User:NeloAngelo/KStuff/Quinque/Shade Blue

Story
Bureaus pls go and stay go.

Overview
In contrast to many characters who works best in the ground/ground-air-ground, Quinque thrives in the air. She's comparable to a combat jet with ballistic missiles, yet her hoverdash gives her accesses to near-instant overheads and amazing mixups merely by rushing into opponents attempting to shoot her down from the air (ex: hoverdash>j.5K). While fully equipped for disrupting the opponent's balance and all-out rushdown, she lacks in defensive options to get her opponent off of her without spending meter or Bursting, and her unique movement options may sometimes be detrimental to her regarding certain matchups. She also has a somewhat high execution barrier, requiring a delicate balance between controlling her mode shift and her regular attacks.

If all else fails- you could also just spam her nukes and become a bullet hell character.

Missile hanging is a unique technique available for Quinque, performed by detonating a Flare Caller (works with Suryastra as well) on an launched opponent. The easiest way to setup this is to fire a [Hold]Flare Caller with curve trajectory (LS/HS), then dash into j.2K. On j.2K's launch, Prana Burst (release) the previously deployed Flare Caller. If done correctly, Prana Burst will reset the opponent's air momentum launched by j.2K, overwriting the original launch trajectory and lagging their drop speed. Depending on the position Prana Burst is executed, the opponent will fall at different directions: front/below detonations will cause a steep up-forward (re)launch while detonating a Flare Caller behind the opponent knocks him/her towards Quinque. In situations where Flare Callers overlap (Suryastra), the opponent's air momentum "hangs" directly on where he/she is.
 * Missile Hang


 * Changes from Shade Yellow to Shade Blue:
 * New Special Rising Sun.