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==Command Moves== | ==Command Moves== | ||
(n)fwd A - Does a punch downward. | (n)fwd A - Does a punch downward. | ||
Overhead. | Overhead. | ||
Can't combo after his normals. | Can't combo after his normals. | ||
Bufferable. | |||
Looks short ranged, but its hit box is longer than | Bufferable. | ||
Looks short ranged, but its hit box is longer than expected. | |||
(n)fwd B - 2 hit low kick. | |||
Must be blocked low. | Must be blocked low. | ||
Comboable after his strong | |||
Comboable after his strong normals. | |||
Cancelable on both hits. | Cancelable on both hits. | ||
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==Special Moves== | ==Special Moves== | ||
Sinful - DP A/C. | Sinful - DP A/C. | ||
Grabs the opponent by his shirt and punches him 4 times that | |||
Grabs the opponent by his shirt and punches him 4 times that sends him flying. | |||
This move is unblockable and comboable. | |||
(a)Magnus - qcb A/C. | (a)Magnus - qcb A/C. | ||
Punches upward and a fire wave rises up near him. | |||
C version dashes in a short deistance before doing the punch. | |||
A version is comboable, C isn't. | |||
(a)Holy Flare - qcf A/C. | (a)Holy Flare - qcf A/C. | ||
Raises his hands and releases 2 fireballs in circular | Raises his hands and releases 2 fireballs in circular motion. | ||
Its slow as hell to come out, but its bigger than any of the other projectiles that most characters can't jump over it. | |||
Stuns the opponent a bit long | |||
(a)Heaven or Hell - hcf B/D. | (a)Heaven or Hell - hcf B/D. | ||
He runs in, if it connects, he strangles the | He runs in, if it connects, he strangles the | ||
opponent with one hand burning in white flame, then throws | opponent with one hand burning in white flame, then throws | ||
them away. 30%-40% of the damage you inflict with this move | them away. | ||
30%-40% of the damage you inflict with this move | |||
alone adds up to your life. | alone adds up to your life. | ||
==Super Moves== | ==Super Moves== | ||
Maximum Desiderium - hcb fwd A/C. | Maximum Desiderium - hcb fwd A/C. | ||
Runs toward the opponent. | Runs toward the opponent. | ||
If he hits, he | |||
If he hits, he holds the opponent on the neck with both hands in white flame for a short time then throws them away. | |||
40%-50% of | 40%-50% of the damage you inflict with this super is added to your life. | ||
Its fast enough to be comboed. | |||
==Super Tag== | ==Super Tag== | ||
Revision as of 11:43, 9 December 2015
Introduction
Movelist
Command Moves
(n)fwd A - Does a punch downward.
Overhead.
Can't combo after his normals.
Bufferable.
Looks short ranged, but its hit box is longer than expected.
(n)fwd B - 2 hit low kick.
Must be blocked low.
Comboable after his strong normals.
Cancelable on both hits.
Special Moves
Sinful - DP A/C.
Grabs the opponent by his shirt and punches him 4 times that sends him flying.
This move is unblockable and comboable.
(a)Magnus - qcb A/C. Punches upward and a fire wave rises up near him.
C version dashes in a short deistance before doing the punch.
A version is comboable, C isn't.
(a)Holy Flare - qcf A/C. Raises his hands and releases 2 fireballs in circular motion.
Its slow as hell to come out, but its bigger than any of the other projectiles that most characters can't jump over it.
Stuns the opponent a bit long
(a)Heaven or Hell - hcf B/D.
He runs in, if it connects, he strangles the
opponent with one hand burning in white flame, then throws them away.
30%-40% of the damage you inflict with this move
alone adds up to your life.
Super Moves
Maximum Desiderium - hcb fwd A/C.
Runs toward the opponent.
If he hits, he holds the opponent on the neck with both hands in white flame for a short time then throws them away.
40%-50% of the damage you inflict with this super is added to your life.
Its fast enough to be comboed.
Super Tag
Combos
First Impact combos: Ground - A, B, A, C, D Air - A, C, D, D, D
My B&B Combo: Jump D, close C(2 hits), fwd B(2 hits), qcb A.
Other combos: -Jump D, close C(2 hits), fwd B(1 hit), hcb B/D -Jump D, close C(1 hit), fwd B(1 hit), DP A/C -Jump D, close C(2 hits), fwd B(1 hit), hcb fwd A/C
Abuse his qcf A/C. Its huge size makes it possible for you to pin your
opponent to the other side. Yes, it can be air blocked, but his super can't...
get my drift? ;)
Trick Combos:
-close B, fwd A, qcf A (his close B must be blocked low. ^_^) -Close C(1 hit), fwd B or fwd A, qcb A. mix up his fwd A and fwd B -qcf A, opponent air blocks it, hcb fwd A/C OR qcf BC. At the right distance,
Elias can catch the opponent with his super or Team duplex starter before he lands from the air block. ^_^
-qcf A, opponent dodges/rolls fwd or bck, dash in DP A/C.
Wall Combos:
-Jump D, Close C(2 hits), fwd B(1 hit), hcf B, hits wall, CD, A, B, A, C, D,
hcb fwd A. 12 hits approximately 50% damage plus 10% addition to your life.
(needs at least 2 and 1/2 levels of super meter at start) -opponent full screen distance, qcf A, hcb fwd A, hits wall, Cd, A, B, A, C, D,
hcb fwd C. 9 hits, 55% damage Plus 10% addion to your life.