General Info
Crouch height: Medium
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 31 frames
Recovery roll: 22 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- f + B (Overhead (2) if not cancelled into.)
- ABC (Dodge.)
- hcf + P (Throw.)
- qcf + K (Only on hit.)
- qcb + P
- qcf + K (Only on hit. Same move as qcf + K followup from hcf + P.)
- hcb f + P (Counter.)
- hcf + K (Throw.)
- dp + K (Air throw.)
- qcf + K (Only on hit. Same move as qcf + K followup from hcf + P.)
- DM hcb hcb + P (Throw.)
- DM hcf hcf + P (Throw.)
- SDM hcb hcb + AC (Throw. Opponent may mash buttons to escape, if he escapes - which is easy - this does insignificant damage, if he doesn't escape this does 100% damage to him.)
- SDM hcf hcf + AC (Throw.)
- HSDM qcf qcf + BD (Throw.)
Notes
- Cancellable normals are:
- Close: A, B (1-2), C
- Far: A, B (1-2)
- Crouch: A, B, C
- CD is cancellable into specials and DMs.
- f + B (2) is cancellable only when you cancel into it.
Strategies
She is a light grappler, but compared to other ones the main objective of her will be get near to the opponent or punish a jump, she is more focused on countering than rush down.
Combos
0 stock
- cr.A / cr.B, cl.B (1-2) > hcf + P / qcb + P > qcf + K {25%/30%}
- cr.C / cl.C >
- hcf + P > qcf + K {20%}
- hcf + K {20%}
1-2 stock
- cr.A / cr.B >
- (S)DM hcf hcf + P/AC {25%/50%}
- (S)DM hcb hcb + P/AC {30%/25%}
- HSDM qcf qcf + BD {40%}
- cr.A / cr.B, cl.B (1-2) >
- (S)DM hcf hcf + P/AC
- (S)DM hcb hcb + P/AC
- HSDM qcf qcf + BD
- cr.C >
- (S)DM hcb hcb + P/AC {30%/25%}
- HSDM qcf qcf + BD {40%}
- f + B (2) >> BC DM hcb hcb + P
Buffer as: f + B (2) >> hcb hcb + BC