GBVSR/Vira: Difference between revisions

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|intro=
|intro=
| pros =  
| pros =  
* '''Unrelenting force:''' An assortment of safe-on-block frametraps, high-low mixups, a special command grab, and a very potent pressure reset tool, making it hard to escape her grasp.
* '''Highly Layered Offense''': An assortment of safe-on-block frametraps, high-low mixups, a special command grab, and a potent pressure reset tool allows Vira to stack layers upon layers on her offense and strongly
* '''Threatening okizeme:''' Summoning Luminiera provides a delayed but powerful okizeme, with comboable high-low and throw mixups, and a lethal meaty which is plus on block.
* '''Threatening Okizeme''': [[#Summon Luminiera|Summon Luminiera]] provides a delayed but powerful okizeme, with comboable high-low and throw mixups, and a lethal meaty which is plus on block.
* '''Albion fencing:''' High range normals and the fast advancing Scarlet Oath let her play a strong neutral game, and easily maintain pressure even when being pushed out.
* '''Albion Fencer''': High range normals and the fast advancing Scarlet Oath let her play a strong neutral game, and easily maintain pressure even when being pushed out.
* '''Lord of the skies:''' In her transformed state, Vira has some of the best air movement in the game, with a variety of options off Graceview, and access to the Air Dash.
* '''Lord Of The Skies''': In her transformed state, Vira has some of the best air movement in the game, with a variety of options off Graceview, and access to the Air Dash.
| cons =  
| cons =  
* '''Slow starter:''' Vira must use her Skybound Art, or land an extremely slow grab after establishing pressure before she can tansform into her Luminiera Form. Until she can get this, she loses out on a lot of powerful enhancements and is a much weaker character.
* '''Slow Starter:''' Vira must use her Skybound Art, or land an extremely slow grab after establishing pressure before she can tansform into her Luminiera Form. Until she can get this, she loses out on a lot of powerful enhancements and is a much weaker character.
* '''Hollow threats:''' Her strongest pressure reset, and her command grab, are both fairly slow, meaning she must rely on conditioning her opponent.
* '''Delayed Mixup Options''': Her strongest pressure reset and her command grab are both slow, while her left-right mixup options are easily defeated by the block button. Keen-eyed defenders make pressure awkward for Vira, reducing it to a hollow threat.
* '''Watching their back:''' While Vira has a lot of left-right mixups, this is easily defeated by the Block button.
* '''Zoning''': While Luminiera offers an option against zoning, it will dissapear if Vira blocks or is hit. Luminiera 236236H can be used to deal with zoning instead, but it can be difficult to get two super meters in the same match.
* '''Zoning:''' While Luminiera offers an option against zoning, it will dissapear if Vira blocks or is hit. Luminiera 236236H can be used to deal with zoning instead, but it can be difficult to get two super meters in the same match.
}}
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Revision as of 06:52, 30 December 2023

Overview

Overview
Vira commands an impressive mid-range game, using her powerful normal and Luminiera-charged attacks. Her skills are enhanced after using her Unique Action or Skybound Art to transform.
Vira
GBVSR Vira Portrait.png
Health
16000
Prejump
4f
Backdash
18f

 Vira

Pros
Cons
  • Highly Layered Offense: An assortment of safe-on-block frametraps, high-low mixups, a special command grab, and a potent pressure reset tool allows Vira to stack layers upon layers on her offense and strongly
  • Threatening Okizeme: Summon Luminiera provides a delayed but powerful okizeme, with comboable high-low and throw mixups, and a lethal meaty which is plus on block.
  • Albion Fencer: High range normals and the fast advancing Scarlet Oath let her play a strong neutral game, and easily maintain pressure even when being pushed out.
  • Lord Of The Skies: In her transformed state, Vira has some of the best air movement in the game, with a variety of options off Graceview, and access to the Air Dash.
  • Slow Starter: Vira must use her Skybound Art, or land an extremely slow grab after establishing pressure before she can tansform into her Luminiera Form. Until she can get this, she loses out on a lot of powerful enhancements and is a much weaker character.
  • Delayed Mixup Options: Her strongest pressure reset and her command grab are both slow, while her left-right mixup options are easily defeated by the block button. Keen-eyed defenders make pressure awkward for Vira, reducing it to a hollow threat.
  • Zoning: While Luminiera offers an option against zoning, it will dissapear if Vira blocks or is hit. Luminiera 236236H can be used to deal with zoning instead, but it can be difficult to get two super meters in the same match.


Unique Mechanic: Luminiera Form

By landing 5U, or using Luminiera Merge, Vira will transform into her Luminiera Form, which grants the following effects:

  • Enhanced Specials: All of her specials gain new effects, reduced recovery, or change completely. Mainly, the enhancements increase her combo potential.
  • New Unique Action: Her usual 5U is replaced with a somersault that also grants her additional air mobility.
  • Unique Airdash: Once per jump, Vira can air dash forward, on an arc similar to a double jump.
  • Skybound Arts: Vira's Skybound Arts change after transforming. Most notably, she gains a fullscreen super, Punishment Ray.
This install lasts until the end of the round.

Normal Moves

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

Vira's main pressure normal. Excellent frame advantage and frame trap options afterwards make this a threatening button to challenge on defense, and has a lot of linking options one can work with.

  • Links into: c.L, f.L, 2L, c.M, f.M, 2M, f.H, 2U
  • Crouching: c.H

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 6 3 12 0 +4

Frame trap and general pressure tool. c.L will easily frame trap into c.M, which has some great linking options on counterhit. The activation range is also decently large which allows her to harass 6-frame characters, as well as reliably combo from 66L from close range for greater corner carry.

  • Links into Crouching: c.L, c.H[ch]
  • Counter hit: f.L, 2L, c.M, f.M, 2M, f.H, 2U

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 9 6 16 -3 +1

Vira's hardest-hitting punish starter. Safe on block. Can occasionally be used as an anti-air in lieu of 2H due to having a hitbox above and slightly behind her, and will lead to better combos when used for this purpose.

It also combos into 5U on counterhit, making it more valuable to use in frame trap settings.

  • Links into Counter hit: c.L, f.L, 2L, c.M, f.M, 2M, c.H, f.H, 2U

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 - - -4 KD +30
c.XX6H 1000 High 18 - - -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, cancelable ender.

No notable attributes.


c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 6 6 +1 +5

Vira's fastest whiff punish button. All-around excellent normal that can be used to stop approaches due to its above-average range, as well as during pressure to harass opponents into doing something, thanks to its frame advantage.

It can combo into 214L, 214H, and 236H.

  • Links into Counter hit: 2M, 2U
  • Crouching Counter hit: f.M, f.H

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 8 4 17 -6 -2

Incredibly safe, long reaching poke. Its sheer range makes it difficult for many characters to get around, allowing Vira to play around bullying her opponent in neutral with this move and then responding appropriately against whatever they try to beat it. 236L will combo on hit and frame trap on block, but won't connect at max range. Always combos into 214L for a knockdown.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 8 4 22 -9 -5

Noticeably less range than her f.M, but has much more hitstun making it easier to confirm. It's also quite fast for an H button, making it a great whiff punish on extended hurtboxes, as well as useful in combos.

2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 5 13 -3 +1

Vira's safest poke overall due to its low total duration. Beats rolls cleanly where f.M does not and has a smidge more range than her 2U, but has less range than the former and is less rewarding than the latter.

  • Links into Counter hit: c.L
  • Crouching Counter hit: f.L

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 23 -12 -8

All of Vira's H buttons make for good anti-airs at different ranges. 2H is particularly good against opponents jumping right at her, where c.H is better for crossups and f.H is best for far jump-ins.

  • Combos into 214M against airborne opponents.
  • Even with counterhit slowdown, combo opportunities on a successful anti-air are somewhat limited since whiffing 214L takes a while to recover. c.L is most reliable when doing this. Linking a 22U is also possible.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 7 5 21 -11 HKD +44

Vira's sweep is fast enough that she can link or counterhit confirm into it. Grants Summon Lumineria oki on grounded opponents thanks to its hard knockdown. If that's not the goal, then use 2M instead as 2U has worse recovery, frame advantage, and increases the combo limit.

  • Used as a link in advanced combo routes (such as after 2H > 214L) for its range and speed.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Vira's 66L is a strong pressure tool due to her strong options out of it. Her 6f buttons have great reach, which lets her enforce her 66L's frame advantage with relative ease.

  • Links into Normal hit: f.L, 2L, c.M
  • Crouching hit: f.M, 2M, c.H[ch], f.H, 2U

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 12 4 21 -8 KD +24

66M is a gigantic low poke, perfect for catching opponents trying to make space between themselves and Vira. It knocks down on hit, which gives Vira enough time to run in and set up a meaty normal.

  • Fastest possible 66M hits from roundstart distance.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 15 4 23 -8 +10

66H is a haymaker of a button, being relatively unsafe on block but insanely rewarding on hit. The crumple is long enough to link a heavy normal no matter where it connects. Can also be used in combos to add significant damage, such as from a 236H wallbounce when further from the corner, or after 22U while in Luminiera Form.

  • Links into: c.L, f.L, 2L, c.M, f.M, 2M, c.H, f.H, 2U

j.L

j.M

j.H

j.U


Unique Action

Blade of Light

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
0, 500, 200×5 Throw 30~39 3 30 HKD +52

A very slow command grab, made only slower by the distance Vira has to travel. The damage is very low for the risks it requires, but a successful grab transforms Vira into her massively enhanced Luminiera Form for the rest of the round, with new moves and major improvements to her existing moves. If it is not possible to land this grab, it may be required to instead use her Skybound Art, Luminiera MergeGBVS Vira 236236H.pngGuardMidStartup7+6Recovery20Advantage-9.

It's a comboable grab, meaning it does technically work on grounded opponents in hitstun, but due to its slow speed Vira's only two attacks it can be comboed from are Summon LuminieraGBVS Vira 22X.pngGuardAllStartup83Recovery35 TotalAdvantage- and Counter Hit c.HGBVS Vira cH.pngGuardMidStartup9Recovery16Advantage-3.

The startup can be faked with a pause then a short dash due to its similar running animation. However, it is uniquely telegraphed by Vira's arm swing before she begins running.

  • After startup, continues to run forward until it connects or has whiffed entirely.
  • Upon connecting, transforms Vira into her Luminiera Form for the rest of the round.
Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
0, 1800
  • Upon reaching the opponent during startup, the grab has an additional 6 frames of startup which can be jumped
  • The total running duration is 24~33 frames.

Graceview

5U during Lumineria Form

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Grand 5U 1200 Mid 10 7
Grand 5U~X 1200 All 16 9 8 +2
Grand 5U~6 Total 11
Grand 5U~8 Total 44
Grand 5U~4 Total 39
Grand 5U~2 Total 25
  • Has higher attack level than most air normals, making it a decent anti-air.
  • There is a short delay before Vira can pick a follow-up.
  • 6U input also available, moving Vira forward a bit more than the 5U input, comboing from non-max f.L range.

Pressing 5U when Vira is powered up results in Graceful View, an anti-air that ends in a stance. During Graceful View, Vira has five options to pick from.


Falling Strike (5U~X)

Vira dives downwards with her sword. Will combo after 5U connects on grounded and airborne opponents.


Advance (5U~6)
  • Vira can use Advance 3 times in a row.

Vira dashes forwards a fixed distance in the air. After she stops, she can choose any follow-up.


Jump (5U~8)

Vira jumps forwards from wherever she is in Graceful View.


Retreat (5U~4)

Vira jumps backwards from wherever she is in Graceful View.


Land (5U~2)

Vira elegantly falls from Graceful View. She can use any air button on the way down, which can allow for a mixup between a falling button and a low or throw once she lands.

Version Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
Grand 5U 900
Grand 5U~X 744
Grand 5U~6 0
Grand 5U~8 0
Grand 5U~4 0
Grand 5U~2 0

Grand 5U:
Grand 5U~X:
Grand 5U~6:
Grand 5U~8:
Grand 5U~4:
Grand 5U~2:

Air dash

j.66 during Lumineria Form

Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Throw 4 3 26 HKD +44

Basic grounded throw that sets up an easy safejump by superjumping. Vira can set a Lumineria, but she's generally too far to force an opponent to block it or push them into it.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter


Skills

Darkane

236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 200×3, 400 Mid 18 1,3,3,4 17 -4 +22
236M 200×4, 600 [200×4, 700] Mid 15 1,3,3,3(14)5 19 -9 KD +33
236H 200×4, 700 [200×4, 990] Mid 16 1,2,3,3(9)5 22 -9 KD +34
Grand 236[M] 200×4 Mid 15 1,3,3,3 21 -7 KD +37
Grand 236[H] 200×4 Mid 16 1,2,3,3 16 -2 KD +35
L Version

Makes for a good pressure tool as it's safe on block. Vira can force pokes to whiff at max range, allowing her to whiff punish and get a knockdown. 236L also acts as an easy frame trap from any of her poking normals, helping her condition opponents not to mash. Be careful throwing this out in neutral as the hurtboxes are horrendus.

  • Naturally frametraps off every normal and autocombo except c.L, c.H, and 2L.
  • Opponent air techs on hit.
  • Safe on block.

M Version

Risky complement to 236L and a good combo ender in the corner. If her opponent has big buttons, she can risk a frame trap with 236M instead of trying to make said buttons whiff after 236L. Be careful with this though as 236M is -9 on block and advances Vira forwards. The held version (available in Lumineria form) gives Vira a meterless launch that combos into c.L anywhere from close range.

  • Good knockdown on hit.
  • Can catch buttons between the stabs and final slash.
  • Can be held in Luminiera to perform a dash instead of the last hit.

H Version

Corner combo extender and Vira's only real launching move. The held version is less useful than 236[M] because it costs a cooldown but it is much safer on block.

  • Wallbounces in the corner.
  • Can catch buttons between the stabs and final slash.
  • Can be held in Luminiera to perform a dash instead of the last hit.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 200+720,120×3 [200+900, 144×3]
236M 200+720,120×4 [200+900, 144×4]
236H 400+720,120×4 [400+900, 144×4]
Grand 236[M] 200+900, 144×3
Grand 236[H] 400+900, 144×3

236L:

  • Cooldown 20F


236M:

  • Cooldown: 20F


236H:

  • Cooldown: 480F


Grand 236[M]:

  • Cooldown: 20F


Grand 236[H]:

  • Cooldown: 480F

Red Beryl Sword

623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 Mid 6 2(2)6 30 -20 KD +26
623M 700, 400 Mid 9 2(2)12 34 -27 KD +15 1~14 All
623H 700, 400x2 Mid 11 14 35 -28 KD +26 1~23 All
Grand 623M 700, 1000 Mid 9 2(20)3 31 -6 KD +27 1~14 All
Grand 623H 700, 400x2, 100 Mid 11 14 35 -28 KD +33 1~23 All
Normal Versions

A rising sword swing with invulnerability on the M and H versions. Vira's lowest risk anti-airs and least expensive reversal. 623L has no invulnerability but comes with the fastest cooldown timer by far and will always knock down. Normal 623M is invulnerable on startup but is only air unblockable on the first 2 active frames, while Normal 623H is air unblockable for all of its active frames.


Grand 623M

Lumineria form changes 623M into an entirely different move. Lumineria 623M is a fantastic combo ender and reversal. It deals incredible damage for a special move and requires MU-specific knowledge in order to actually punish it.

  • Safe on block due to pushback.
  • Has a gap between both hits.
  • Dodging between the first and second hits allows for a c.M punish.

Grand 623H

Lumineria also enhances 623H, giving it an extra hit. This boosts the frame advantage on hit significantly, allowing for powerful links in corner juggles, usually into c.H, or setting up safejumps when used as a combo ender.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
623L 200+720 [200+900]
623M 200+720, 120
623H 400+720, 120x2
Grand 623M 200+900, 144
Grand 623H 400+900, 144x3

623L:

  • Cooldown: 20F
  • Move only hit once despite two disjoint active intervals


623M:

  • Cooldown: 20F


623H:

  • Cooldown: 480F
  • The true active frames appears to be 2 (1) 4, 1 (1) 1 (1) 1 (1) 1, where the first two active periods both count for the first hit.


Grand 623M:

  • Cooldown: 20F


Grand 623H:

  • Cooldown: 480F

Scarlet Oath

214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1000 Mid 16 3 21 -5 KD +29
214M 1100 [1200] Mid 27 5 12 +2 KD +33
214H 700, 800 [700, 1000] Mid, Mid 14 3(13)5 15 -1 KD +35
  • Data inside "[]" represents values when Vira is in Luminiera Form.

Vira performs a fast dash across the screen and strikes towards the ground. Good for neutral pokes and advancing on the opponent while being safe on block.


Light
  • Becomes -4 at max range, making it completely safe.
  • Can be abused against 6-frame characters.

Vira's basic poke confirm tool, best ender for oki but trades corner carry. Fast and effective for catching people in neutral beyond her f.M range. Can also act as a frametrap off f.L to further enforce her pokes.


Medium
  • Advantageous on block
  • Grand: Visual pause on counterhit allowing grounded combos.

Vira's primary pressure reset. It is slow and easily interrupted, but always places her within a good range to threaten frametraps with 2M and c.L, while easily reaching for Throw. Occasionally used in combos via cancelling from 2H in juggles to save its cooldown.

Can also be used in neutral as an approach tool. On counter hits it scores huge combo potential, and on block begins pressure freely.


Heavy
  • Ground bounces on hit.
  • Grand: Can combo into 5L in the corner.
  • Grand: Ground bounces on counterhit, being able to combo into c.M, 2M and 2U midscreen.

Incredibly fast and safe move for the distance that it covers, allowing Vira to surprise her opponents and catch them swinging in neutral, though using it prevents you from resetting pressure with 214M for a limited time. On hit, scores a better knockdown for setting up some okizeme, and can be used as a combo extender in the corner.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L 200+720 [200+900]
214M 200+720 [200+900]
214H 400+720, 120 [400+900, 144]

214L:

  • Cooldown: 20F


214M:

  • Cooldown: 20F


214H:

  • Cooldown: 480F

Summon Luminiera

22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 300×3 All 83 35 Total
22M 300×3 All 83 35 Total
22H 400×3 All 86 40 Total
  • Summons Luminiera to attack a fixed position on the screen after a short time.
  • Luminiera will disappear immediately if Vira blocks or is hit.

The primary tool for okizeme setplay. The extended hitstun allows Vira to combo off attacks more easily. With universal overhead gone, the mixup behind Luminiera is less intimidating to block, though Vira can still pressure by selecting between a proper meaty (such as c.M, 66L or 66H) or sneaking in a throw/5U, since there's a slight delay right before Luminiera hits if cancelling from 2U.

In neutral, Luminiera can provide a ranged threat to either run in and begin pressure freely, or force the opponent into moving out of the way. However, it is very slow and open to punish.


Light
  • Luminiera spawns 40% of the screen away.

Useful to set up after almost any knockdown cheaply. Due to its timing and position, it won't prevent jumping and backdashing on wakeup, which needs to be supported by fast okizeme. It is also spacing-sensitive, potentially whiffing (but catching backdashes) at very close positions.

Good in neutral as a pre-emptive catch to approaches, but is too slow to be effective at its actual range.


Medium
  • Luminiera spawns 70% of the screen away.

Spawns too far away to use for setups, only able to catch backdashes after a non-cinematic Affection Abyss (236236H).

A useful long-range tool for neutral.


Heavy
  • Luminiera tracks to the opponent's position.
  • Travels a maximum 80% of the screen.
  • The only version that is useful in the corner, as the other two versions are summoned off-screen.
  • Grand: Additional damage and blockstun. Can combo better off slow recovering moves.

Good for any knockdown without concern for spacing, and able to threaten backdashes by following their position, at the cost of a heavy cooldown. Due to longer recovery it can make some okizeme more difficult or weaker to jump-outs, notably after a Throw where you cannot prevent a jump-out in time.

Good in neutral to make it much more difficult to position out of, and attack from almost full-screen as a weak zoning tool.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22L 100+480, 120×2 [100+600, 144×2]
22M 100+480, 120×2 [100+600, 144×2]
22H 200+480, 120×2

22L:

  • Cooldown: 20F


22M:

  • Cooldown: 20F


22H:

  • Cooldown: 480F


Ultimate Skills

Ultimate Darkane

236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 200×4, 300×3, 900 Mid 11 - +2 HKD +45
Grand 236U 200×4, 300×3, 1100 Mid 11 - +2 HKD +62

A powerful version of Darkane with some extra stabs. Ends in a cinematic thrust that sets up a safejump midscreen or allows a combo in the corner. During Luminiera Merge, the thrust is replaced with a slam similar to 623M on hit, which combos into c.H. On block, Vira dashes forward and maintains the frame advantage of the normal version, but is much closer to the opponent.

  • Links after counterhit c.H or 66H for comically high potential damage while effectively only spending 25 meter.

Ultimate Red Beryl Sword

623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 700, 200×3, 700 Mid 8 - -22 HKD +40 1-?? Full
Grand 623U 700, 200×3, 700, 200 Mid 8 - -22 HKD +40 1-?? Full

A reversal that beats safejabs. Ends with Vira slamming her opponent back down to earth for a very close hard knockdown. During Luminiera Merge, additionally follows up with a beam.

Ultimate Scarlet Oath

214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 1300×2 [1400×2] Low, High 15 - 17 -4 HKD +33

Travels much further than the meterless versions, hitting after a backdash from roundstart distance. Since the first hit is a low and the move is quite fast for its range, it can surprise opponents attempting to walk back in neutral and get a knockdown. On hit or block, Vira follows up with a dive which hits overhead and is safe on block, though there's no mixup potential since it always comes after the first hit.

  • Luminiera Merge buffs the move to reach from fullscreen. Startup does not change based on distance.
  • Launches on counterhit, links into f.H midscreen. Extremely high damage starter, leading to nearly 8k.

Ultimate Summon Luminiera

22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 500×2, 600 Mid 18 - +7 HKD +65
Grand 22U 500×2, 600, 200 Mid 18 - 17 +10 HKD +73

Summons Luminiera directly on top of an opponent fast, providing a single hit for a hard knockdown. During Luminiera Merge, also fires a beam that sends the opponent towards Vira. Powerful option for combos, giving Vira access to a ton of corner carry when used from autocombo, allowing it to link into 2H.

  • Has great startup for a move that tracks the opponent, allowing Vira to snipe zoning with this move, get a hard knockdown, and close the distance effectively for free since it refunds half of its cost if it hits raw.

Skybound Arts

Luminiera Merge

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 7+6 3 20 -9 HKD +60 1~15 All

Vira transforms into her Luminiera form, releasing a burst of energy.

The burst deals low damage and has extremely short range making it incredibly poor for a Skybound Art, but it's Vira's only way to access her transformation without landing 5UGBVS Vira 5U.pngGuardThrowStartup30~39Recovery30Advantage-. Additionally, it is the only invincible move in her arsenal that can hit directly above and behind her, making it viable for challenging strong crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. The recovery is short enough for Vira to combo afterwards, usually with 2UGBVS Vira 2U.pngGuardLowStartup7Recovery21Advantage-11.

Compared to vanilla, Vira is a considerably stronger character outside of install thanks to her excellent Ultimate moves, so consider the pros and cons of using this move over them appropriately.

  • Vira transforms even on block or whiff.
  • Recovers 1 Bravery Point for Vira during superflash.
  • Removes 1 Bravery Point from the opponent on hit.

Punishment Ray

236236H or 236S during Lumineria Form

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200, 200×14 All, All×14 8+6 Total 131 -30 HKD +28 1~16 All

A huge beam, doubling both as an invincible reversal and a zoning tool.

An ironically less safe invincible reversal Skybound Art. It not only has less vertical reach and fails to hit behind her, but it's also much more punishable when blocked at close range.

To compensate, the move does astronomically more damage, and can work from any range. It is impossible to jump over on reaction, and the pushback is enough to make it very difficult to punish unless already close, making it decent for challenging slower pokes in neutral, without losing the round.

  • Recovers 1 Bravery Point for Vira during superflash.
  • Removes 1 Bravery Point from the opponent on hit.


Super Skybound Arts

Affection Abyss

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200, 1800, 3000 [1000, 1500×2] All 8+5 3(9)3(9)6 42 -22 HKD +30
[HKD +44]
1~15 All

A savage flurry of strikes.

  • Quickly advances until a hit lands, travelling half-screen.

The move is slightly unreliable. While it will chase down an opponent to better punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above, making it usually much worse than Red Beryl Sword (623X) as a tool to challenge pressure.

May be the worse option against Luminiera Merge (236236H), depending on the current situation. Particularly, the more health Vira and the opponent has, the more valuable her transformation becomes, while the less the opponent has the more valuable Affection Abyss becomes.

  • Recovers 1 Bravery Point for Vira during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only.

Iliad Vision

236236U or 236S+U during Lumineria Form

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600×2, 1800, 120×15, 240, 600×2 [500×2, 1500, 500, 1000] Mid 8+5 3(6)6(9)3(12)3(34)9 36 -26 HKD +28
[HKD +44]
1~15 All

A ceremoniously destructive attack. Vira quickly advances until a hit lands, travelling full-screen.

Tied for highest damage in the game, making it a potent round ender. While the cinematic clean hit has a surprisingly forgiving range and will easily chase down an opponent to punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above. If blocked, Vira can be hit before the final strike, as she no longer has any invuln.

Can end up doing hilariously high damage due to removing 2 Bravery Points on the cinematic hit, making this a very valuable combo ender.

  • Recovers 1 Bravery Point for Vira during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Vira Color 01.png
GBVSR Vira Color 02.png
GBVSR Vira Color 03.png
GBVSR Vira Color 04.png
GBVSR Vira Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Vira Color 06.png
GBVSR Vira Color 07.png
GBVSR Vira Color 08.png
GBVSR Vira Color 09.png
GBVSR Vira Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Vira Color 11.png
GBVSR Vira Color 12.png
GBVSR Vira Color 13.png
GBVSR Vira Color 14.png
GBVSR Vira Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Vira Color 16.png
GBVSR Vira Color 17.png
GBVSR Vira Color 18.png
Color 21
EX
GBVSR Vira Color 21.png
Weapons
01
02
03
04
05
06
07
08
09


Navigation

 Vira
To edit frame data, edit values in GBVSR/Vira/Data.


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