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{{ | {{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Zeta|discord=https://discord.gg/sC9C2V9}} | ||
| | ======<span style="visibility:hidden;font-size:0">overview</span>====== | ||
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|header=Overview | |||
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boats some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options. | |||
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Zeta is a mid-range, | |||
{{Bio | {{Bio | ||
| name = Zeta | | name = Zeta | ||
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She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners. | She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners. | ||
In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat. | In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat. | ||
| voice = English: Mela Lee/Japanese: Kana Hanazawa | |||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GBVS|Zeta}} is an | | intro = {{Character Label|GBVS|Zeta}} is an offense-oriented character who uses a mix of footsies and rushdown to attack from many ranges and angles. | ||
| pros = | | pros = | ||
* '''Good Pokes:''' Zeta boasts pokes with above-average range in [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#f.M|{{clr|3|2M}}]] and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. | * '''Good Pokes:''' Zeta boasts pokes with above-average range in [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#f.M|{{clr|3|2M}}]] and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. | ||
* '''Air Mobility:''' Zeta | * '''Air Mobility:''' Zeta has good air mobility using [[{{PAGENAME}}#Spear of Arvess (Fall)|Spear of Arvess (Fall)]], which allows her to change her jump arc and delay her jump timing in order to bait anti-airs, go over opponents' grounded pokes, or simply escape a sticky situation. | ||
* ''' | * '''{{Tt|Beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} Projectile:''' Zeta's projectile, [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance. | ||
* '''Counter:''' Zeta's [[{{PAGENAME}}#Rhapsody|Rhapsody]] is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan | * '''Aggressive Counter:''' Zeta's [[{{PAGENAME}}#Rhapsody|Rhapsody]] is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan. | ||
* '''Strong Okizeme:''' Zeta's | * '''Strong Okizeme:''' Zeta's {{clr|2|j.U}}, which provides up to 3 overheads in sequence, can be used in tandem with her other air normals, empty lows, and empty jump throws to create scary okizeme. | ||
| cons = | | cons = | ||
* '''Slow Mediums:''' Zeta's | * '''Slow Mediums:''' Zeta's pokes are slower than average, which makes her ability to {{Tt|abare|An attack during the opponent's pressure, intended to interrupt it.}} in close range awkward. | ||
* '''Mediocre Pressure:''' | * '''Mediocre Pressure:''' Zeta's pressure options, outside of okizeme, are limited and linear. She only has 2 plus on block normals, [[{{PAGENAME}}#2L|{{clr|1|2L}}]] and [[{{PAGENAME}}#c.L|{{clr|1|c.L}}]], and no safe ways to frametrap with special cancels. | ||
* ''' | * '''Lackluster Reversals:''' Zeta's Rhapsody is an inconsistent reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Her [[{{PAGENAME}}#Skybound Art|Skybound]] and [[{{PAGENAME}}#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights. | ||
}} | |||
}} | |||
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{{FP TOC|game=GBVS}} | |||
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| padding=no | |||
| content={{CharaInfo | |||
| game=GBVS | |||
| fullname=Zeta | |||
| nameplate=yes | |||
| health=10000 | |||
| prejump=4f | |||
| backdash=22f | |||
}} | }} | ||
}} | |||
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{{ | {{Closediv}} | ||
== Normal Moves== | == Normal Moves== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Knee to the face. Combos from c.L and 2L naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn. | Knee to the face. Combos from {{clr|1|c.L}} and {{clr|1|2L}} naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn. | ||
* Unlike most {{clr|3|c.M}}'s, does not link into itself on crouching or counter hit. | * Unlike most {{clr|3|c.M}}'s, does not link into itself on crouching or counter hit. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Standard auto combo normals. The first hit of auto combo is ''required'' to combo into H [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] without counter-hit, which somewhat gates her maximum damage. Performing the full auto combo can be occasionally useful in some of Zeta's more specific juggles, but in general it should be avoided in order to not reduce the damage and increase the combo limit. | Standard auto combo normals. The first hit of auto combo is generally ''required'' to combo into H [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] without counter-hit, which somewhat gates her maximum damage. Performing the full auto combo can be occasionally useful in some of Zeta's more specific juggles, but in general it should be avoided in order to not reduce the damage and increase the combo limit. | ||
* Auto combo on block canceled into {{clr|2|5U}} is a true blockstring and can be a good way to push the opponent into the corner, even on block. | * Auto combo on block canceled into {{clr|2|5U}} is a true blockstring and can be a good way to push the opponent into the corner, even on block. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very similar {{clr|4|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than f.M, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively. | Very similar {{clr|4|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than {{clr|3|f.M}}, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively. | ||
* Has applications as a far anti-air against jumps where {{clr|4|2H}} would whiff, and is surprisingly consistent in this context. | * Has applications as a far anti-air against jumps where {{clr|4|2H}} would whiff, and is surprisingly consistent in this context. | ||
* Range is somewhat worse than {{clr|3|f.M}} and {{clr|3|2M}} in favor of heavy priority. | * Range is somewhat worse than {{clr|3|f.M}} and {{clr|3|2M}} in favor of heavy priority. | ||
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Zeta's best pressure normal. Hits low, range and can link into itself up to 3 times if started from a running hit. Good use of this in stagger and throw pressure is Zeta's main way of opening up opponents without pogo mixup. | Zeta's best pressure normal. Hits low, range and can link into itself up to 3 times if started from a running hit. Good use of this in stagger and throw pressure is Zeta's main way of opening up opponents without pogo mixup. | ||
* Links into {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|3|c.M}} on normal hit. | * Links into {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|3|c.M}} on normal hit. | ||
* Links into {{clr|2|2U}} on crouching | * Links into {{clr|2|2U}} on crouching hit. Important for crouching confirms since {{clr|1|f.L}} will whiff on crouchers. Confirming 2 of these normals into {{clr|1|f.L}} or {{clr|2|2U}} depending on the opponent's standing or crouching state is an important route for Zeta's pressure to be rewarding. | ||
* Sees use in pogo okizeme as a surprise low option. | * Sees use in pogo okizeme as a surprise low option. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2M</span>====== | ======<span style="visibility:hidden;font-size:0">2M</span>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's other main poke, in tandem with {{clr|3|f.M}}. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with f.H | Zeta's other main poke, in tandem with {{clr|3|f.M}}. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|4|f.H}} | ||
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish. | * Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish. | ||
* Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|2|5U}} to harass the opponent for some minor push into the corner. | * Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|2|5U}} to harass the opponent for some minor push into the corner. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's main anti-air | Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps, which can leave you open to whiff punishment, but in close range, it will beat jump attacks. | ||
* Combos into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, granting her some of the most consistent anti-air conversions in the game. The version used will depend on the angle the opponent is anti-aired, with L and H being better when the opponent is in front of you, and M being better when the opponent is above or behind you. | * Combos into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, granting her some of the most consistent anti-air conversions in the game. The version used will depend on the angle the opponent is anti-aired, with L and H being better when the opponent is in front of you, and M being better when the opponent is above or behind you. | ||
* Can juggle into {{clr|4|f.H}} on counter hit, which can be useful for better corner carry or as an alternative conversion if Spear of Arvess (Rise) is on cooldown. | * Can juggle into {{clr|4|f.H}} on counter hit, which can be useful for better corner carry or as an alternative conversion if Spear of Arvess (Rise) is on cooldown. | ||
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}} | }} | ||
<nowiki/> | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2U</span>====== | ======<span style="visibility:hidden;font-size:0">2U</span>====== | ||
{{MoveData | {{MoveData | ||
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Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff, but the fast startup on the first hit makes this one of Zeta's best close-range punish starters, such as on moves like Charlotta's [[GBVS/Charlotta#Holy Ladder|Holy Ladder]]. Like most {{clr|2|2U}}s, this grants a hard knockdown and an easily timed safe jump after, being one of Zeta's preferred combo enders to start her pogo okizeme. | Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff, but the fast startup on the first hit makes this one of Zeta's best close-range punish starters, such as on moves like Charlotta's [[GBVS/Charlotta#Holy Ladder|Holy Ladder]]. Like most {{clr|2|2U}}s, this grants a hard knockdown and an easily timed safe jump after, being one of Zeta's preferred combo enders to start her pogo okizeme. | ||
* Both hits are a true blockstring and cannot be interrupted, but you must manually block both hits low. | * Both hits are a true blockstring and cannot be interrupted, but you must manually block both hits low. | ||
* Both hits are special cancelable. | |||
* Combos into L and H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear tends to be pretty finnicky outside of point blank range, so when in doubt, use H instead. | * Combos into L and H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear tends to be pretty finnicky outside of point blank range, so when in doubt, use H instead. | ||
* Can be kept safe on block by cancelling into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], but this cancel can be avoided with Cross Over and punished. | * Can be kept safe on block by cancelling into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], but this cancel can be avoided with Cross Over and punished. | ||
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}} | }} | ||
<nowiki/> | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.L</span>====== | ======<span style="visibility:hidden;font-size:0">j.L</span>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Relatively standard j.L that is active until landing. | Relatively standard {{clr|1|j.L}} that is active until landing. | ||
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVS/Lancelot#Turbulenz|Turbulenz]]. | * Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVS/Lancelot#Turbulenz|Turbulenz]]. | ||
* Sees some use in Zeta's safe jump okizeme to as an alternative to j.U in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|2|2U}}. | * Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|2|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|2|2U}}. | ||
}} | }} | ||
}} | }} | ||
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======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_Throw.png |caption= | |image=GBVS_Zeta_Throw.png |caption=forward | ||
|image2=GBVS_Zeta_BackThrow.png |caption2=back | |||
|name=Ground Throw | |name=Ground Throw | ||
|input= | |input= | ||
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}} | }} | ||
<nowiki/> | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ||
{{MoveData | {{MoveData | ||
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* '''{{clr|3|M}} Version:''' Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head. | * '''{{clr|3|M}} Version:''' Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head. | ||
* '''{{clr|4|H}} Version:''' Like the horizontal variant, has 2 possible followups instead of 1. Has the same trajectory as the L version. Generally used in anti-air combos or as corner combo filler. | * '''{{clr|4|H}} Version:''' Like the horizontal variant, has 2 possible followups instead of 1. Has the same trajectory as the L version. Generally used in anti-air combos or as corner combo filler. | ||
* All versions are air unblockable for the first strike, but not for any of the followups. | |||
* Can be used raw as an anti-air for specific jump arcs or far jumps. | * Can be used raw as an anti-air for specific jump arcs or far jumps. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Spear of Arvess (Fall)</span>====== | ======<span style="visibility:hidden;font-size:0">Spear of Arvess (Fall)</span>====== | ||
{{MoveData | {{MoveData | ||
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Performs a rush attack that can be canceled into a follow-up attack while in motion. L falls diagonally, M falls vertically, and H can cancel twice. | Performs a rush attack that can be canceled into a follow-up attack while in motion. L falls diagonally, M falls vertically, and H can cancel twice. | ||
Shares cooldown with the grounded version. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with j.22L. | Shares cooldown with the grounded version. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}. | ||
}} | }} | ||
}} | }} | ||
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* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels. | * Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels. | ||
* Not generally a good raw anti-air unless you armor | * Not generally a good raw anti-air unless you armor a jumping move first. | ||
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air. | * Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air. | ||
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired. | * Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired. | ||
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|image=GBVS_Zeta_ResoluteStrike2.png |caption= | |image=GBVS_Zeta_ResoluteStrike2.png |caption= | ||
|image2=GBVS_Zeta_ResoluteStrike.png |caption2= | |image2=GBVS_Zeta_ResoluteStrike.png |caption2= | ||
|input=236236H or 236S (Air OK) | |input={{clr|4|236236H}} or 236S (Air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
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|image=GBVS_Zeta_SiriusRoar.png |caption=Fly YOU to the moon. | |image=GBVS_Zeta_SiriusRoar.png |caption=Fly YOU to the moon. | ||
|image2=GBVS_Zeta_SiriusRoar2.png |caption2= | |image2=GBVS_Zeta_SiriusRoar2.png |caption2= | ||
|input=236236U or 236S+U | |input={{clr|2|236236U}} or 236S+U | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} |
Revision as of 03:22, 5 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boats some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.
"Spear of Arvess! Show me your strength!" | |
Lore: | This fearless fighter belongs to the Society, an organization which hunts primal beasts. She has formed a contract with the seal weapon known as the Spear of Arvess. She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners. In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat. |
Voice: | English: Mela Lee/Japanese: Kana Hanazawa |
Zeta Zeta is an offense-oriented character who uses a mix of footsies and rushdown to attack from many ranges and angles.
- Good Pokes: Zeta boasts pokes with above-average range in f.M, 2M and f.H, all of which combo consistently into Spear of Arvess for excellent corner carry.
- Air Mobility: Zeta has good air mobility using Spear of Arvess (Fall), which allows her to change her jump arc and delay her jump timing in order to bait anti-airs, go over opponents' grounded pokes, or simply escape a sticky situation.
- BeamA projectile which occupies the entirety of its flight path for the duration of its active frames. Projectile: Zeta's projectile, Infinite Wonders, has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance.
- Aggressive Counter: Zeta's Rhapsody is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan.
- Strong Okizeme: Zeta's j.U, which provides up to 3 overheads in sequence, can be used in tandem with her other air normals, empty lows, and empty jump throws to create scary okizeme.
- Slow Mediums: Zeta's pokes are slower than average, which makes her ability to abareAn attack during the opponent's pressure, intended to interrupt it. in close range awkward.
- Mediocre Pressure: Zeta's pressure options, outside of okizeme, are limited and linear. She only has 2 plus on block normals, 2L and c.L, and no safe ways to frametrap with special cancels.
- Lackluster Reversals: Zeta's Rhapsody is an inconsistent reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Her Skybound and Super Skybound Arts are also both slow and can be option selected with meaty lights.
Normal Moves
c.L |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Signo Drive 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Infinite Wonders 236X or 5S |
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Spear of Arvess 66X or 6S |
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Spear of Arvess (Rise) 22X or 2S |
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Spear of Arvess (Fall) j.22X or j.S |
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Spear of Arvess Follow-up Spear of Arvess > X |
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Rhapsody 214X or 4S |
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Crimson Cleave Rhapsody > L |
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Rising Split Rhapsody > M |
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Knee Assault Rhapsody > H |
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Skybound Art
Resolute Strike 236236H or 236S (Air OK) |
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Super Skybound Art
Sirius Roar 236236U or 236S+U |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •