JoJo's Bizarre Adventure: Heritage for the Future/Midler/Movelist: Difference between revisions
(Added some framedata taken from Maxie's Lua) |
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(23 intermediate revisions by 3 users not shown) | |||
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|recovery=4 | |recovery=4 | ||
|hit=+7 | |hit=+7 | ||
|block | |block=+6 | ||
|pushblock=+3 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties= | |properties=IPS=No Scaling=No Mid <br> Air-UB | ||
|description=Midler does a quick jab. Poor range but comes out fairly fast. Sometimes useful as a quick anti-air. | |description= | ||
*Midler does a quick jab. Poor range but comes out fairly fast. Sometimes useful as a quick anti-air. | |||
}} | }} | ||
}} | }} | ||
Line 29: | Line 32: | ||
|recovery=5 | |recovery=5 | ||
|hit=-1 | |hit=-1 | ||
|block | |block=-2 | ||
|pushblock=-10 | |||
|guard= | |||
|damage=8 | |damage=8 | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties= | |properties=IPS=No Scaling=No Low <br> Air-UB | ||
|description=Midler performs a downwards angled kick. Hits low. Very quick and good inside of combos. | |description= | ||
*Midler performs a downwards angled kick. Hits low. Very quick and good inside of combos. | |||
}} | }} | ||
}} | }} | ||
Line 46: | Line 52: | ||
|recovery=20 | |recovery=20 | ||
|hit=-6 | |hit=-6 | ||
|block | |block=-7 | ||
|pushblock=-20 | |||
|guard= | |||
|damage=13 | |damage=13 | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties= | |properties=IPS=No Scaling=Yes Mid <br> Air-UB | ||
|description=High Priestess appears and swipes at the opponent. Does high damage and can be used inside of combos. | |description= | ||
*High Priestess appears and swipes at the opponent. Does high damage and can be used inside of combos. | |||
}} | }} | ||
}} | }} | ||
Line 63: | Line 72: | ||
|recovery=4 | |recovery=4 | ||
|hit=6 | |hit=6 | ||
|block | |block=+5 | ||
|pushblock=+2 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties= | |properties=IPS=No Scaling=No Low <br> Air-UB | ||
|description=Midler does a quick low kick. Hits further than her jab and can combo into itself and most of her other normals with the exception of 6B, 5C, and 2C. | |description= | ||
*Midler does a quick low kick. Hits further than her jab and can combo into itself and most of her other normals with the exception of 6B, 5C, and 2C. | |||
}} | }} | ||
}} | }} | ||
Line 80: | Line 92: | ||
|recovery=18 | |recovery=18 | ||
|hit=-5 | |hit=-5 | ||
|block | |block=-6 | ||
|pushblock=-14 | |||
|guard= | |||
|damage=9 | |damage=9 | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties= | |properties=IPS=No Scaling=Yes Mid <br> Air-UB | ||
|description=High Priestess stabs the opponent with her nails. Good as a fast poke but doesn't combo into many things. | |description= | ||
*High Priestess stabs the opponent with her nails. Good as a fast poke but doesn't combo into many things. | |||
}} | }} | ||
}} | }} | ||
Line 97: | Line 112: | ||
|recovery=15 | |recovery=15 | ||
|hit=HKD | |hit=HKD | ||
|block | |block=-10 | ||
|pushblock=-23 | |||
|guard= | |||
|damage=12 | |damage=12 | ||
|cancel=SP,SU,TA | |cancel=SP,SU,TA | ||
|properties= | |properties=IPS=No Scaling=Yes Low <br> Air-UB | ||
|description=High Priestess appears as a big head and bites the ground. It's an amazing sweep with high priority, range, and damage. Works best as a meaty and can combo off jumping attacks. | |description= | ||
*High Priestess appears as a big head and bites the ground. It's an amazing sweep with high priority, range, and damage. Works best as a meaty and can combo off jumping attacks. | |||
}} | }} | ||
}} | }} | ||
Line 114: | Line 132: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+11 | |hit=+11 | ||
|block | |block=+10 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=4 | |damage=4 | ||
|cancel=None | |cancel=None | ||
|properties= | |properties=IPS=No Scaling=No High | ||
|description=Midler does a quick kick with her knee. Works great as an instant overhead. | |description= | ||
*Midler does a quick kick with her knee. Works great as an instant overhead. | |||
}} | }} | ||
}} | }} | ||
Line 131: | Line 152: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=+11 | |hit=+11 | ||
|block | |block=+10 | ||
|pushblock=+7 | |||
|guard= | |||
|damage=10 | |damage=10 | ||
|cancel=None | |cancel=None | ||
|properties= | |properties=IPS=No Scaling=No High | ||
|description=Midler does a far-reaching horizontal kick. Good air-to-air and can crossup the opponent. | |description= | ||
*Midler does a far-reaching horizontal kick. Good air-to-air and can crossup the opponent. | |||
}} | }} | ||
}} | }} | ||
Line 148: | Line 172: | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|hit=WIP | |hit=WIP | ||
|block | |block= | ||
|pushblock= | |||
|guard=WIP | |||
|damage=12 | |damage=12 | ||
|cancel=None | |cancel=None | ||
|properties= | |properties=IPS=No Scaling=Yes High | ||
|description=High Priestess appears and performs a slashing attack in midair. Covers a very long range though you will have a hard time hitting some crouching opponents with it. Amazing air-to-air due to high priority. | |description= | ||
*High Priestess appears and performs a slashing attack in midair. Covers a very long range though you will have a hard time hitting some crouching opponents with it. Amazing air-to-air due to high priority. | |||
}} | }} | ||
}} | }} | ||
Line 163: | Line 190: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=13 | ||
|hit= | |hit=-2 | ||
|block | |block=-11 | ||
|damage= | |pushblock=-8 | ||
|cancel= | |guard= | ||
|properties= | |damage=4,4 | ||
|description=Midler does a magical flip in midair that hits the opponent twice. This move becomes risky as it is unsafe when opponent pushblocks the first hit. On hit, it can lead to a tick grab or you can cancel it into 236A/B/C/S for a combo/frame trap. | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |||
|description= | |||
*Midler does a magical flip in midair that hits the opponent twice. This move becomes risky as it is unsafe when opponent pushblocks the first hit. On hit, it can lead to a tick grab or you can cancel it into 236A/B/C/S for a combo/frame trap. | |||
}} | }} | ||
}} | }} | ||
Line 180: | Line 210: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=6 | ||
|hit= | |hit=+4 | ||
|block | |block=+3 | ||
|damage= | |pushblock=+0 | ||
|cancel= | |guard= | ||
|properties= | |damage=4 | ||
|description=Minimally slower startup but the same amount of recovery as 2A, which turns it into an amazing combo starter. | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=No Low <br> Air-UB | |||
|description= | |||
*Minimally slower startup but the same amount of recovery as 2A, which turns it into an amazing combo starter. | |||
}} | }} | ||
}} | }} | ||
Line 197: | Line 230: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=4 | ||
|active= | |active=2 | ||
|recovery= | |recovery=18 | ||
|hit= | |hit=-5 | ||
|block | |block=-6 | ||
|damage= | |pushblock=-14 | ||
|cancel= | |guard= | ||
|properties= | |damage=9 | ||
|description=Visually the same as 2B. | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |||
|description= | |||
*Visually the same as 2B. | |||
}} | }} | ||
}} | }} | ||
Line 214: | Line 250: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=8 | ||
|active= | |active=12 | ||
|recovery= | |recovery=15 | ||
|hit= | |hit=HKD | ||
|block | |block=-10 | ||
|damage= | |pushblock=-23 | ||
|cancel= | |guard= | ||
|properties= | |damage=12 | ||
|description=Visually the same as 2C. Long range plus the speed from dash allow this move to travel a long distance which makes it incredibly useful. | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=Yes Low <br> Air-UB | |||
|description= | |||
*Visually the same as 2C. Long range plus the speed from dash allow this move to travel a long distance which makes it incredibly useful. | |||
}} | }} | ||
}} | }} | ||
==Command Normals== | ==Command Normals== | ||
{{MoveData | {{MoveData | ||
Line 236: | Line 276: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|damage= | |pushblock= | ||
|guard= | |||
|damage=6,6,5 | |||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=High Priestess enters the opponents body and smashes them on the floor 3 times. One of the better grabs in the game as it does slightly higher damage compared to other grabs and leads to okizeme. | |description= | ||
*High Priestess enters the opponents body and smashes them on the floor 3 times. One of the better grabs in the game as it does slightly higher damage compared to other grabs and leads to okizeme. | |||
}} | }} | ||
}} | }} | ||
Line 249: | Line 292: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=8 | ||
|active= | |active=12 | ||
|recovery= | |recovery=11 | ||
|hit= | |hit=-8 | ||
|block | |block=-9 | ||
|damage= | |pushblock=-17 | ||
|cancel= | |guard= | ||
|properties= | |damage=10 | ||
|description=High Priestess turns into a spinning saw in front of Midler while she poses in place, hitting once. Pretty useless. | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |||
|description= | |||
*High Priestess turns into a spinning saw in front of Midler while she poses in place, hitting once. Pretty useless. | |||
}} | }} | ||
}} | }} | ||
Line 266: | Line 312: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=21 | ||
|hit= | |hit=-8 | ||
|block | |block=-9 | ||
|damage= | |pushblock=-17 | ||
|cancel= | |guard= | ||
|properties= | |damage=8 | ||
|description=Same kick animation as 2A but it's slower and moves her forward while kicking. Can be used as a replacement for 5B in some combos. | |cancel=SP,SU,TA | ||
|properties=IPS=No Scaling=No Low <br> Air-UB | |||
|description= | |||
*Same kick animation as 2A but it's slower and moves her forward while kicking. Can be used as a replacement for 5B in some combos. | |||
}} | }} | ||
}} | }} | ||
Line 284: | Line 333: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=9 | ||
|active= | |active=Until it hits the ground | ||
|recovery= | |recovery=Until Midler Lands | ||
|hit= | |hit=-16 | ||
|block | |block=-27 | ||
|damage= | |pushblock=-36 | ||
|cancel= | |guard= | ||
|properties= | |damage=8 | ||
|description=A dropkick style move. Midler stops all air momentum and High Priestess transforms into a steel beam that slams into the opponent at roughly 45° angle. Once the attack hits the ground, Midler backflips away, which makes the recovery very long. Quite a risky move to use, though it's good at beating opponents midair and can serve as a quick overhead. | |cancel=None* | ||
|properties=IPS=No Scaling=No High <br> Air-UB | |||
|description= | |||
*A dropkick style move. Midler stops all air momentum and High Priestess transforms into a steel beam that slams into the opponent at roughly 45° angle. Once the attack hits the ground, Midler backflips away, which makes the recovery very long. Quite a risky move to use, though it's good at beating opponents midair and can serve as a quick overhead. | |||
* *There exists a glitch where if you input J.2C on certain frames of your jump, it will become cancellable. None of these specific frames are right next to each other, essentially making this trick frame perfect. Very useful, but very difficult to do consistently. | |||
}} | }} | ||
}} | }} | ||
Line 301: | Line 354: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=11 | ||
|active= | |active=1* | ||
|recovery= | |recovery=21* | ||
|hit= | |hit=Launch | ||
|block | |block=-5 | ||
|damage= | |pushblock=-6 | ||
|cancel= | |guard= | ||
|properties= | |damage=8 | ||
|description=High Priestess turns into an excavator and performs a quick version of s.2C. Quick Guard Cancel that covers a fairly decent range, though it's much shorter than it appears. Launches opponent away on hit. | |cancel=None | ||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |||
|description= | |||
*High Priestess turns into an excavator and performs a quick version of s.2C. Quick Guard Cancel that covers a fairly decent range, though it's much shorter than it appears. Launches opponent away on hit. | |||
* *If the GC whiffs, it has 2 active frames, and 20 recovery frames | |||
}} | }} | ||
}} | }} | ||
=Stand ON= | =Stand ON= | ||
*Frame data in parentheses are for WC/CRC | |||
{{MoveData | {{MoveData | ||
|image=HFTF_Midler_s5a.png | |image=HFTF_Midler_s5a.png | ||
Line 321: | Line 380: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |version=S.5A | ||
|active= | |startup=4 | ||
|recovery= | |active=3 | ||
|hit= | |recovery=32 | ||
|block | |hit=-22 (-1) | ||
|damage= | |block=-23 (-2) | ||
|cancel= | |pushblock=-26 (-5) | ||
|properties= | |guard= | ||
|description=High Priestess does a fast slashing attack. Becomes a quick 4 hit auto combo if mashed. | |damage=4 | ||
|cancel=SP,SU,TA,Walk | |||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |||
|description= | |||
*High Priestess does a fast slashing attack. Becomes a quick 4 hit auto combo if mashed. | |||
<br><br><br><br> | |||
}} | |||
{{AttackData-HFTF | |||
|version=Final Chain Hit | |||
|startup= | |||
|active=5 | |||
|recovery=19 | |||
|hit=-11 | |||
|block=-12 | |||
|pushblock= -15 | |||
|guard= | |||
|damage=4 | |||
|cancel=SP,SU,TA,Walk | |||
|properties=IPS=No Scaling=Yes Mid <br> Air-UB | |||
|description= | |||
<br><br><br><br> | |||
}} | }} | ||
}} | }} | ||
Line 338: | Line 417: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=19 | ||
|hit= | |hit=-6 (-1) | ||
|block | |block=-7 (-2) | ||
|damage= | |pushblock=-15 (-8) | ||
|cancel= | |guard= | ||
|damage=9 | |||
|cancel=SP,SU,TA,Walk | |||
|properties= | |properties= | ||
|description=High Priestess transforms into scissors that cut towards the opponent head. Fast poke, although it whiffs against most crouching opponents. Can cancel into itself up to 2 times. Useful for meter building. | |description=High Priestess transforms into scissors that cut towards the opponent head. Fast poke, although it whiffs against most crouching opponents. Can cancel into itself up to 2 times. Useful for meter building. | ||
Line 355: | Line 436: | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|startup= | |startup=7 | ||
|active= | |active=38-47 | ||
|recovery= | |recovery=9-20 | ||
|hit= | |hit=-16 (-1) | ||
|block | |block=-22 (-12) | ||
|damage= | |pushblock=*(-16) | ||
|cancel= | |guard= Mid | ||
|properties= | |damage= 6,6,6 | ||
|cancel=Walk | |||
|properties= IPS=NO|SCALING=NO | |||
|description=High Priestess transforms into a spinning saw that moves forwards. Good priority, can be used as a meaty. Hits 3 times. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. | |description=High Priestess transforms into a spinning saw that moves forwards. Good priority, can be used as a meaty. Hits 3 times. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. | ||
}} | }} | ||
Line 378: | Line 461: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 395: | Line 480: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 412: | Line 499: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 429: | Line 518: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 446: | Line 537: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 463: | Line 556: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 481: | Line 576: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 498: | Line 595: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 515: | Line 614: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 532: | Line 633: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 550: | Line 653: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=Same as the Stand Off grab. Just as useful. | |description= | ||
*Same as the Stand Off grab. Just as useful. | |||
}} | }} | ||
}} | }} | ||
Line 567: | Line 673: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=High Priestess does a quick upwards slash which covers a slightly longer distance but is also slower. Just like s.5A, it can turn into a 4 hit auto combo. | |description= | ||
*High Priestess does a quick upwards slash which covers a slightly longer distance but is also slower. Just like s.5A, it can turn into a 4 hit auto combo. | |||
}} | }} | ||
}} | }} | ||
Line 584: | Line 693: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=High Priestess turns into a spinning saw that goes forward in a downwards angled curve. Hits 3 times. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. | |description= | ||
*High Priestess turns into a spinning saw that goes forward in a downwards angled curve. Hits 3 times. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. | |||
}} | }} | ||
}} | }} | ||
Line 601: | Line 713: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=High Priestess turns into a spinning saw that goes upwards instead of forward. Hits 3 times. It doesn't make a good anti-air but can sometimes connect with opponents launched by 236S or 2C. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. | |description= | ||
*High Priestess turns into a spinning saw that goes upwards instead of forward. Hits 3 times. It doesn't make a good anti-air but can sometimes connect with opponents launched by 236S or 2C. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. | |||
}} | }} | ||
}} | }} | ||
Line 612: | Line 727: | ||
|image2=HFTF_Midler_Stand_-_j2c_-_2.png | |image2=HFTF_Midler_Stand_-_j2c_-_2.png | ||
|caption= | |caption= | ||
|name= | |name=S.J.2C | ||
|data= | |data= | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
Line 619: | Line 734: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=Midler stops all air momentum while High Priestess turns into a weight and falls straight down. Horrible, horrible move. AVOID USING IT AT ALL COSTS. Hits 2 times, but only knocks down on second hit. Has horrible hitbox. While it can still cross up the opponent, it's unsafe on block and the second hit often misses anyway. | |description= | ||
*Midler stops all air momentum while High Priestess turns into a weight and falls straight down. Horrible, horrible move. AVOID USING IT AT ALL COSTS. Hits 2 times, but only knocks down on second hit. Has horrible hitbox. While it can still cross up the opponent, it's unsafe on block and the second hit often misses anyway. | |||
}} | }} | ||
}} | }} | ||
Line 636: | Line 754: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=High Priestess turns into an excavator and performs a quick version of s.2C. Quick Guard Cancel that covers a fairly decent range, though it's much shorter than it appears. Launches opponent away on hit. | |description= | ||
*High Priestess turns into an excavator and performs a quick version of s.2C. Quick Guard Cancel that covers a fairly decent range, though it's much shorter than it appears. Launches opponent away on hit. | |||
}} | }} | ||
}} | }} | ||
=Special Moves= | =Special Moves= | ||
{{MoveData | {{MoveData | ||
Line 655: | Line 777: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 678: | Line 802: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
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|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 707: | Line 833: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 728: | Line 856: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 747: | Line 877: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 768: | Line 900: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 790: | Line 924: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 811: | Line 947: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block | |block= | ||
|pushblock= | |||
|guard= | |||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
|properties= | |properties= | ||
|description=Midler | |description=If correctly setup, Midler has one of the most damaging tandems in the game. | ||
Example:https://www.youtube.com/watch?v=EHv7trK1mN8 | |||
}} | }} | ||
}} | }} |
Latest revision as of 19:32, 4 June 2023
Stand OFF
Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 1 | 4 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+7 | +6 | +3 | SP,SU,TA | IPS=No Scaling=No Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 11 | 5 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-1 | -2 | -10 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 4 | 20 | 13 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 | -7 | -20 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 2 | 4 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
6 | +5 | +2 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 18 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -14 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 12 | 15 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | -10 | -23 | SP,SU,TA | IPS=No Scaling=Yes Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
3 | 11 | Until Landing | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +10 | +7 | None | IPS=No Scaling=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
6 | 10 | Until Landing | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+11 | +10 | +7 | None | IPS=No Scaling=No High | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 5 | Until Landing | 12 | WIP | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
WIP | - | - | None | IPS=No Scaling=Yes High | ||||
|
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | 13 | 4,4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-2 | -11 | -8 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 6 | 4 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
+4 | +3 | +0 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
4 | 2 | 18 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-5 | -6 | -14 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 12 | 15 | 12 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
HKD | -10 | -23 | SP,SU,TA | IPS=No Scaling=Yes Low Air-UB | ||||
|
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | 6,6,5 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
8 | 12 | 11 | 10 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -9 | -17 | SP,SU,TA | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
5 | 2 | 21 | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-8 | -9 | -17 | SP,SU,TA | IPS=No Scaling=No Low Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
9 | Until it hits the ground | Until Midler Lands | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 | -27 | -36 | None* | IPS=No Scaling=No High Air-UB | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
11 | 1* | 21* | 8 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
Launch | -5 | -6 | None | IPS=No Scaling=Yes Mid Air-UB | ||||
|
Stand ON
*Frame data in parentheses are for WC/CRC
S.5A | Startup | Active | Recovery | Damage | Guard | ||
---|---|---|---|---|---|---|---|
4 | 3 | 32 | 4 | - | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-22 (-1) | -23 (-2) | -26 (-5) | SP,SU,TA,Walk | IPS=No Scaling=Yes Mid Air-UB | |||
| |||||||
Final Chain Hit | Startup | Active | Recovery | Damage | Guard | ||
- | 5 | 19 | 4 | - | |||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | |||
-11 | -12 | -15 | SP,SU,TA,Walk | IPS=No Scaling=Yes Mid Air-UB | |||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 3 | 19 | 9 | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-6 (-1) | -7 (-2) | -15 (-8) | SP,SU,TA,Walk | - | ||||
High Priestess transforms into scissors that cut towards the opponent head. Fast poke, although it whiffs against most crouching opponents. Can cancel into itself up to 2 times. Useful for meter building. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
7 | 38-47 | 9-20 | 6,6,6 | Mid | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
-16 (-1) | -22 (-12) |
|
Walk | IPS=NO | ||||
High Priestess transforms into a spinning saw that moves forwards. Good priority, can be used as a meaty. Hits 3 times. Note that if Midler is hit while performing this move, she'll take increased damage as if she was in the remote mode. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess stabs the opponent with her nails quickly. Becomes a quick 4 hit auto combo if mashed. Hits high except for the last hit, which hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess appears as a big head and bites the ground. Faster than 2C but doesn't sweep the opponent. Hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into an excavator and quickly swipes upwards. Launches on hit. Can be used as a mediocre anti-air, but the hitbox is smaller than it appears. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess does a horizontal slash. Solid range all around. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as j.s.A but does way more damage. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Very similar move to j.C but has a slightly longer hitbox. It can be hard to hit crouching characters with it. |
Dashing Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as s.2B but does less damage. Very useless. Hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Same as s.2B. Quite useless. Hits low. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Though it has the appearance of s.2A, it functions just like d.s.5A. Hits low. Just as useless as the rest. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Significantly slower version of s.2C. Avoid using it. |
Command Normals
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
|
Special Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into a harpoon launcher and fires straight towards the opponent. A fast projectile special. Low damage but can easily catch the opponent off guard. Due to the projectile's speed, this move can be very effective during projectile wars and can easily interrupt opponents. Can be canceled into from 5A, 2A, 5B, 3B, and 5C. Depending on the button pressed, the projectile's speed changes minimally, with C version being the fastest and by far the most useful one. Stand On version is almost the same except the recovery is faster. Good for applying pressure from fullscreen. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into a car that depending on the button pressed, comes out of the ground and launches the opponent on hit. After deploying High Priestess to attack, Midler can freely move during this attack. It's a great move that can be used for zoning, applying pressure, and it makes one of the best anti-airs in the game since it cannot be blocked midair. You can also use it for frame traps against opponents that respect you too much or pushblock a ton, especially after 2C. Depending on the button pressed, the car will appear at different distances. A - In front of Midler B - A bit further from Midler C - Furthest away from Midler, almost fullscreen. (Fullscreen on indoor stages that do not zoom out while characters are in the corners.) Note that while this move is happening you lose the ability to block. Sometimes rolling is the safest option to follow up with. The Stand On version functions in exactly the same way, however, Midler is unable to move while the attack is happening and will receive increased damage if she's punished. It's best to avoid using this move because it's just not worth the risk. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler summons High Priestess as a Weight that stomps down in front of her. Can be used as an overhead in between attacks but it's really not worth the hassle. It doesn't do high damage and High Priestess is punishable even on hit unless Midler follows up with an attack of her own, which in some situations isn't even possible. Avoid using it unless you're about to KO the opponent and need a quick mixup. The Stand On version has Midler recover the same amount of time as High Priestess, making this move even more useless. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess appears and slashes upwards, launching the opponent on hit. Uses the same animation as j.C and covers a good distance. Can confirm out of all of Midler's normals, making it a simple combo ender. |
Super Moves
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
High Priestess turns into a harpoon launcher and fires straight towards the opponent. Upon impact, the harpoon pins the opponent to the wall as Midler summons multiple other harpoons and launches them towards the opponent. Harpoon can pass through other projectiles, making it a good move against zoners. Has good invincibility frame but unfortunately low damage. After the last hit the opponent is launched up where you can follow up with another move before they recover. If whiffed, Midler takes a long while to recover, so make sure this move connects with the opponent at the very least. The Stand On version is pretty much exactly the same. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler summons a barrage of Cars that strike from the ground one after another in different colors. Each car launches on hit and is air-unblockable, making it a great reversal tool. Though the startup is very slow making it impossible to combo into this super by any normal means, it's fully invincible, and if it hits, it will cause hard knockdown. If opponent blocks this super, you can attempt to mix them up, however, remember to not hit the opponent with your normals as the super is hitting them because that gives them a window to tech out or just fall out of range of the next car. This super does generally high damage, but if it hits a midair opponent, not all cars might connect. You can attempt okizeme after the super is done or attacks the opponent before they hit the ground. Midler is unable to move while performing this super in Stand On, making it not only much more risky to do, but also makes you unable to perform mixups as it happens. Avoid using the Stand On version as it's not worth the risk. Also, you will receive increased damage if you're punished. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
Midler crouches down and High Priestess appears as a big mouth under the opponent. If jumped into or not jumped out of, the opponent falls down into the mouth of High Priestess, getting chomped down for massive damage. While it doesn't have as many invincibility frames as her other supers, it can be used as a long distance punish, which is especially useful versus zoners. You can hit some characters after they fly out from High Priestess' mouth with some normals, though sometimes it's better to just leave them alone as you can perform okizeme after they land. If the super misses and Midler is punished before she recovers, she'll take increased damage even in Stand Off. The Stand On version is the same as the Stand Off one. |
Startup | Active | Recovery | Damage | Guard | ||||
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | ||||
Hit Adv. | Block Adv. | Pushblock Adv. | Cancel | Properties | ||||
- | - | - | - | - | ||||
If correctly setup, Midler has one of the most damaging tandems in the game. Example:https://www.youtube.com/watch?v=EHv7trK1mN8 |