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Quite fast and more range than her jP. Also useful for option | Quite fast and more range and active frames than her jP. Also useful for option selecting air throws and for air to air block strings with j.P. It's also good in air combos in instances where you have to jump back up into the air but the opponent is too high up for j.S to hit. In these instances, j.K's rising hitbox is a good substitute. | ||
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======<font style="visibility:hidden" size="0">j.S</font>====== | ======<font style="visibility:hidden" size="0">j.S</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 21:07, 17 December 2014
Overview
Placeholder
- Strengths
- Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
- Great oki
- Weaknesses
- No Meterless Defensive Options outside of universal system mechanics
- Needs to meet certain conditions to do her more damaging combos
- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
Defense Modifier: x1.06
Guts Rating: 4
Stun Resistance: ??
Jump Startup: 3F
Backdash Time: 13F
Backdash Invincibility: 1-9F
Move List
- See also: May Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
5P |
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5K
5K |
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6K
6K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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Startup (Charge) | Stun Multiplier | Blockstun |
---|---|---|
? (?) | ? | ? |
? (?) | ? | ? |
6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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3K
3K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.2H
j.2H |
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j.D
j.D |
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Universal Mechanics
Throw
Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Mr. Dolphin Horizontal
Mr. Dolphin Horizontal [4]6S/H |
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Mr. Dolphin Vertical
Mr. Dolphin Vertical [2]8S/H |
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Applause for the Victim
Applause for the Victim 41236P/K/S/H |
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Hop on Dolphin
Hop on Dolphin Touch the Hoop dolphin during a jump |
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Don't Miss It!
Don't Miss It! 214P/K |
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Ball Jump
Ball Jump 1/2/3 near the ball during a jump |
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Ensenga
Ensenga? j41236HS |
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Overhead Kiss
Overhead Kiss 632146K |
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Overdrives
Ultimate Whiner
Ultimate Whiner 63214H |
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Great Yamada Attack
Great Yamada Attack 236236S |
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Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind 63214S |
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Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber P during Ultimate Spinning Whirlwind |
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Instant Kill
And Farewell in IK mode: 236236H |
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Strategy
Neutral
Playing Footsies
Controlling space with summons
Offense
Tools
Mixups
Blockstrings
Defense
Meterless Options
Meter Options
General Tactics
Tips and Tricks
Combos
Midscreen Combos
2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS (video example)
- End the combo in 41236X for Oki
- End the combo in [4]6HS for more damage and corner carry
OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151) (video example)
(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) (video example)
2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186) (video example)
5K > 2D > [4]6S > RC > air dash j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS (Damage: 176) (video example)
Corner Combos
c.S > 6HS > [4]6HS > jump air dash j.P > j.K > j.HS > 6HS (Damage: 170)
5D > 6 > 6[HS] (Max Charge) > [2]8HS > jump air dash j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186)
OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS
- OHK combo that puts the opponent back in the corner