EX version makes Angel’s dash slightly faster with a slightly bigger proximity window.Can also be cancelled into from Unchain Circle attacks, however Angel is limited to only one Unchain Circle attack if she does this.If the opponent is within proximity of the dash, Angel will dash to other side of opponent except if opponent is in corner. Max distance of the dash is around ½ screen. A command dash that leads into the Unchain Circle series.Does not lead into Unchain Circle attacks unlike the non-EX versions. EX version has a slow startup (27f) but it guard breaks on block and puts the opponent into a crumple state on hit.If you decide not to continue with the attack in the corner you can do a quick normal in the corner from the C version for mixup/reset purposes.
The A version has pushback and is -5 on block, while the C version has minimal pushback and is -2.
* Series of starter attacks to go into Angel’s offensive roulette of Unchain Circle Attacks. Also possible to combo into from the first hit of Middle Spin.ĮX: Faster startup (9f), more damage, launches opponent higher in the air and has invincibility (3f?).Creates opportunities for juggles and resets.Command grab that launches the opponent into the air.Possesses projectile invincibility while she is invisible. Typically used as a combo ender if not going for a reset.ĮX: Faster startup (11f), same frame advantage, and more damage.Max distance of both is about ¾ of the screen. Both B and D versions have the same startup (15f) and frame advantage (-4).Quick dash attack that results in a guaranteed throw when it connects resulting in a hard knockdown.Command has been made more lenient with db or df also being allowed for input. Example: the target combo would work against Gang-Il but not Leona since both have close to similar height (in neutral). A to Heavy Knee target combo is somewhat character specific. Special air attack that can also be done from a backdash or a follow up after j.Heavy Knee Attack - (down + D) (if in air) First hit can combo into Mad Murder from a distance. A 2 hit unique move that is special, super, and climax cancellable on either hit.Back throw involving a quick dash behind as Angel snaps the opponent’s neck as she kick their back.Forward throw involving a 3 hit combo attack.Cancellable with the exception of command move. Potential for knifing into crouching opponents attempting to low profile anti-air.
A - Downward elbow which can be followed up with the Heavy Knee attack from a regular jump. But when you get in, do as much damage as possible or get your opponent in a position to where they have to keep guessing. Your patience will be tested against zoners as well as characters with better normals such as Daimon, Geese, Benimaru and such. As her normals are fairly decent, Angel shines in terms of offensive pressure, resets and mix up game mostly with her Unchain attacks. Grapple Kick - after Unchain Circle or Special Unchain Circle, +Īscension Time - + Quick Combo Reference Quick Combo ReferenceĬr.B > cr.A > bf+K ~ d+P ~ f+K ~ qcf+C = 196 dmgĬr.B > cr.A > bf+K (1) ~ f+P ~ ff+P, hcb+K = 209 dmgĬr.B > cr.A > bf+K (1) ~ d+P ~ ff+P, bf+K ~ f+K > b,dp+P = 302 dmgĬl.D > f+B (1) > bf+K (1) ~ d+P ~ ff+P, bf+K ~ f+K > b,dp+P = 357 dmgĬl.D > f+B (1) > qcb+P ~ u+K ~ ff+P, bf+K ~ f+K ~ u+P, b,dp+P = 409 dmgĬr.B > cr.A > bf+K (1) ~ d+P ~ ff+P, bf+K ~ f+K > b,dp+AC = 400 dmgĬonsiderably the most technical character among the roster, Angel can be domineering as she is difficult to use.Neck Cutter - after Unchain Circle or Special Unchain Circle, + Finish.Rolling - after Unchain Circle or Special Unchain Circle, + / Finish.Straight - after Unchain Circle or Special Unchain Circle, + Finish.