.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/1.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/2.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/3.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/6a.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 13 | Knockdown | -7 | Standing | 18/18/22 | All | Landing time: 1F | |
middle | 13 | Knockdown | -7 | Standing | 18/18/22 | All | ||
high | 13 | Knockdown | -7 | Standing | 18/18/22 | All | ||
ES | 13 | Knockdown | -7 | Standing | 0/0/0 | All | ||
R.M. (GC Only) <img src="./Vampire Savior Data - Q-Bee_files/6.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/2.gif" border="0" > <img src="./Vampire Savior Data - Q-Bee_files/3.gif" border="0" > + K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 10 | Knockdown | -14 | Standing | 18/21+3/24 | Ground | Invincible frames: 13F | |
middle | 10 | Knockdown | -14 | Standing | 18/21+3/24 | Ground | ||
high | 10 | Knockdown | -14 | Standing | 18/21+3/24 | Ground | ||
ES | 10 | Knockdown | -14 | Standing | 0/0/0 | Ground | ||
O.M. <img src="./Vampire Savior Data - Q-Bee_files/6.gif" border="0" ><img src="./Vampire Savior Data - Q-Bee_files/3.gif" border="0" ><img src="./Vampire Savior Data - Q-Bee_files/2.gif" border="0" ><img src="./Vampire Savior Data - Q-Bee_files/1.gif" border="0" ><img src="./Vampire Savior Data - Q-Bee_files/4.gif" border="0" > +P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Hit) | Guard Direction | Remark |
low | - | - | - | - | - | - | Invincible frames: Normal: 28F, ES: 37F |
|
middle | 2 | Knockdown | - | Standing | 12/21 | Throw | ||
high | 2 | Knockdown | - | Standing | 12/21 | Throw | ||
ES | 2 | Knockdown | - | Standing | 0/0 | Throw | ||
EX Moves & Dark Force
<tbody> </tbody><a name="ex">EX Super Moves</a> | |||||||
Qj(Air)<img src="translate_url_content_data_002/6.gif" width="11" border="0" height="11"> <img src="translate_url_content_data_002/2.gif" width="11" border="0" height="11"> <img src="translate_url_content_data_002/3.gif" width="11" border="0" height="11"> + PP |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 34 | Knockdown | -1 | Standing | All | ||
+B(Air)<img src="translate_url_content_data_002/4.gif" width="11" border="0" height="11"> <img src="translate_url_content_data_002/1.gif" width="11" border="0" height="11"> <img src="translate_url_content_data_002/2.gif" width="11" border="0" height="11"> <img src="translate_url_content_data_002/3.gif" width="11" border="0" height="11"> <img src="translate_url_content_data_002/6a.gif" width="11" border="0" height="11"> + KK |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 41 | Knockdown | +11 | Air | All | Landing time: 1F |
<a name="df">Dark Force</a> | |||||
i^2Same Strenght P+K |
Startup | Invincibility | Ending | After Pos | Contents |
48 | 50 | 1F after landing. | Stand | Flight |
Combos & Patterns
- IAD lp c.lp xx ES bee stone super (hcf 2p, don't know the name): this is her most damaging high/low combo and gives her a benefit of 50 50 looping. after the super is done throw a honey ball (dp 2p) then mix up high low with IAD, low poking, low baiting, float baiting, low stringing, etc. use one of these when the honey ball gets close. when they honey ball hits, then hcf 2p again and that's the loop.
- c.lp c.lk c.mp c.mk: her basic chain for a post mixup. c.lp is optional, just go with c.lk and beyond when you're a little far.
- c.lk c.hp, +s.mp: this is a link if you accidentally don't get a tech block.
- c.lk c.mp c.hk: if you IAD close and want to chain and knock down, this is good. a knock- down mixup is a lot more deadlier than a post mixup.
- float mp mk: this is a great mixup to use and you can combo a chain off of it.
- jump in mp mk: another mixup from a jump.
- float around the opponent, airdash lk or mp: this is also a good mixup that you can combo after from. Q-bee isn't much of the combo type.
-(c.mp/c.mk/s,mk) XX ES.C-R(hcf+2P)
-c.lp, c.lpXX ES C-R
-j.mpXX s.sxp[<-that?s the actual name of the move? its basically lightning legs], s.mp
-jaguar tooth, iad rk(*), +s.mkXXCocoon grab
- it might be mk
- there should be an optional iad(homing dash) lp/mk/lk before
-ES Delta A(Jaguar tooth), Bee Super
-DF, [f.lp, f.lk,f f.mp, f.mk, f.rk]xN
- shes suppose to be barely off the ground? make sure to hold forward while doing the combo
- also, it turns out, she's low to the ground because you're suppose to cancel the f.rk w/ a land,then fly again, and link another chain.... the timings hard as fuck. practical? maybe
Strategy
Description Here
Rushdown
Description Here