Luna Himeki

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Profile

Luna grew up in a poor family, the lack of money led her to find alternative means of clothing, she discovered that panties are easily replaceable with a heart-shaped sticker. Finding out about a tournament which involved beating the crap out of rich girls who could afford panties, Luna cocked her guns and set off for her revenge, especially on Hatsumi Eri for some reason. (Luna's real story is that she is from Blade Noa, the equivilant of the military in the VP World, she was sent to deal with the "Executive Overseer" at the requests of her boss as well as finding and eliminating Hatsumi Eri.)

Move List

Stances

Stances

Neutral

Normals

5A: Quick shin kick with rear leg. One low hit, pushes Luna backwards on hit. Damage 25/45(CH)

5B: Moves forward and hits with forward arm's elbow. One hit, pushes Luna backwards on hit, causes trip on counterhit. Damage 50/90(CH)

5C: Side kick with the forward leg. One hit, pushes Luna backwards on hit, causes trip on counterhit. Damage 85/153(CH)

2A: Quick kick with forward leg. One hit, pushes Luna backwards on hit. Damage 25/45(CH)

2B: Moves forward a little in a slide kick with the forward leg. Pushes Luna backwards on hit, causes trip on counterhit. Damage 40/72(CH)

2C: Circular sweep with the rear leg. One hit, causes trip on both standing and crouching opponent. Damage 60/108(CH)

j.A: Upwards kick with forward leg. One hit, pushes Luna backwards if it hits an aerial opponent, causes knockdown on aerial counterhit. Damage 32/40(CH)

j.B: Two upwards kicks, one from the forwards leg and one from the rear leg. With ideal timing 2 hits and pushes Luna back, with poor timing the first hit pushes her back too much for the second hit to connect. Only one hit against standing opponent, causes knockdown on aerial counterhit. Damage 52 34/64 34(CH)

j.C: Elbow drop with the forward arm. One hit, overhead, causes knockdown on aerial counterhit. Damage 104/128(CH)

Command Normals

66: Goes into stance 1A

44: Goes into stance 1B

6B: Moves forward in a spinning leaping kick with the forward leg. One hit, overhead, pushes Luna back if it hits a non-aerial opponent. Damage 80/144(CH)

Special Moves

236C: リボルバーメゾット 「壱」 (Revolver Method 「First」)

Spins forward into stance 1A and fires once with her forward gun. One hit, goes into stance 1A. If you do the command quickly, there is a shot at head height first before she switches to stance, SPEED SHOOTING appears under her health bar.

236B: リボルバーメゾット 「弐」 (Revolver Method 「Second」)

Spins backwards and shoots upwards with both guns at a 45 degree angle. Four shots, only 2 hits on grounded, goes into stance 1B. If you do the command quickly, the hits come out faster without the spin, all 4 hits connect and SPEED SHOOTING appears under her health bar.

63214A チャームバレット (Charm Bullet)

Drops both guns, poses momentarily, then blows a kiss that electrifies the opponent on hit (like Eko's 5D). One hit.

63214C ガンポート・ロア (Gun Port Roar)

Drops both guns and pulls a huge rifle out of the ground which she then fires. One hit as the gun is lifted, then one hit as it fires. Recoil pushes Luna back. Do the command quickly and the whole move is faster, SPEED SHOOTING appears under her health bar.

421A/B/C ブラストレイン (Blast Rain)

Does a spinning leap forward then air-jumps backwards and fires both guns. Hits four times, NOT an overhead. Recoil pushes Luna backwards.
Shortcuts

A+C: Shortcut to 236B. No speed shooting.

B+C: Shortcut to 236C. No speed shooting.

A+B+C: Shortcut to 63214C. No speed shooting.

1A

Leaning forward, aiming straight. (66/236C/B+C)

A: Rushes forwards 1/2 screen distance and hits the opponent with her shoulder. One hit, pushes Luna backwards on hit, causes launch. Goes into stance 2C.

B: Moves back and fires both guns upwards at a 45 degree angle. Hits four times. Goes into stance 1B.

C: Points one arm in each direction and fires both guns. Hits once. Goes into stance 2A.

6C: Reaches down and grabs opponent's legs, then pulls them up and lets go, dropping them on the ground. Throw, causes trip, pushes Luna backwards on hit.

4: Goes into stance 1B.

6: Goes into stance 2A.

8: Goes into Neutral.

1B

Leaning back, aiming up. (44/236B/A+C)

A: Rushes forwards 1/2 screen distance and hits the opponent with her shoulder. One hit, pushes Luna backwards on hit, causes launch. Goes into stance 2C.

B: Assumes a kneeling position and fires once. Hits low once. Goes into stance 2B.

C: Points one arm in each direction and fires both guns. Hits once. Goes into stance 2A.

6C: Reaches down and grabs opponent's legs, then pulls them up and lets go, dropping them on the ground. Throw, causes trip, pushes Luna backwards on hit.

6: Goes into stance 2A.

4: Goes into stance 2B.

8: Goes into Neutral.

2A

Standing up, aiming both sides.

A: Moves forward in a spinning leaping kick with the forward leg (same as Neutral 6B). One hit, overhead, pushes Luna back if it hits a non-aerial opponent. Goes into stance 2D.

B: Assumes a kneeling position and fires once. Hits low once. Goes into stance 2B.

C: Rolls forwards onto her back and shoots upwards at a 45 degree angle. Hits twice. Goes into stance 3A.

6: Goes into stance 3A.

4: Goes into stance 2B.

8: Goes into Neutral.

2B

Kneeling, aiming forward.

A: Moves forward in a spinning leaping kick with the forward leg (same as Neutral 6B). One hit, overhead, pushes Luna back if it hits a non-aerial opponent. Goes into stance 2D.

B: Spins into a crouching stance and fires once. Hits low once. Goes into stance 3B.

C: Rolls forwards onto her back and shoots upwards at a 45 degree angle. Hits twice. Goes into stance 3A.

6C: Reaches down and grabs opponent's legs, then pulls them up and lets go, dropping them on the ground. Throw, causes trip, pushes Luna backwards on hit.

6: Goes into stance 3A.

4: Goes into stance 3B.

8: Goes into Neutral.

2C

Back turned to opponent.

A: Moves forward in a spinning leaping kick with the forward leg (same as Neutral 6B). One hit, overhead, pushes Luna back if it hits a non-aerial opponent. Goes into stance 2D.

B: Fires horizontally once with the rear gun. Hits once. Stays in stance.

C: Fires upwards diagonally once, then jumps and spins away from the opponent and fires downwards diagonally four times. Hits five times total, moves Luna backwards, NOT an overhead. Goes into Neutral.

2A: Spinning forwards sweep with the rear leg. Goes into Neutral.

6: Goes into stance 2A.

4: Goes into stance 2B.

8: Goes into Neutral.

2D

Standing on one leg.

A: Two upwards kicks, one from the forwards leg and one from the rear leg (same as j.B). With ideal timing 2 hits and pushes Luna back, with poor timing the first hit pushes her back too much for the second hit to connect. Only one hit against standing opponent. Goes into Neutral.

B: Spins into a crouching stance and fires once. Hits low once. Goes into stance 3B.

C: ターミナルエミッション (Terminal Emission) Liberty Arts. Rushes forwards past opponent. Starts firing once past opponent, for a total of 7 hits. Invicble during movement, must switch blocking direction to successfully block. Goes into Neutral.

6C: Reaches down and grabs opponent's legs, then pulls them up and lets go, dropping them on the ground. Throw, causes trip, pushes Luna backwards on hit.

6: Goes into stance 3A.

4: Goes into stance 3B.

8: Goes into Neutral.

3A

Laying down, aiming up.

A: Goes into Neutral.

B: ターミナルエミッション (Terminal Emission) Liberty Arts. Rushes forwards past opponent. Starts firing once past opponent, for a total of 7 hits. Invicble during movement, must switch blocking direction to successfully block. Goes into Neutral.

C: ターミナルエミッション (Terminal Emission) Liberty Arts. Rushes forwards past opponent. Starts firing once past opponent, for a total of 7 hits. Invicble during movement, must switch blocking direction to successfully block. Goes into Neutral.

6: Goes into Neutral.

4: Goes into Neutral.

8: Goes into Neutral.

3B

Spread eagle, aiming low.

A: Two upwards kicks, one from the forwards leg and one from the rear leg (same as j.B). With ideal timing 2 hits and pushes Luna back, with poor timing the first hit pushes her back too much for the second hit to connect. Only one hit against standing opponent. Goes into Neutral.

B: ターミナルエミッション (Terminal Emission) Liberty Arts. Rushes forwards past opponent. Starts firing once past opponent, for a total of 7 hits. Invicble during movement, must switch blocking direction to successfully block. Goes into Neutral.

C: ターミナルエミッション (Terminal Emission) Liberty Arts. Rushes forwards past opponent. Starts firing once past opponent, for a total of 7 hits. Invicble during movement, must switch blocking direction to successfully block. Goes into Neutral.

6: Goes into Neutral.

4: Goes into Neutral.

8: Goes into Neutral.

Strategy

PROTIP: Shoot at your opponent until they die.

Luna has a play style with a learning curve most players have to adjust to, because all of her main weapon attacks (Revolver Method) are executed with predefined stances. However, being able to shoot instantaneous bullets continuously from long range and having a devastating special attack is hard to pass up. Once you master its usage, you will find this to be an overwhelming advantage against characters without any ranged attacks.

Note that all of Luna's stances leave her completely open, unable to block. This is very important. Generally, the faster you open fire and complete your stances, the less time Luna is left defenseless. Spamming 236B/C and its variations can go a long way. Understanding when and what to execute and doing it as fast as possible removes the time gap of vulnerability during her attacks. The penalty for not doing so can be enormous, depending on your opponent's skill level. If they manage to close in while you're caught in a stance, you may end up in a situation even worse than Haruka, who is never caught in a fixed stance, and at least still has some decent physical attacks despite being a mage. At worst, you may be on the receiving end of a surprise special attack. Of course, you can cancel her stance by pressing the jump key while in-stance, but the time it takes for her to drop her guns, then pull out new ones still leaves her vulnerable.

Knowing this, some players simply spam 44 or 66 to cock Luna's guns and charge up her meter quickly so she can perform her special attack, which has the element of surprise and deals 45% damage to an opponent's life bar on hit. Everything else in between is simply buying time. Luna has a very limited vocabulary of physical attacks at close range, and although you will take damage while doing this strategy, 5B (fun to spam), 5C and 2C can knock back your opponent or stall for more time until you can unleash the special attack.

There are also more powerful, although slightly slower solutions. She can counter with a Blast Rain (421A/B/C) for 15% damage. Her Gun Port Roar (63214C) is quite effective as well, if you can get past the long startup time and pull it off -- at close range, it will knockback your opponent once, and then blast them away for 25% damage. From long range, it will do 30% damage. As they are slower to execute, you will be open to counterattacks, so choose wisely.

Ideally though, you would want to win the match by simply shooting your opponent to death, be it with small guns, big guns, or your special attack.

Matchups

Serious Advantage Match-ups:

Lilith: It doesn't get any better; you are Lilith's worst enemy. This is probably the most unfair matchup in the whole game between players. You'll be shooting her like a tin can from long range and there's nothing she can do, because all of her throws require her to get close. Her only reprieve is to pick Shiera as an assist and shoot back to help her advance, but if she doesn't, this is a cakewalk for you as long as you keep shooting.

Advantage Match-ups:

Kurumi: This is your next best victim. Kurumi is full of quick melee attacks and will pressure you with her assist, but you have an assist too. Combine that with your two guns and she stands little chance of defeating you.

Eri: Here's another melee attacker that will spend most of her days trying to reach you. She's a little better than Lilith because she can run, and has a 214A sorbat kick as well as a spin attack that can dodge some of your bullets. Once you understand her abilities and block her rekkas enough, you'll do just fine. Her attacks deal pretty low damage anyway.

Yui: She has a giant sword, but your guns are still faster than her. She'll also find your Gun Port Roar and your special attack a nuisance. Be advised though, that Yui is a powerful character that can still punish you if you let up just a bit, so don't get distracted. Watch out for that special attack.

Fair Match-ups:

Saki: Saki has the unique ability of teleporting with her Flying Katana technique, thus dodging some of your bullets. If she abuses this, it will become a problem. This does not stop you from countering her properly though, so you can still do away with your guns. Just keep shooting and make sure you have her subdued. Her physical attacks are better than yours overall.

Kaede: The assassin girl is probably the only melee fighter who has a fighting chance against you, because she is so fast with her claw attacks. She also has a 6B poke attack, a 63214A/C stun attack and a nice aerial, which you can counter, but it'll still get you if you miss or are caught in a stance. You may find yourself having to use your physical attacks often because she'll keep cutting straight into you. There's a lot of work on her part, but she is no free lunch.

Haruka: A long-range mage versus a long-range gunslinger. In a nutshell, it's going to be about who's faster. If you're too slow, she'll cast lighting bolts on you. If she's too slow, you'll shoot her to death. Note that your B-stances tend to bring you to the edge of the map where it's easy pickings for Haruka's 421C lightning bolt, so use a mix of stances instead of a full B motion. Use your special as soon as you get it.

Ayane: This is a range attacker versus another range attacker. This is fair. The difference is that your bullets stun, while Ayane's arrows cause knockdown. Have no doubts that she will make good on it, so she can move in to harass you with physical attacks before you get up. You're not at a loss though, because you can punch and kick her back. Once again, whoever shoots faster is going to take control.

Disadvantage Match-ups:

Hilda: Understandably, she's the boss. And this boss has some pretty cheap attacks of her own, like her 5B finger attack and her 6A fullscreen laser, on top of her 4A explosions and 5A butterfly daggers. A lot of it will stun you or prevent you from getting your shots in, so you might actually prefer moving in and tripping her with 2C or just resorting to a lot of B-stances and your special attack. If you can pull off a Gun Port Roar somewhere, consider yourself lucky.

Serious Disadvantage Match-ups:

Natalia: Just when you thought you were unbeatable, the calvary comes in. Natalia's pilebunker comes with a shield on activation and will pretty much negate all of your bullets. She also has a throw that you can't break (Rosarion Buster), because YOU DON'T HAVE A THROW. This is bad news. Your only recourse is to respond with some Blast Rain and some physical attacks. Even then, she can simply block it and proceed as usual. Get her away from you by any means possible and hopefully you'll get some shots in. Your assist will really have to help you out.

Combos

no assist

236C > C > B > B (4 hits normal, 180dmg, 5 hits speed shooting, 216dmg, hits full screen and may miss crouching)

236B > C > B > C > B/C (16 hits corner only, 409dmg, close)

with Eko assist

2C~2D > 236C> B > C > C > C (18 hits, 343dmg, close)

Corner: 236B > 2D > A > A > A > 236C (10 hits, 49%, close, the second A requires strict timing)

2C~2D > 6B > 236C > B > C > C > C (17 hits, 384dmg, close)

(On version 1.00, you can repeat the 6B until the end of the stage)
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