Content

◈Backstory  ◈Overview ◈ Normal Moves ◈ Universal moves Special moves

Valarie Rose is a creative painter with the bursts of energy and feelings of despair that come with manic depression she also has heterochromia meaning she has one green eye one blue eye which might be why she sees things different

  • strong rushdown
  • great mixup pressure
  • long range moves
  • great space control

 

Health - 5

Charge Time(Super Meter ) - 14s

Pre-Jump Startup: 3F (universal)

Wakeup -38f (universal)

Play Style

rushdown, poking

valerie_movelist.png?width=1440&height=413
Normal Moves

Mid Stroke

A

A

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
6
4
13
-5

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quick startup but low hitstun, can cancel on hit or block into any version of B special yellow including the backdash, at -5 hit or block there is a tight frame window that you can be thrown before the second A becomes active.

Mid Stroke 2

A,A

A,A

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
8
4
13
+2

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is only a true combo on first A counter hit, can cancel on hit or block into any version of B special yellow including the backdash

Low Stroke

6A

fA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
7
8
14
-3

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very long reach poke, you will use this quite a bit, does not have much vertical reach, helpful for ending air flipout combos,

double Kick

4A

bA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1(2)
18
4(4)5
12
+4

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has slow startup, two hits that do 1 damage each, second hit can get air opponents who are not at the peak of jump height, is throw immune from frame 7-26, one of vals only + on block moves

Aerial Swipe

jA

jA

Grave neutral A

swipe right

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
9
4
+~12

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strong aerial attack, good jumping in, good for defensive neutral jumps, range is moderate but much longer given the second attack in the chain

Aerial Swipe 2

jA,A

jA,A

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
9
1
+~13

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strong aerial attack, good jumping in, good for defensive neutral jumps, no real downside to spamming this given its very low recovery frames

Universal Moves

Throw

4A+j or 5/6A+J

T(A+J)

or +

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
3
4
16
KD

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just a standard throw, causes knockdown, back version switches sides with the opponent

Yomi Counter

5

no input

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
~
~
~
~

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yomi counter by having no inputs in the buffer on active frame of opponents throw, causes knockdown and refills your super to maximum

Special Moves

Cyan

5B

B

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
8
10
11
-3

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decent hitbox for hitting aerial opponents, directional input can increase range, rekka into another B or cancel into a C special to end it early

Magenta

B,B

B,B

,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
9
9
16
-7

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2nd stage of the rekka decent hitbox for hitting aerial opponents, directional input can increase range, can cancel into a forward or neutral B finisher, cancel into a C special or a back B special backdash

Yellow

5B,B,B

B,B,B

,,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
18
4
29
-6

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Rekka finisher, -6 on block you will usually be pushed out of throw range outside of the corner, but you end up right within throw range vs a cornered opponent

Yellow(forward)

B,B,6B

B,B,fB

,,

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
18
4
30
-13

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Rekka finisher, this version travels to the otherside for a crossup attempt -13 on block makes it hugely punishable on block, do not do this vs a cornered opponent unless you know the chip damage will kill them

Back Dash

B,B,4B

B,B,bB

,,

Grave neutral A

dash ahahahaaaa

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
0
~
26
~

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a very quick backdash that provides a safe ender for Vals B special rekka, ends up -11/-10 vs the previous hit/block of magenta and puts quite far away so very safe assuming you don't dash yourself into the corner

Rainbow Strike

5C

C

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
23
3(1)6(6)5
10
-1

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long start up multi hitting move, frames 1-26 are projectile immune, somewhat stubby hitbox, not really a good move to throw out in neutral, obviously good for projectile reads

Cross Stroke

jB

jB

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
26
5
4
~+12

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this is a monster in the crossup oki game, you will however be destroyed if you use this in any other scenario in which the opponent is already standing! long startup short active frames, this one you will need to practice

Flying Rainbow Strike

jC

jC

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
8
42
7
~-2

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the air version of ground C special, has alot of active frames so can be used as a scramble air to air, not good on block dou, do not use this much if you want to win

Super Moves

Chromatic Orb

5S

S

Grave neutral A

nice orbs

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
0+11
35
27
-41

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decent super option, bops jump ins as long as they are not directly on top of you, long recovery highly punishable on block, Vals only true reversal on wakeup.

invincible on frames 1-13 and 38-57 also destroys most projectiles

Rainbow Disc

jS

jS

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
0+11
1
14
~

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frames 1-12 are invincible, multi hitting air setup for crossup attempts, mosters people in the corner when they wake up into it