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|Adv. Hit=+5/+8 | |Adv. Hit=+5/+8 | ||
|Adv. Guard=+2 | |Adv. Guard=+2 | ||
|description=Pupa's combo starter. | |description=Pupa's combo starter. Fantastic Anti-air. | ||
}} | }} | ||
}} | }} |
Revision as of 17:47, 12 November 2024
Movelist
Impact
Command Normals
Special Moves
Hold for one second, release - Queixada
Super Moves
Hold for 10/30 seconds, release - Queixada
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | 1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 6 | 0 | -1 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | Mid | 8 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 2+(5)+3 | 7 | -1/+2 | -4 | |
Pushes too far out for 3B to combo, but has a high hitbox. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid | 10 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 3 | 16 | -3/0 | -6 | |
Same deal as cl.C. |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 6 | 12 | -7 | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
10 | 1+(1)+1 | 18 | -5/-2 | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
23 (8+15) | Mid, Low | 12 (2+10) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 5+(4)+5 | 21 | -10/-7 | -13 | |
Quirky long-ranged poke. |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Low | 4 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 2 | 6 | +3 | +2 | |
Combos into itself and Parafuso. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | Mid | 8 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 2+2 | 7 | +5/+8 | +2 | |
Pupa's combo starter. Fantastic Anti-air. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
23 (8+15) | Low | 15 (5+10) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 5+(3)+6 | 10 | KD | +1 | |
Two-hit sweep. |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | 5 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 6 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 12 | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
12 | High | 12 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
23 | 10 | 23 | -5 | -16 | |
Slowish overhead. On a crouching hit, you can link from wrench toss into Duplex, but there's many other options. You can even combo into 1-bar Queixada. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 (4+4+10) | Low | 18 (6×3) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 3+(6)+4+(4)+4 | 37 | KD | -23 | |
Three low hits. Combo glue, but it has range issues. From a jump-in, you'll have to microwalk for it to combo from cr.C, and it doesn't combo from any of her close heavies. The third hit knocks down but all three hits are cancellable, so cancel on the second. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Pupa slams the opponent midscreen. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Pupa throws the opponent fullscreen. Great for air-to-airs. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-13 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-16 invuln) | 8 | 17 | KD | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | KD | - |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (27 with Pepe) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (5+5+10) | Mid/Air | 9 (3×3) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 3+(5)+3+(12)+3 | 29 | KD | -9 | |
Decent combo tool. Both versions deal the same damage, combo from lights and are just as punishable, so the only real difference besides stun is the forward movement; the B version only goes halfscreen. This version is only really useful if you're charging for Queixada. | |||||
Damage | Guard | Stun | Cancel | ||
20 (5+5+10) | Mid/Air | 10 (3+3+4) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 3+(6)+3+(12)+3 | 29 | KD | -9 | |
Pupa flies fullscreen for good damage and good corner carry. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | ∞ | 35 | 0/+3 | -3 | |
A straight wrench toss. Basic projectile. If Pupa hits a crouching opponent with 6A and cancels into either version, she can then link from them into Duplex. | |||||
Damage | Guard | Stun | Cancel | ||
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | ∞ | 35 | 0/+3 | -3 | |
Pupa throws her wrench at a higher angle. It can be air blocked, but the pushback can still stifle an air approach. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (8+12) | Mid/Air | 4 (2+2) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 (1-6 invuln) | 4+(4)+6 | 43 | KD | -26 | |
Only the light version is a true reversal, but both can be blocked in the air. | |||||
Damage | Guard | Stun | Cancel | ||
22 (8+14) | Mid/Air | 4 (2+2) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 4+(4)+6 | 50 | KD | -33 | |
Heavy version. More damage dealt than Parafuso, especially with 2A/C tacked on at the end, but way less corner carry. | |||||
Damage | Guard | Stun | Cancel | ||
10 | High/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 2 | ≥39 | KD | -19 | |
A bonk with the wrench which causes a ground spike. On block, this makes Pupa's DP trickier to punish, but your opponent may be able to duck under this move at certain heights, and it always gets beat by dodge. Recovery depends on how high you are when you cancel into it. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
2×n | Mid/Air | 1×n | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | [2+(2)]×n | (2)+21 | -1/+3 | -8 | |
No difference between strengths. Pupa rapid kicks for pissant damage, made even worse by how it adds towards the damage scaling. Pretty easy to punish in neutral. | |||||
Damage | Guard | Stun | Cancel | ||
4 | Mid | 1 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 16 | 19 | KD | -18 | |
The followup is also pretty weak, but it finds a niche in how it launches the opponent further than any of her other moves. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
23 | 3+2 | 25 | -6/-2 | -13 | |
The only TAP move in the game — this can even be charged while Pupa isn't on the field. When held for one second, Pupa will throw out a simple stomp, which isn't very rewarding on hit, and it's too slow to combo from any of her grounded routes. More rewarding are the super versions listed below. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 | High | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 (1-14 invuln) | 2+2 | 25 | KD | -12 | |
If you charge for 10 seconds and have one stock, Queixada hits twice as hard, knocks down and becomes an overhead. The move's main flaw stems from how holding D deprives Pupa of both guard cancels and First Impacts, the latter of which would've been great to secure this move's damage. As it stands, landing this after a wall hit on its own deals less damage than a First Impact combo into Au. It can, however, combo after her tag-in, and even from 6A which Au can't. | |||||
Damage | Guard | Stun | Cancel | ||
80 | Unblockable | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
30 (1-22 invuln) | 2+2 | 25 | KD | - | |
Charge for 30 seconds and have two stocks, and Queixada will hit four times as hard and become unblockable. It does, however, become too slow to combo after her tag-in. As it can be dodged pretty easily, the only way to secure it would be after a wall hit. As a juggle, it outdamages a First Impact combo into 236236D, but you could also reset with st.A and cancel into it to hit it meaty. This works because ROTD has a dead frame after recovery where you can only block. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 (5+5+5+25) | High | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 (1-12 invuln) | 3+(4)+4+(20)+4+(4)+8 | 29 | KD | -20 | |
Pupa's real super. All hits are overhead. A neat thing about the super is how it jails an airborne opponent back to the ground, so you get the full reward in juggles and anti-airs. | |||||
Damage | Guard | Stun | Cancel | ||
50 (5×4+10×4) | High | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 (1-12 invuln) | 3+(3)+3+(15)+3+(3)+3+(12)+3+(3)+3+(15)+3+(3)+8 | 29 | KD | -20 | |
Pupa cartwheels four times and deals more damage. |