Chaos Breaker/Evetta: Difference between revisions

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=== Normal Throws ===
=== Normal Throws ===
'''Front Throw: 6D (in close)'''
*Evetta climbs up her opponent, then kicks off the back of their head to do a flip, which knocks the opponent to the ground. Trades places with the opponent. Cannot be pursued on knockdown.
'''Back Throw: 4D (in close)'''
*Evetta climbs up her opponent, then kicks off of their face to do a backflip, which knocks the opponent to the ground. Does not trade places with the opponent. Cannot be pursued on knockdown.


=== Mana-Counter ===  
=== Mana-Counter ===  

Revision as of 11:26, 9 February 2012

Introduction

Evetta is a speedy character with fast normals and a decent projectile. What she lacks in range, she makes up for with raw damage potential and the fact that she can cancel her DP into her super and make it completely safe on block. No other character can match Evetta for her ability to chip her opponent to death and only the Shining Bow IB (her signature weapon) comes close.

The Basics

Combos

Mid-screen

2A/5A xx 623A

  • Really simple 2-in-1. It is possible to cancel either A normal, but it isn't necessary.

2D > 214A/B

  • Low kick to attack throw. Use the A version for shorter characters, but be aware that it can still be difficult to connect the move properly.

5C > 236D

  • Heavy to sliding kick. Won't combo properly at max range, so make sure you're inside of that.

5D xx 5A xx 623A (> 236236B/C)

  • Basic link combo to optional super cancel. Use 236236B in the corner and 236236C at mid-screen.

j.C, land, 6C, 623C (> 236236B/C)

  • Jump-in to launcher. The trick to this is just waiting until your opponent falls far enough back down after the 6C that all 3 hits of the 623C will actually connect. This also puts you in the optimal firing position for Evetta's air super for even more damage.

5D > 236236B

  • Overhead to super. A fairly effective way of raining down death on your opponent without getting too fancy.

Corner

6C, Taunt

  • Ridiculous combo taken from the Japanese Wiki. Apparently it's very moe.

5D xx 5A xx 2D > 236D

  • Simple link combo that works best in the corner, but will connect on a number of crouching characters or characters with wide hitboxes at mid-screen. Tall characters like Nsidor, Bernhard, and Troll are more difficult to hit (while standing) because their hitbox screws up the 5D xx 5A link. This can usually be remedied by spacing your 5D so that it connects lower than it would at point-blank range. On Nsidor, it is simpler to just omit the 2D and do 5D xx 5A > 236D instead. Evetta's 5D will completely whiff on the short characters (Zon, Vargan, Dorgan) during their crouch.

j.C, 5C > 623C > j.236236B, land, 623A > j.236236B

  • Devastating but extremely meter-heavy combo that can do around 100% damage if the planets align or you have a lot of luck. Even if you don't connect with all the hits necessary to kill your opponent in one combo, they will still be left with very little of their vitality left.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Front Throw: 6D (in close)

  • Evetta climbs up her opponent, then kicks off the back of their head to do a flip, which knocks the opponent to the ground. Trades places with the opponent. Cannot be pursued on knockdown.

Back Throw: 4D (in close)

  • Evetta climbs up her opponent, then kicks off of their face to do a backflip, which knocks the opponent to the ground. Does not trade places with the opponent. Cannot be pursued on knockdown.

Mana-Counter

Specials

Arrow Shot: 236A/B/C (can be done in air)

  • Arrow projectile. Hits once normally, twice with Shining Bow.
  • Button strength controls angle. A fires straight ahead, B fires 30 degrees up, C fires 60 degrees upwards.
  • The air version inverts the buttons to an extent. A version is 75 degree diagonal, B is 45 degree diagonal, and C is 15 degree diagonal.
  • Holding the button will delay the release of the arrow but only during the ground version.

Dagger Slash: 623A/B/C

  • Dragon Punch attack.
  • Button strength affects height and number of hits. (A = 1, B = 2, C = 3)
  • Burst cancellable.

Somersault Attack: 214A/B/C

  • Aerial attack throw. Cannot be clashed.
  • On block, it is possible to fire an arrow or do her air super on the way back to the ground.

Sliding Attack: 236D

  • Sliding two-hit move that hits low and knocks down.
  • First hit cannot be clashed, but it can be cancelled into 236236X. Why you would want to, I can only imagine.

Mana Bursts

Heaven's Arrow: 236236A/B/C

  • Fires a bunch of arrows that rain down across the entire screen. Generation is random.
  • Can be comboed into but the random nature of the super makes it difficult to use effectively.

Sky Arrow: 236236A/B/C (in air)

  • Fires a ton of arrows at your opponent. Angle control is similar to j.236X.
  • Impossible to clash in its entirety as there are far too many projectiles moving independently all at once.
  • Ridiculous amount of chip damage.

Frame Data