Dengeki Bunko Fighting Climax/Selvaria Bles

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(Click here for the original Selvaria Bles page)


Introduction

Originally from Valkyria Chronicles, Selvaria's the grumpy albino lady who shot your squad's face off with her laser cannon and unwavering devotion to the main antagonist. Now her lasers can be yours! (Highly explosive. Handle with care.) She debuted in the console version, unlocked after beating Arcade Mode with more Climax Art KO's than normal KO's. She has no storyline in both Arcade and Dream Duel Mode. She was later added to the Version 1.30 arcade update. However for an unknown reason, Selvaria can be played in Single play Arcade Mode in arcade version, and it is unknown if she has his arcade story or hasn't, just like Labrys (both versions) and Elizabeth in original Persona 4 Arena.

In Ignition, she became a regular character.

Gameplay

Selvaria is primarily a mid-range zoning character who thrives off of chunky combos from long-reaching normals. Sel's main goal in most matchups is to use her long reach to unleash brutal whiff punishes on opponents, from which she scores knockdowns to continue her pressure and keep control of the match. While she possesses long-range tools for occasional zoning, they offer more risk and considerably less reward than fighting at mid-range or closer.

Pros

  • Low basic and intermediate execution requirements
  • Long-reaching normals
  • Long-reaching 5A+B that covers almost a full zoomed screen
  • Good full-screen punish in her A+C
  • Explosive damage output at higher meter/resource levels
  • Excellent offensive synergy with Alicia support, particularly with Trump Card active

Cons

  • Poor long-range damage outside of raw A+C
  • Poor anti-air options at neutral due to risky anti-air normals and a terrible 2A+B
  • Teleports not very useful at neutral

Recommended Assists

Alicia - Probably the best "default" assist for Selvaria. Alicia's 5S grenade toss greatly expands Selvaria's combo options with its short cooldown and powerful untechable time. Her 4/6S requires more setup, but its multiple hits and crossup potential offer great utility for okizeme. When in doubt, Alicia is a great choice for an assist in the vast majority of matchups.

Accelerator - Offers less combo utility than Alicia in exchange for covering some of Selvaria's defensive weaknesses. 4/6S is a good full-screen poke against grounded opponents that allows easy followups on hit, and despite its long cooldown, 5S is a good way to give aggressive opponents pause or keep a cornered opponent from mashing their way free from your pressure. For players more skilled at Selvaria's neutral game, however, the damage potential of Alicia support usually offers better returns.

Potentials

Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.

Character Potential: Use 1 Trump Card for Support Cast Level 2 for 20 seconds. Can be activated once a round.

Move List

L = Low, H = High, A = Air
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel

Startup includes the first active frame.

Normal Moves

5A
DFC.Selvaria.5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 6 2 15 -4
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

Basic 5A. Short horizontal range, decent vertical range. Risky to use as anti-air since Sel's hurtbox is not well protected, but easy to confirm on air hit or block into 5B > jump cancel > air combo. Also useful to set up jump cancel pressure on block when staggered with 2A to keep the opponent sitting still.

2A
DFC.Selvaria.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 6 2 17 -6 SC, EX, ISC, TCC, CAC LA -

Hits low. Standard 2A utility, easily confirmable into combos, repeated or staggered to catch people attempting to mash away from pressure.

5B
DFC.Selvaria.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 9 3 19 -7
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Air unblockable and jump cancellable. Not much less risky than Sel's 5A for anti-air, but still useful in situations such as running under an opponent's double jump attack. Safer to use against a cornered opponent attempting to chicken block. Easily confirmable into jump cancel air combos on hit. A useful blockstring tool because it moves Selvaria forward, keeping her close for jump cancel offense or to stay within 4A+B range.

2B
DFC.Selvaria.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 19 -7
+10 (JC)
JC, SC, EX, ISC, TCC, CAC L -

Long-reaching low poke. Confirmable into 5C > combo at maximum range. Jump cancellable. A key spacing tool for combos following the route of 2B > 2C > 214A > 5A, making that link both possible and easy.

5C
DFC.Selvaria.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 4 21 -8 SC, EX, ISC, TCC, CAC HLA -

Long-ranged lance slam. Without cancels, it ends Sel's pressure on block, but its reach is useful nonetheless when fishing for a counterpoke. Confirmable into specials at maximum range on ground or air hit.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 21 4 21 -8 SC, EX, ISC, TCC, CAC HLA -

Charged lance slam with increased horizontal range. Launches on hit. A staple of Sel's longer combos since its long untechable time does not dramatically decay. Mostly useful as combo filler unless Trump Card is active and jump cancel/reverse beat are available for frame-trap utility.

2C
DFC.Selvaria.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 2 26 -11 SC, EX, ISC, TCC, CAC L -

Selvaria's sweep. Her longest-reaching low. Cannot low profile anything of significance and is not a particularly advantageous knockdown, but the maximum range of its slash arc is not well telegraphed, making it occasionally useful to chop at people's legs. Much more useful when Trump Card is active and jump cancel/reverse beat give it more cancel options to trap mashy opponents.

j.A
DFC.Selvaria.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 8 3 X+2 Varies JC, SC, EX HA -

Sel's fastest jump normal. Decent horizontal range, but not a lot of downward reach or crossup potential. Not a super-great move, but often necessary as an air-to-air tool that may win against jump-ins where Sel's ground anti-airs tend to lose. Also a useful panic confirm from an awkward anti-air 5A or 5B since it is Sel's fastest air normal. Just be aware that many characters with better long-range aerials like Asuna may clobber this move at longer ranges, so be sure to practice spacing it properly.

j.B
DFC.Selvaria.jB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 11 3 X+3 Varies JC, SC, EX HA -

A jump-in with prodigious downward range and great crossup potential. Excellent for air-to-ground offense, but somewhat awkward for air-combo height management since only the "tip" of the slash has a hitbox. Can hit the opponent fairly early when jump-cancelled from ground normals, but must be spaced carefully in order to do so (minimal ground normals beforehand, try to have running momentum to stay deeper). Combo extensions to jC from such a series tend to be very situational, so use with care.

j.C
DFC.Selvaria.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 12 4 X+4 Varies JC, SC, EX HA -

Has the longest horizontal reach of Selvaria's jump normals, at the cost of downward vertical range. Has a generous crossup hitbox, making it useful for both air-to-ground offense and max-range air-to-air. On air counter hit at single jump height, you can confirm (somewhat awkwardly) into 5B > jump cancel > air combo. Using this move from Selvaria's neutral-jump steer can also be useful if your opponent's normals lack the range to anti-air it. Well-suited for safe jump setups, particularly vs Kuroyukihime's 2A+B.

Special Moves

Ream Beam
「連光線」

236X
DFC.Selvaria.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A short-range (634)
medium-range (475)
long-distance (336)
13 25 (max range) 54* -8 to -14 SC, EX, TCC, CAC HLA -

Fires 3 laser blasts from Selvaria's lance. Fast enough to combo from A attacks. Deals more damage per hit at closer ranges, and less at longer ranges. Despite appearances, this move is not actually very good for zoning or even for combo filler. Though the shots travel fast, the long startup and recovery of this move make it an awkward blockstring ender and a very risky raw poke. Even when used at safer extreme ranges, the limited combo options afterward are almost never worth the resource cost unless they're guaranteed to kill (preferably on match point). In general, this move should be avoided aside from a VERY occasional super-long-range poke.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B short-range (801)
medium-range (600)
long-distance (429)
15 33 (max range) 66* -10 to -18 SC, EX, TCC, CAC HLA -

4 laser blasts. Fast enough to combo from B attacks. Longer startup than A version, comparable recovery.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C short-range (968)
medium-range (725)
long-distance (522)
17 41 (max range) 78* -14 to -22 SC, EX, TCC, CAC HLA -

5 laser blasts. Too slow to combo on the ground from any but knockdowns and C attacks. Longest startup of the versions with comparable recovery.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX short-range (1130)
medium-range (968)
long-distance (696)
11 41 (max range) 70* -2 to -10 SC, TCC, CAC HLA -

5 shots, hard knockdown at any range. Does pitiful damage (<1000) unless you do the move point-blank. (Why? You have both better filler and ender combo options for the same resource cost.) As with the other Ream Beam moves, avoid using this move unless nothing else will reach and they absolutely, positively, will die from the combo you're performing. Steal down with it and attack judgment issued through the cancellation while in long-distance.

  • Frame data note: Recovery technically begins the moment the blasts leave the screen (i.e. literally or by hitting the opponent/assist). The number listed is when Selvaria completely whiffs at close range.
Remaining Shadow
「残影」

214X
DFC.Selvaria.214Xa.jpg
DFC.Selvaria.214Xb.jpg
DFC.Selvaria.214Xc.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 280 Hit: 14 Hit: 4 Hit: 20
Normal: 22
Hit: +7 to +4
Normal: N/A
SC, EX, TCC, CAC
(hitstun only)
N/A -

Teleporting shield charge. Holding the button will delay the startup and increase the distance travelled to nearly a full zoomed screen. If the opponent is not in air or counter hitstun, this move does not inflict any hitstun or blockstun. If used in such a combo, the move does one hit and floats the opponent. While it sucks as a mobility tool due to its long recovery and complete lack of invulnerability or autoguard, the move does have some nice combo potential for longer-range punishes. If you hit with Remaining Shadow (A) from its maximum range (on later active frames), you gain enough advantage on hit to link a 5A and continue an air combo. The go-to spacing tool for this link is the tip of 2B range (extremely consistent, at least 2-3 frame link), but you can hit it from max 2C range as well. See the combos section for what you can do from this route. Tricks hit if connected from the attack.

  • Frame data note: The "frame advantage" listed for 214A in hitstun is actually the combo stun. The further away you are, the more stun it has.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 26 2 26 -11 SC, EX, TCC, CAC LA -

Teleport slash that his low and inflicts hard knockdown (height/untechable time scaling permitting). Of limited use at neutral due to its long range (around 1/2 zoomed-out screen) and low-hitting property. Holding the button will delay the startup and increase the range travelled to effectively full screen. Cannot teleport past the opponent. When spaced at maximum range, can be difficult to punish with a full combo. Occasionally useful as a gimmicky blockstring ender to catch opponents attempting to walk away from a ground blockstring, but very unsafe if blocked in that situation. Mostly useful as range-specific combo filler, as its 1st "bonus" hit can pick up combos from extreme C normal ranges that Remaining Shadow (C) cannot.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1030 35 8 12 +4 (max range) to -3 SC, EX HA -

Teleporting overhead stab into a hit-throw "dunk" that changes sides. Approximately half-screen range. Holding the button will delay the startup and increase the range to effectively full screen. A key move to Selvaria's combos due to the range it confirms from and the numerous cancel options available (EX and Combo Burst). At neutral, it is the only one of Sel's ground teleports that will teleport past the opponent (unless the opponent is cornered), but it won't correct the direction of its attack and is easily whiff punished if used improperly. Nonetheless, this property gives it some potential in setups to defeat crossup protection. May not combo properly from extreme C normal ranges (i.e. you counterpoke a move with a far-extended hurtbox), so be sure to do your homework.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1300 29 9 12 -4 SC HA -

Same dunk move as the C version, but with added damage and untechable knockdown. Holding the buttons will delay the startup and increase the distance travelled (not that you need or want to). Comparable combo utility to EX Air Raid (j236A+B), but tends to see less use simply due to combo routes (Sel's usually in the air by that point in a good combo).

Remaining Shadow (MAX)
「残影 (MAX)」

214[X]
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 295 Hit: 20 Hit: 4 Hit: 20
Normal: 34
Hit: +7 to +4
Normal: N/A
SC, EX, TCC, CAC
(hitstun only)
N/A -

Max version. If opponent is in hitstun, it will launch with a single hit to continue the combo, i.e. if it was done after Alicia's support attack.

  • Frame data note: The "frame advantage" listed for 214A in hitstun is actually the combo stun. The further away you are, the more stun it has.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 38 2 38 -11 SC, EX, TCC, CAC LA -

Max version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1030 47 8 12 -3 SC, EX HA -

Max version. This version will never go past the opponent as it locks onto the opponent's positioning.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1300 41 9 12 -4 SC HA -

Max version. This version locks onto the opponent's positioning and teleports you there before becoming active.

Remaining Shadow (Air Version)
「残影(空中可)」

j.214X
DFC.Selvaria.j214Xa.jpg
DFC.Selvaria.j214Xb.jpg
DFC.Selvaria.j214Xc.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 272 Hit: 17 Hit: 4 Hit: 12
Normal: 19
Hit: +17 to +14
Normal: N/A
SC, EX
(hitstun only)
N/A -

"Empty" teleport. Inflicts 1 hit on an opponent in air or counter hitstun, otherwise inflicts no hitstun or blockstun. Sel can perform any remaining air action after this move recovers, but can only perform air Remaining Shadow (A) once per airborne state. Can be used carefully to extend air hangtime or approach from very long range, but must be used sparingly because the move offers no invulnerability. Using this move as a ghetto airdash against characters like Kuroyukihime is just asking to get decked. Less useful for combos than her ground Remaining Shadow (A). Tricks hit if connected from the middle attack.

  • Frame data note: The "frame advantage" listed for 214A in hitstun is actually the combo stun. The further away you are, the more stun it has.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 32 4 X+13 -5 to -8 SC, EX HLA -

Teleport into slash that wallbounces in the corner. Can only be performed once per airborne state. Can extend basic combos from jump-ins in the corner. Offers some corner push when used as a midscreen ender, but this is less advisable than forcing the opponent to tech closer to the ground with an ender like air Remaining Shadow (C).

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 800 34 13 X+12 -3 to -5 SC, EX HA -

Teleport into 2-hit overhead stab that pushes the opponent downward as Sel falls. Soft knockdown on air hit, but forces the opponent to recover lower to the ground, where Sel's anti-air space control is much more effective. Combos easily into EX air Remaining Shadow, less easily into EX Air Raid (timing/height dependent). A staple meterless/support-cancel combo ender.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 800 25 9 X+12 -1 to -8 SC HA -

A very useful alternate air combo ender/extender to EX Air Raid, because it doesn't switch sides with the opponent and provides a 2-hit hard knockdown that can be extended with support cancels (particularly with Alicia) just like EX Air Raid can.

(In the air) Air Raid
「(空中で) 空襲」

j.236X
DFC.Selvaria.j236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 1030 8 5 X+12 -5 to -18 SC, EX HLA -

Sel's aerial momentum is briefly halted while she performs the attack. Not very useful in combos because it doesn't account for a rising or falling opponent, and not very useful at neutral because the "hover" lessens the ability of the blockstun to cover the landing recovery, making it much more punishable on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1030 8 5 X+12 +4 to -1 SC, EX HLA -

Sel's air momentum is not affected AT ALL while she performs the attack. This version is not very useful in combos because it doesn't account for a rising or falling opponent, but it has some limited use as a blockstring tool against a grounded opponent because the landing recovery is negligible.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1030 14 5 X+16 -5 to -13 SC, EX HLA -

Sel gains forward air momentum and a bit of upward air momentum while she performs the attack. This is the version you almost always use to end air combos because it accounts for your jump normals pushing the opponent a bit higher into the air. Useless at neutral because it's incredibly unsafe on whiff and usually on block too.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1420 12 4 X+12 -4 to -10 SC HLA -

A great air combo ender with a nice, advantageous hard knockdown. Plenty of time to safe jump, call supports raw, etc. Only downside to this move is that it switches sides, so be mindful of un-cornering your opponent (just use EX air Remaining Shadow if that's a concern).

Self Destruct
「腹霧」

Hold 7A+C while knocked down in final round
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
32000 ~60 ~105 N/A N/A N/A HLA -

Can only be performed in the final round of the match. Requires 2 Trump Card stocks to perform. Hold both the stick and the buttons while lying on the ground to perform. Hits everywhere on screen, but is blockable. Counts as a win for Selvaria if it hits the opponent. Selvaria loses the match if this move is blocked. Deals 100% damage on hit or block (but cannot chip kill). A massive but potentially hilarious (and/or tragic) gimmick.

Universal Mechanics

Throw
6C or 4C
DFC.Selvaria.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 105 +16 (hit) SC, EX, TCC, CAC N/A -

Shield bash/stomp combo. 2 hits, can combo off either with support cancel, but 1st hit is more generous for most assists. Provides poor frame advantage on its own compared to other characters' throws, but offers easy and efficient combos and setups with many different support cancels.

Impact Skill
Assault
「強襲」

5A+B
DFC.Selvaria.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1092 12 17 54 -18 SC, EX CAC (on hit)
TCC
HLA -

An Impact Skill with prodigious horizontal reach, covering nearly a full zoomed screen! Doesn't gain armor until a few frames in, making it difficult to use against fast long-ranged moves like Kuryokihime's Piercer, but its raw reach makes it a potent counterpoke nonetheless. Its high arc makes it surprisingly capable for armoring through jump-ins when properly spaced. it also leaps far enough fast enough to catch many backdashes or backward jumps at closer ranges with good reaction. Despite all this, it's still horrendously unsafe on block, and should be used carefully so you don't get baited and blown up. A staple of combos using Alicia 5S.

Impact Skill
Pursuit
「追撃」

2A+B
DFC.Selvaria.2ABa.jpg
DFC.Selvaria.2ABb.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1104 12 5 45 -33 SC, EX
(on hit)
HLA -

Sel's lackluster take on Volcanic Viper. Slow to start, air blockable, poor horizontal range, almost always punishable on ground or air block, this move is of very limited use against all but the sloppiest jump-ins or oki setups. It gains its armor on frame 1, but that's pretty much it for perks. In most situations where this move LOOKS like it would work, you're better off either blocking or, if not in blockstun, just getting out of the way of the opponent's jump-in. It does have a few uses in anti-air combos, providing time for support cancels (such as Alicia 5S) to get some very nasty damage from 5B anti-air.

Impact Break
4A+B
DFC.Selvaria.4AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
First Hit: 900
Launcher: 800
First Hit: 22
Launcher: 9
First Hit: 8
Launcher:2
First Hit: 14 First Hit: -2
Launcher: -37
First Hit: N/A
Launcher: SC, EX, TCC, CAC
(on hit)
First Hit: HA
Launcher: HLA
-

Sel's universal overhead. Comparable range to other 4A+Bs, but somewhat awkward for Sel to space from other normals simply because Sel's other normals can reach from so far away. Nonetheless, its armor, safety on block (without followup), and easy reward on hit make it a staple move for mixing up a defensive opponent and leaping over 2A footsies.

Trump Card
Special Exclusive Gun Use: Ruhm
「専用特殊銃: Ruhm」

5A+C
DFC.Selvaria.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3009 18 48 55 -39 N/A HL -

Fast, long-reaching, and air unblockable, Sel's A+C can punish a lot of whiffed or blocked big moves at ranges other characters can only dream of doing. Most useful as a raw whiff or block punish to avoid damage scaling, or as a corner combo ender to get the buff without getting pushed out. The only downside to using this move at full screen is that it pushes Sel's opponent away, forcing her to approach (carefully) in order to make use of the Trump Card buff afterward. But with certain assists, you may be able to make use of a free assist cancel to protect a teleport approach (e.g. call Alicia 5S, charge 214[A],[B],or[C] to warp right into the opponent's face).

Climax Arts

Flash Line
「閃光線」

41236B+C
DFC.Selvaria.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3500 13 3 40 -26 N/A HLA -

Selvaria's "power" combo ender. Shorter range than her other super, has no invulnerability, but does more damage even at the end of very long combos since it does a zillion little hits. Not useful at neutral, but indispensible for a kill combo from j236A+B. As you might expect, it's monstrously unsafe on block.

War Dance of Valkyria
「ヴァルキュリアの戦舞」

63214B+C
DFC.Selvaria.63214BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2750 7 23 20 -22 N/A HLA -

Selvaria's other super favors range, speed, and utility over raw damage. Fully invulnerable on startup (doesn't look like to 1st active frame though), you can use this move to go through long-range big whiffed pokes (Kuroyukihime's Piercer!), and its speed makes it a fairly capable long-range block punish where other moves won't reach. Extremely unsafe on block, so don't waste it needlessly.

Combos

Midscreen Starter

5A

5A > 2A > 5B > 5C > 214B = 1679
  • Basic meterless combo to knockdown using 214B.
5A > 2A > 5B > 5C > 214C = 1841
  • Basic meterless combo to 214C. Max 5A dmg without using any resources.
5A > 2A > 5B > 5C > 214C > j236A+B = 2141
  • Basic 1-bar 5A combo to EX Air Raid to get an advantageous knockdown or combo to super.
5A > 2A > 5B > 5C > 214C > j236A+B > 41236B+C = 3647
  • 5A solo combo to Flash Line.
5A > 2A > 5B > 5C > 214C > j236A+B > 41236B+C A+C = 4019
  • 3-bar + 1 Trump stock solo combo from 5A.
Trump Card Active
5A > 2C > 5C > jA > jB > djB > djC > j214C = 2203
  • Basic meterless solo Trump Card route from 5A. Your solo midscreen Trump Card options are kinda crappy in terms of confirm options, so I would reccomend exploring combos with support cancel instead of putting a lot of time into these.
5A > 2C > 5[C] > 5B > jA > jB > djB > djC > j214C = 2492
  • Advanced meterless midscreen route. Doable midscreen, but very iffy. This route seems much better suited for the corner, where 5B will keep you closer for better filler.
5A > 2C > 5[C] > 5B > jA > jB > djB > djC > j236C > j236A+B > 41236B+C A+C = 4678
  • DON'T DO THIS! This is just included as a benchmark to help you optimize much better combos with support cancels. If you have the time and ability to master this crappy, unoptimized Trump Card combo, you have the time and ability to learn much better -- and probably easier -- combos using your assists. Doing solo Trump Card combos with anybody is a waste -- learn how to get your assist involved!

5B

5B > 5C > 214C > j236A+B > 41236B+C A+C = 4034
  • 3-bar + 1 Trump solo power punish from 5B.
5B (anti-air) > jB > jC > djB > djC > j214C = 1831
  • Meterless anti-air 5B BnB.
5B (anti-air) > jA > jB > djB > djC > j214C = 1709
  • Alternate confirm for awkward high heights. Less damage but more consistent.
5B (anti-air) > jB > jC > djB > djC > j236C > j236A+B = 2116
  • 1-bar anti-air BnB. Higher in the air, the risk of being too high to link EX Air Raid increases. Use j214C > j214A+B as an alternate ender in that case.
5B (anti-air) > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 3994
  • 3 bars + 1 Trump anti-air conversion.

2B

2B > 5C > 214C = 1705
  • Basic combo from a close-range 2B hit. The routes are better if you hit 2B from farther out like so:
2B > 2C > 214A > 5A > 5B > jA > jB > jA > jB > j214C = 2219
  • Combo from max-range 2B hit. The spacing makes the 214A > 5A link much easier than usual. However, the earlier you hit 214A (you can delay the cancel slightly), the more difficult height management becomes. This confirm is very consistent at any height from which you hit the link. This combo is good to know for a basic confirm, but focus on learning routes with support cancels like Alicia for even bigger damage. (See the assist combos section below.)

5C

5C > A+C = 3155
  • Max damage combo to Trump Card activation. Any other normals (including 5[C]) will scale the damage to less than raw A+C (3009).

jC

jC (air counter hit) > 5B > jB > jC > djB > djC > j214C = 1944
  • Hit-confirm from random air-to-air counter jC.

4A+B

4A+B > A/B/C > jB > jC > djB > djC > j214C = 2197
  • Meterless BnB from universal overhead.
4A+B > A/B/C > jB > jC > djB > djC > j214C > Combo Blast > 5[C] > 214C > j236A+B > 41236B+C A+C = 4674
  • Requires Combo Blast, 3 stocks, 1 Trump. Solo meter dump from universal overhead.

Corner Starter

jB

jB > j214B > 5B > jB > jC > djB > djC > j214C = 2298
  • Meterless combo from jB to B Remaining Shadow (air) wallbounce.
jB > j214B > 5B > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4472
  • 3-bar, 1-Trump corner wallbounce conversion.

jC

jC > j214B > 5B > jB > jC > djB > djC > j214C = 2448
  • Meterless combo from jC to B Remaining Shadow (air) wallbounce.
jC > j214B > 5B > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4616
  • 3-bar, 1-Trump corner wallbounce conversion.

Throw Starter

Throw(2) > (OTG) 2A > 2B > 2C = 1292
  • OTG combo. Not worth it unless the opponent is pixels from death.
Throw(2) > 214A+B = 1593
  • Solo throw combo. Sel almost always has better 1-bar routes from a support cancel.
Throw(2) > 214A+B > 41236B+C = 3099
  • Solo throw combo to Flash Line. Like all solo throw combos, avoid unless you KNOW they'll kill the opponent.

With Alicia

5A

5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > Power Up Blast = 2202
  • 5A combo to Power Up Blast.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C = 2770
  • 1-bar 5A combo.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B = 3070
  • 2-bar 5A combo to EX Air Raid knockdown.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C = 4576
  • Basic 4-bar meter dump combo if you need a non-Trump kill combo that won't drop.
5A > 2A > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4948
  • Pops a Trump Card stock for extra damage from Flash Line.
5A (anti-air) > 5B > 2A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4850
  • Meter dump from 5A > 5B anti-air confirm. May be inconsistent if opponent is high up, in which case use 5[C] to continue your combo after the grenade.

5B

5B > 5C > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 5136
  • 4-bar + 1 Trump from 5B starter. Power punish combo.
5B (anti-air) > 5A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4961
  • 4-bar + 1 Trump conversion from anti-air 5B.
5B (anti-air) > 2A+B(1) > 5S > dash > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4948
  • Alternate anti-air combo to the one above. Less damage, but may be easier to confirm at weird heights and distances.

2B

2B > 2C > 214A > 5A > 5B > 2A+B(1) > 5S > jB > jC > jB > jC > j214C = 2937
  • Works at max 2B range. 214A > 5A link is very easy at that range.
2B > 2C > 214A > 5A > 5B > 2A+B(1) > 5S > jB > jC > jB > jC > j214C = 2980
  • Alternate 1-bar combo. Slightly more damage, but less carry and a less ideal air tech position.
2B > 2C > 214A > 5A > 5B > 2A+B(1) > 5S > 5[C] > 214C > j236A+B > 41236B+C A+C = 5158
  • 4 bars, 1 Trump stock.

jB

jB > jC > 5B > 5C > 5A+B(1) > 5S > 5[C] > 214C > j236A+B > 41236B+C A+C = 5110
  • 4-bar + 1 Trump combo from jB > jC on standing opponent. Superior damage and more consistent than doing jB > jC > etc after the grenade hit.

jC

jC > 5B > 5C > 5A+B(1) > 5S > dash > jB > jC > jB > jC > j236C > j236A+B > 41236B+C A+C = 5198
  • 4-bar + 1 Trump combo from jC. Works on standing or crouching. For slightly less damage (5186) and more consistency on smaller characters, you can do this alternate ender after 5S: 5[C] > 214C > j236A+B > 41236B+C A+C

4A+B

4A+B > A/B/C > 4/6S > jB > jC > djB > djC > j214C > (assist hits) > 5[C] > 214C = 2353
  • No timing necessary, just pound 4/6S as soon as the overhead launcher hits.
4A+B > A/B/C > 4/6S > jB > jC > djB > djC > j214C > (assist hits) > 5[C] > 214C > j236A+B > 41236B+C A+C = 4636
  • Dumping meter into the above combo. Not ideal, but it'll do.

5S

5S (hit) > 5B > jB > jC > djB > djC > j214C = 2816
  • Basic combo from raw grenade hit.

4/6S

4/6S (hit) > jB > jC > djB > djC > j214C = 2685
  • Basic combo from raw 4/6S hit.

Corner

jC > j214B > 5B > 5C > 5A+B(1) > 5S > 5[C] > 214C > j236A+B > 41236B+C A+C = 5278
  • 4-stock, 1-Trump corner conversion from B Remaining Shadow (air) wallbounce.

Throw

Throw(1) > 5S > Power Up Blast = 1459
  • Throw combo to Power Up Blast.
Throw(1) > 5S > jB > jC > djB > djC > j236C = 1939
  • 1-bar throw combo.
Throw(1) > 5S > jB > jC > djB > djC > j236C > j236A+B = 2239
  • 2-bar throw combo to EX Air Raid.
Throw(1) > 5S > jB > jC > djB > djC > j236C > j236A+B > 41236B+C = 3745
  • 4-bar throw combo.

Punishes, matchups, mixup, oki, etc. (placeholder)

Punishes

Kuroyukihime:

General
  • The first and most important thing to learn in this matchup is how to safe jump KYH's 2A+B. The counter is active from the frame 1, but it does not freeze your character in the air, is ground blockable, and the counterattack itself has a few frames of startup. This means that you can safe jump this move, most effectively with a late jC (either front or back will work). This is most preferably done from a hard knockdown (such as from EX Air Raid), but you can also pull it off at neutral if you are confident that KYH will not attempt to anti-air you if you attack late from your jump. If you can do this consistently against a counter-happy KYH, you will get many opportunities for very nasty power punishes.
  • You can also mash Combo Blast to beat a KYH 2A+B that you accidentally activated. Whether or not you want to burn your Blast to do so is up to you. This does not work if the counter absorbed an A+B attack.
  • If you activate KYH's 2A+B with a very early jB while high in the air, you can jump cancel to avoid the counter. This is a relatively rare occurrence for Selvaria, though, whose double jump game is lacking compared to other characters. But if you think/know you can do it, jump-cancel straight upward, and come down with a jC, from which you can get a full punish if timed properly.
  • If the KYH player is unwise and keeps committing to full blockstrings on block (so as just to push you away with Piercer), then pushblock goes a long way. Pushblocking a normal that leads to a whiffed 5B, 5C, or Death By Piercing(A) will frequently result in a big opening for 5C > combo or War Dance (63214B+C).
  • In general, you get better rewards if you pushblock earlier in a string. Aim to pushblock a 5B in hopes of getting a whiffed 5C for best results. But if you think the opponent will stop their string at 5B, pushblocking the A normal that precedes it can also get you a whiff punish using 5C > combo.
  • Punishing KYH's 214A > A on block is impossible with Selvaria. Punishing 214A > B on block is only slightly more doable if you get lucky and pushblock a C normal preceding it so that the last hit whiffs, and reaction to that situation is prohibitively hard (hard to see whether Sel left blockstun due to the Stand swishing around). But for 214A > C, where she teleports, you can confirm that you're blocking the slashes and start pounding 5B to immediately attack as soon as you leave blockstun. Even if you don't win the exchange, you can at least trade yourself out of the situation. (You can also just backdash the followup attack if you really don't want to trade. You won't get away from KYH, but you won't get hit, either.)
5C (blocked)
  • 5C > 214C > j236A+B > 41236B+C A+C = 3914 (range dependent)
  • 5C > Alicia 5S > 214B > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 5092 (works from longer distances)
5C (whiffed)
  • 5C (counter) > 236B > 236A+B > 63214B+C A+C = 3148 (please don't do this)
  • 5C (counter) > A+C = 3155 (do this instead!)
  • 5C (counter) 41236B+C A+C = 3659
2A+B (blocked)
  • 5B > whatever
  • 2B > whatever (better damage from solo routes, but inferior damage compared to 5B routes with Alicia)
2A+B (activated)
  • absorbed attack > mash Combo Blast > combo (does not work from 5A+B or 2A+B)
  • Any non-A normal (absorbed) > late chain 5A+B(1) (armor activates) > Alicia 5S > combo (works only from raw B or C normals. A normals cannot late chain properly. Must late chain properly; mashing A+B will not get the proper timing to "parry" the counter.)
  • Power Up Blast (activates counter) > 5B > whatever (potentially monster damage with Alicia, as you will be in Power Up mode. Works with air Power Up Blast as well, so long as you Blast below the peak of Sel's jump. Timing can be tight.)
236A (normal) (blocked)
Note: These punishes only work if 236A is not spaced out properly. If KYH does ABC > Piercer, you can punish. But if she does 2A 2A ABC > Piercer, 5C and War Dance cannot punish. You can avoid this problem by pushblocking the 5C, making the Piercer whiff (midscreen) and allowing you to punish if KYH did the A version. If she did the C version, it will be blocked, and you will be unable to punish.
  • 63214B+C A+C = 3430
  • 5C > 41236B+C A+C = 3659
236A (normal) (whiffed)
  • 63124B+C A+C = 3430
  • 2C (counter) > 214C > j236A+B > 41236B+C A+C = 3886 (inside Piercer's maximum range, i.e. you duck it and sweep the Stand/Persona/w/e)
  • 2C (counter) > late cancel 214A > 5A > jA > jB > djB > djC > j236C > j236A+B > 41236B+C A+C = 4311 (works only at longer 2C range to get maximum untech time by hitting late with 214A. The special cancel to 214A must also be slightly delayed.)
  • 5A+B(1) (armor activates) > Alicia 5S > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 4681 (in the rare event you successfully parry Piercer AND react to it)
  • 2C (counter) > late cancel 214A > 5A > 5B > 2A+B(1) > Alicia 5S > jB > jC > djB > djC > j236C > j236A+B > 41236B+C A+C = 5182 (slightly easier and MUCH more damaging than the solo version of this punish!)
236B (normal) (blocked)
  • See 236A (blocked) punishes
j236X (blocked)
  • A+C = 3009
  • 63214B+C A+C = 3430
  • 5[C] > 214C > j236A+B > 41236B+C A+C = 4207 (unlikely, requires very close block in order to reach)
  • dash > 5B > whatever (requires a similarly close block to the above; if you're at the range where dash 5B would reach, a whiff punish with 5B may be more likely and is certainly easier)
63214B+C (blocked)
  • A+C (maximum range, may air hit for less damage without proper timing)
  • (ground blocked, point-blank) 5B > whatever (see combos section for big mean ones)
  • (air blocked, about midscreen) j214A > jC > 5B > whatever
63214B+C (whiffed)
  • 63214B+C > block (at mid-range, when activated on reaction to random super, will go through the first few bullets, but won't be able to hit KYH because she's invulnerable. However, Selvaria will be able to block the rest of the super and be perfectly positioned for a 5B combo afterwards.)

Colors

Color 1 Color 2 Color 3 Color 4
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Color 5 Color 6 Color 7 Color 8
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Color 9 Color 10 Color 11 Color 12
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DFCSelvaria-10.png
DFCSelvaria-11.png
DFCSelvaria-12.png
Color 13 Color 14 Color 15 Color 16
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DFCSelvaria-14.png
DFCSelvaria-15.png
DFCSelvaria-16.png
Color 17 Color 18 Color 19 Color 20
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DFCSelvaria-20.png
Color 21 Color 22 Color 23 Color 24
DFCSelvaria-21.png
DFCSelvaria-22.png
DFCSelvaria-23.png
DFCSelvaria-24.png
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