Ougon Musou Kyoku/Beatrice

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Beatrice

Contents

Introduction

The Golden Witch, and instigator of the Rokkenjima murders from October 1986. Beatrice serves as Battler's main enemy in Umineko no Naku Koro ni, and later on as his best ally. In Ougon Musou Kyoku, Beatrice fights primarily for the existence of her endless game, and to keep Ange away from Battler while she's at it.

Beatrice is an odd, yet versatile character. Her special moves seem catered towards a zoning playstyle, but her projectile game falls short compared to characters like Siesta410 and Virgilia. Beatrice's true advantage lies in her supers. With meter, Beatrice's combo ability, okizeme, and mixup potential all take a considerable leap, and makes her pressure a force to be reckoned with. Beatrice works well with a partner that rarely needs meter, such as Lucifer or Jessica.

Pros
+ Excellent SP moves.
+ Some of the best combo ability in the game (loops!) with meter.
+ Very versatile.
+ Great range on some of her normals.
+ Good okizeme (with meter).
+ Ridiculous pressure with her Meta-Super.
+ One of the only characters with a non SP invincible reversal.

Cons
- Possibly the most meter reliant character in the game, most combos rely on meter.
- Her Meta-Super has been nerfed in recent updates; summoning the towers no longer stops time.
- Best loops require corner to work.


Health - 1400.

Changes

Patch 2.10

- As of patch 2.10, Beato's 6B overhead is no longer cancellable unless you charge it up beforehand.

Ability

Infinity SP
For a short period of time, this will allow you to use a single SP super for no cost, one time.

Be careful, when triggering this ability through the meta world its duration is equal to that of your partner's ability making use of this ability impossible in certain combos and situations with certain partners. Most notably: Ronove and Eva Beatrice who both have extremely short duration abilities.
Eg. It is impossible to use a free SP Super after the opponent wakes up from Eva's Meta Super (used immediately after meta or not) because Berserk wears off before then.
This property is shared with Willard's SP Cancel.

Move List

Normal Moves


Beatrice-f5A.png
【f.5A】

Beatrice swings her pipe at her opponent. Whiffs on crouch. Hits mid.
Damage: 54


Beatrice-c5A.png
【c.5A】

Beatrice swings her pipe at the opponent. Hits mid.
Damage: 54


Beatrice-2A.png
【2A】

Beatrice kicks at the opponent. Hits mid.
Damage: 54


Beatrice-f5B.png
【f.5B】

Beatrice swings her pipe at the opponent. Hits mid.
Damage: 150


Beatrice-c5B.png
【c.5B】

Beatrice swings her pipe at the opponent. Hits mid.
Damage: 150


Beatrice-6B.png
【6B】

Beatrice jumps at the opponent, hitting them with her dress. Hits high. Must be charged to be cancellable.
Damage: 180


Beatrice-2B.png
【2B】

Beatrice swings her pipe at her opponent, attacking with a trail of golden butterflies. Hits low.
Damage: 150


Beatrice-f5C.png
【f.5C】

Beatrice attacks with an explosion of golden butterflies. Hits mid.
Damage: 240


Beatrice-c5C.png
【c.5C】

Beatrice attacks with an explosion of golden butterflies. Hits mid.
Damage: 270


Beatrice-6C.png
【6C】

Beatrice kicks her opponent. Hits mid. Wallslams and can be jump canceled.
Damage: 240


Beatrice-2C.png
【2C】

Beatrice spins, attacking the opponent with her chair of golden butterflies. Knocks down. Hits low.
Damage: 210


Beatrice-3C.png
【3C】

A sliding kick. Knocks down. Hits low.
Damage: 210


Beatrice-J8A.png
【5j.A】

Beatrice attacks the opponent with her pipe in midair. Hits high.
Damage:60


Beatrice-J79A.png
【7/9j.A】

Beatrice attacks the opponent in midair with her knees. Hits high.
Damage: 60


Beatrice-JB.png
【j.B】

Beatrice attacks the opponent in midair with one knee. Hits high.
Damage: 150


Beatrice-J8C.png
【5j.C】

Beatrice kicks the opponent in midair with both legs. Hits high.
Damage: 252


Beatrice-J79C.png
【7/9j.C】

Beatrice swings her pipe in midair. Hits high.
Damage: 252


Beatrice-temp.png
【B+C】

Beatrice grabs her opponent with golden butterflies and knocks them to the ground.



Special Moves


Beatrice-8.png
Levitation 「空中浮遊」 ― 8 (air only)

Beatrice floats in the air for a small amount of time.


Beatrice-temp.png
Come to Me, Seven Stakes! 「おいでなさい、七杭!」 ― 236ABC

Beatrice summons one of the stakes from a portal in front of her which then flies horizontally across the stage. The speed depends on the button used. Stakes can be air blocked by the opponent.


Beatrice-temp.png
Red Truth 「赤き真実」 ― 623ABC

Beatrice sweeps her hand up into the air trailed by red. The B and C versions move her forward a bit. Has startup invincibility.


Beatrice-temp.png
Surely I Am The Golden Wind! 「妾こそは黄金の風!」 ― 214ABC (air also)

Beatrice disperses into a swarm of golden butterflies which fly forward and damage the foe on contact. The distance she travels depends on the button used, C version covering the most distance. 4 hits for 480 damage. While Beatrice is moving in her butterfly swarm form, any attack that hits her will revert Beatrice to her body.


Beatrice-temp.png
Sinister Seal 「不吉なる刻印」 ― j.236ABC

Beatrice summons a magical red circle in front of her. The distance it is summoned depends on the button used.



SP Supers


Beatrice-temp.png
Gouge and Kill, Seven Sisters! 「抉りて殺せ七姉妹!」 ― 236A+B

Beatrice summons all seven stakes from red portals which fly horizontally across the stage. 7 hits for 585 damage and knockdown with the last hit.

While useful for pushing opponents away from you, the last two stakes leave the opponent free to retaliate, thanks to the last two stakes whiffing on crouching opponents. ex: Kanon can 214B right through the last to stakes and punish or gain ground on you.


Beatrice-temp.png
I'll Say it Again, The Red Truth! 「重ねて言おう、赤き真実!」 ― 623A+B

Beatrice sweeps her hand up into the air trailed by red twice. Moves her forward a bit. Launches the opponent, allowing for further combos.


Beatrice-temp.png
Gaze at my golden butterflies and die! 「見惚れて死ね、黄金蝶に!」 ― 214A+B (air also)

Beatrice disperses into a swarm of golden butterflies which fly forward and damage the foe on contact. 4 hits for 636 damage. Knocks the foe up into the air and causes knockdown.


Beatrice-temp.png
Take this, my magic circle!" 「くれてやるわ魔法陣!」 ― j.236A+B

Beatrice summons a large magical red circle at the opponent's position. 6 hits for 504 damage.



Level 2 Super


Beatrice-temp.png
Beatrice's Definition of a Closed Room 「ベアトリーチェの密室定義」 ― 236236C

Beatrice rushes forward at the opponent. If she hits them, she traps them in a closed box and the opponent takes 8 hits for 645 damage.



Meta Super


Beatrice-temp.png
Summon Twin Battle Towers 「双子の戦塔召喚」 ― 641236C

Beatrice summons the towers at her current position. She is completely vulnerable to attack as the towers are rising. They vanish when the Metafield wears off.


Beatrice-temp.png
641236A

After summoning Twin Battle Towers. Destroys your current set of towers so you can re-set them in a different position. If towers are destroyed near opponent, knockdown occurs.


Beatrice-temp.png
641236B

After summoning Twin Battle Towers. Summons a second set of towers immediately behind the opponent which immediately fire and then disappear. Knocks down.


Beatrice-temp.png
Fire Ballistas! 「バリスタ弾一斉射撃!」 ― 641236C

After summoning Twin Battle Towers. The Towers fire a barrage of red projectiles at the opponent. Can be used in mid-air. The closer the towers are to your opponent, the more damage you get from the ballistas. 36 hits for at least 700 damage.


Combos

Loops

3c > 623 SP

A simple loop that works anywhere. While it is not particularly damage efficient for the meter spent, it has good carry ability - able to push the opponent from corner to corner with 4-5 SP, and from midscreen to the corner for 3 SP. Can be initiated off any ground string ending in a sweep, even coming in off a partner's 2c. The keys are to connect 3c before the opponent hits the ground and to use the time between launch and descent to close distance as necessary.

Example: 5b > 2b > 5c > [ 3c > 623 SP ] x 5 > (corner) 5b > j.8a > j.8c: 3032 damage

5b (> 5c) > j.8a > j.8c > j.214 SP

Corner only, requires at least 1 additional SP to launch into it (via 623 or 214 SP). Heavy damage and stun, but the opponent is likely to dizzy and drop out of the loop. The key is to hit 5b when the opponent is as low to the ground as possible - it makes the loop easier without 5c, and is required if 5c is to be included. Can be transitioned into from a corner carry with the 6c > 623 SP loop.

Example: j.9c > 5b > 2b > 5c > 3c > 214 SP > [5b > j.8a > j.8c > j.214 SP] x 4 > 3c > 623b: 4427 damage

(j.9c >) 5b > 2b > 5c > 641236C Corner only, requires metaworld and towers set up. Can get in ~2 cycles with a full meta meter, but setup is unlikely without dizzy. While there is room to continue the combo after the second iteration, be wary that subsequent hits will be heavily prorated.

Example: [ j.9c > 5b > 2b > 5c > 641236C ] x2 : 2046 damage

As you've seen, 214 SP is an extremely powerful combo tool because of the immense level of damage it can dish out, in fact it can be insirted into your standard loop with only a little extra practice at near-corner range. If the 623 AB is going to corner to opponent or at least get them very near it, substitute 3C > 623AB for this:

(5C, 6C (Uncharged)) > J.9a > j.9b > j.214AB > 3C > 623AB .... This loop is also infinite as long as SP provides and the 214ABs cause a great deal more stun and damage than additional 623s. The damage from 214AB is absolutely enormous, but varies based on how high the opponent is against the wall when you hit them with J.9a, as more hits of 214AB will connect the lower they are. In fact, if you manage a perfect 214AB...

3C > 623AB > j.9a > j.9b > j.214AB > 3C > 623C - 15 Hits, 2119 Damage This should be your standard BNB in the corner, as it is still quite easy to land even with lag, use whatever leadin to the 3C you wish. This combo is simply hilarious damage for a measely 2SP, so always keep it in mind. The damage can be pushed to much, much higher if you choose to loop instead of finishing with the 623C. As a general rule, when finishing a combo, the aerial finisher is always higher damage than a simple 3C > 623C finisher.

For example, should you run out of SP after a 3C > 623AB, do not finish the combo with 3C > 623C, instead finish it with j.9a > j.9b > j.214a. For reference, 3C > 623AB > 3C > 623C deals 1005 damage whilst the aerial finisher deals 1188 damage. But beware, the aerial finisher does not knock down, so don't expect to perform any Oki like summoning towers or touching. If you run out of SP after a j.214AB, the 3C > 623C finisher isn't the only one you can do, but is recommended as alternate followups like 5C/6C (uncharged) > j.9a > j.9b > j.236a are all but impossible to pull off with lag, as the 5c/6c link is extremely strict and also do not knock down.

Tag Partners


Willard H Wright - SP Cancel allows Beato to effortlessly guardbreak during her meta, doing various cancels such as knockdown>Fire Ballistas>Run up, blockstring into 623C>SP cancel into Fire Ballistas>Guardbreak. In addition, Willard benefits greatly from Infinite SP, allowing him to do another 236AB or utilize 22AB for no meter.


General Strategy

Ougon Musou Kyoku
General FAQChangelogMenusControlsHUDLinksMods
Characters Rosa UshiromiyaAnge UshiromiyaBattler UshiromiyaBeatriceLuciferVirgilia

Willard H. WrightKanonShannonB.BattlerEva BeatriceChiester 410Ronove

LambdaDeltaJessica UshiromiyaGeorge UshiromiyaErika FurudoDlanor A. KnoxBernkastel

Mechanics AbilitiesMetaworldSP GaugeTouchGeneral Mechanics
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