Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

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Guide To Vixen
By Penutbroski and 1 collaborators
A complete guide to Vixen. Covers all their attacks and their unique mechanics.
CURRENTLY OUTDATED, USE AT YOUR OWN RISK
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Introduction
CURRENTLY OUTDATED, USE AT YOUR OWN RISK

"Lets turn up the Heat!"
https://steamproxy.net/sharedfiles/filedetails/?id=2931600652
This is a guide that will be covering InklessBrush's character Vixen, a closer range brawler character taking inspiration from Super Smash Bros' Fox aswell as Vergil's Beowulf.

This cunning yokai may seem simple at first but her trickery runs deep, allowing her to catch her foes off guard in a variety of ways and ensure she always has the upper hand in every battle.

Credits:
  • To Ozzatron for the stat box format (among other formatting)
  • To MuttDud for my suffering (:3) and most of the text
  • To InklessBrush for making the character
General Mechanics
"It's time to fight a literal nuclear blast, what the ffff-"

Vixen's main mechanics center around the use of her stances, the tagging of enemies with Fire Stacks and the accumulation of damage for Heat Trigger. Here is all that you need to know:

Fire Stacks
Fire Stacks are a resource unique to Vixen which are applied to the enemy via attacks that have an black and orange icon, aswell as parrying (which applies 3) and landing any kind of burst (which applies 4). You can tell how many Fire Stacks are on the opponent by the orange orbs floating around them. Once marked, the enemy has no way to get rid of these. Attacks that are not orange in color will instead consume previously applied Fire Stacks.

Fire Stacks have different uses depending on your Attitude.

If your Attitude is Furious, you will be able to put up to eight Fire Stacks onto the opponent. Consuming Fire Stacks while in this stance will cause your attack to deal no damage and add a amount of Heat depending on the damage of the attack used, impacting the total damage of Heat Trigger. Depending on your attitude you will also have access to certain specials and supers which the other does not.

If your Attitude is Dubious, you will only be able to put four Fire Stacks onto the opponent. Going past this will use all current Fire Stacks and apply a damage over time fire effect. Consuming Fire Stacks while Dubious will instead reward you with health, the amount of which also dependent on the damage of the attack used. Some of your Heat will also be used for additional healing.

In order to change your Attitude you need to do a specific action and click on the menu that pops up. The following can change your Attitude:
  • Come on
  • Cinder
  • Spot Dodge
  • Defensive Burst
  • Burst Cancel



Heat Trigger
Heat Trigger is Vixen's central mechanic and probably her most complicated one. It starts out dealing a measly 750 damage, but various things can be done throughout the match to increase the total output of Heat Trigger, which is called Heat.
  • Gleam adds 25 base damage to your Heat per frame for a total of 500 base damage.
  • Glow adds 25 base damage to your Heat per frame for a total of 750 base damage.
  • Radiate adds 50 base damage to your Heat per frame for a total of 1750 base damage.
  • Strong Right/Left will add Heat twice over the course of its duration, adding a total of 500 base damage.
  • Scam will add 2000 base damage aswell as some percentage to your Heat if you are hit during its startup.
  • Successful dodges using Cinder and Spot Dodge will add 620 base damage.
  • Any type of Burst will also add 620 base damage.
  • Furious Heat multiplies your Heat by 1.25 times and adds 350 base damage. This is added on after base and percentage.
  • Consuming Fire Stacks while Furious adds part of the damage used to consume to your Heat as base damage.
  • The initial base damage depends on the amount of health the opponent has.
Heat Trigger can be triggered (no pun intended) at any point in the match by attacking the opponent with specific moves while they have the maximum amount of Fire Stacks applied to them. Doing so will unleash all built up damage in a glorious, atomizing explosion that can utterly annihilate even the healthiest of targets.

To trigger Heat Trigger you must land one of the following moves:
  • Deep Impact if you reach 8 Fire stacks before the final hit.
  • Down Bad if you reach 8 Fire stacks before the final hit.
  • Strong Right/Left with 8 Fire stacks.



Visualization of Damage
While there is no indicator that tells exactly how much damage Heat Trigger will do, there are clear visual and auditory signs to clue you in. First, Vixen will begin to noticeably glow, gradually becoming brighter as the accumulated damage rises. Following this at higher Heat thresholds is a spinning radiation hazard symbol centered on Vixen, accompanied by the sounds of a nuclear meltdown.

At this point, Heat Trigger will already be very painful. But if you want to be certain, you can hover over Vixen while you are selecting your action. If she has flashing !!! exclamation points next to her, Heat Trigger is going to be lethal.



Combo Pushback
During Vixen's combos, neither she nor her opponent will be pushed away from each other.

Typically in YOMI Hustle, pushback is applied to both players during a combo which scales with the combo count. This behavior is shared with some of InklessBrush's other characters, such as Miko.
Movement
Vixen's movement is mostly standard with a few unique options and quirks, all of which allow her to run circles around the opponent with ease.

Grounded Movement
On the ground, her only movement option available is Dash. Like most of InklessBrush's characters, this move has a speed slider with which you can go both forwards and backwards, with 30 and above making you go forward and 29 and below backwards.

Moving forwards with this option will always have a IASA of 10 no matter the distance set, while backwards will always be frame 11.

Jumping
Vixen's jumps are entirely standard. Short jumps within the green circle on the aiming dial are IASA 10f. Longer jumps are IASA 15f if performed straight up or backwards, and IASA 11f if aimed towards the opponent.

Her Super Jump equivalent is called JUMP (all capitals) and also standard, with IASA 16f. It auto tracks the opponent if used in neutral, and can be almost freely aimed in combos.



Aerial Movement
Vixen's air movement is where things get more interesting. She has the standard 2 air options.

Air Hike is a regular double jump, though with above average distance. Short jumps within the green circle on the aiming dial are IASA 10f. Longer jumps are IASA 11f.

Heat Wave is a particularly unique airdash. Like most airdashes it is IASA 12 outside of combos and 10 within and allows you to move in every direction. Unlike any other airdash however, partway through you will automatically home in on the enemy slightly.

Nose Dive is a unique air option exclusive to Vixen. It allows you to quickly dive towards and reach the ground. A direction wheel is provided to adjust which direction you dive in.

The Wavedash
After Vixen has been airborne, touching the ground again will result in a automatic Wavedash, applying momentum depending on the direction of your DI wheel.
  • This momentum stacks on top of already carried momentum, allowing you to reach faster speeds or cancel out entirely. Does not stack with Dash as it resets her momentum.
  • Allows for some advantageous microspacing upon landing.
  • Furthermore, attacking does not cancel this speed. This is especially useful with Magma Charge.
Defense
Vixen has a mostly standard set of defensive options with two new additions.
  • Vixen's block and push block are standard with custom VFX and SFX. Parrying will apply 3 Fire Stacks to the opponent.
  • As is her Roll, having Invuln frame 3 - 13 and being iasa 16.
  • Vixen has a unique defensive option called Spot Dodge, which is nearly identical to Cinder but IASA 14 and does not move her. Also allows you to change your Attitude
  • Her Bursts adds 620 base damage to her Heat Trigger.
  • Exclusively within her stance using Shine she gains access to Flash, a fast, invulnerable teleport option in her defense section that can avoid attacks even at point blank. Goes further forwards than it goes backwards.
  • Her hustle, Come On, uniquely gains meter twice over the course of its animation, ending at around one bar of meter by the end. This means you can cancel partway through and still gain meter. Also allows you to change your Attitude.
  • Her getup is also entirely standard, giving you the option of getting up or tech rolling.



Health and Guts
Vixens health is below average at 12000 hitpoints. in addition, Vixen is unique in the fact that she kept the previously universal Guts mechanic past the 1.9 update, albeit slightly different in the fact that she actually takes more damage at first.

  • 200% damage taken above 10800
  • 160% damage taken from 10800-8400
  • 120% damage taken from 8400-6000
  • 90% damage taken from 6000-4800
  • 70% damage taken from 4800-3600
  • 55% damage taken from 3600-2400
  • 45% damage taken from 2400-1200
  • 40% damage taken from 1200 and below

Overall, Vixen has less health and takes significantly more damage starting out. This is compensated for by her self healing and Heat Trigger mechanics, which allow her to make comebacks from the brink of death.
Ground Attacks
Vixen's grounded attacks cover a wide variety of purposes, making her deceptively dangerous up close and personal and a decent threat from mid-range.

Grasp
~3f STARTUP
15f IASA
NO FREE CANCEL

Vixen grasps at the opponent. Very standard grab with non-standard followups.
  • Allows use of Palm Strike, Deep Impact and Scratch That Itch on the ground.
  • Allows use of Down, Down Bad and Scratch that Itch in the air.

Advancing Grasp
~6f STARTUP
18f IASA
NO FREE CANCEL

Dash grab variant of Grasp.
  • Lunges forward a decent distance.
  • Not usable in the air.
  • The same otherwise, barring framedata.

Palm Strike
+16f ON HIT
1500 DAMAGE IN 3 HITS
0 PRORATION

Vixen thrusts her flaming palm into the grabbed opponent, sending them flying. Difficult to follow up on even on bad DI but creates a great amount of distance to set up with.
  • Applies 3 Fire Stacks.
  • Has a excellent di mixup with High Time.
  • Heavily bounces the opponent off of walls, making it much easier to combo off of it there.

Tap
~4f STARTUP
12f IASA
+12f ON HIT
NO FREE CANCEL
HIGH BLOCK
-2f ON BLOCK
520 DAMAGE IN 2 HITS
1 PRORATION

A fast jab leading into a second one on hit. Mostly standard frame 4 attack.
  • If the first hit is blocked, the second hit will not occur.
  • If Tap is repeated three times, the third use of it will end in a finisher that will likely end your combo but deal a good amount of damage.

Tilt
~5f STARTUP
16f IASA
+14f ON HIT
HITS OTG
LOW BLOCK
+0f ON BLOCK
500 DAMAGE IN 1 HIT
1 PRORATION

Vixen swiftly sweeps with her leg to trip her opponent. Blockstring mixup tool and main poke. Also very useful for getting people off the ground.
  • Further reaching than Tap.
  • Hits low, making it a good blockstring mixup when paired with Dawn.

Begone
~9f STARTUP
28f IASA
+19f ON HIT
GUARD BREAK
IGNORES ARMOR
HIGH BLOCK
+3f ON BLOCK
850 DAMAGE IN 1 HIT
0 PRORATION

A devastating flying kick that launches the opponent. Her main guardbreak option with great range to boot. Very useful surprise option and corner combo extender.
  • Has a direction wheel with which you can adjust the direction she goes in.
  • Will wallslam the opponent.
  • Will ground bounce the opponent if they reach the ground.
  • Will Tech against grabs.
  • Also available (albeit nerfed) in the air.

Ascending Sun
~6f STARTUP
33f IASA
+15f ON HIT
Both hitboxes
LOW BLOCK
+2f ON BLOCK
750 DAMAGE IN 2 HITS
0 PRORATION

Vixen lunges upwards and delivers two swift kicks. An excellent anti air option which can be adjusted to go a scary horizontal distance at the same time. Also good for transitioning into aerial combos.
  • Has a speed slider with which you can increase the horizontal distance you can go with it.
  • Invulnerable against aerials if you are grounded frame 1 - 9.

Descending Moon
~7f STARTUP
36f IASA
+24f ON HIT
All hitboxes
HIGH BLOCK
+2f ON BLOCK
1050 DAMAGE IN 5 HITS
-1 PRORATION

Jumps as she rapidly spins with her leg outstretched, dragging the opponent with her for multiple hits before launching them downwards. Highly active and adjustable move that is great in combos.
  • Initial jump has an adjustable Jump Arc.
  • Will ground bounce the opponent if they reach the ground.
  • Will Tech against grabs.
  • Also available in the air.
Aerial Attacks
Half of Vixen's aerial normals are carried over from her grounded state, with the other half being new. Most of her actual combos will take place here.

The moves carried over are:
  • Grasp
  • Begone
  • Descending Moon
Note that while Grasp is the same mechanically, its followups are quite different.
Begone is heavily nerfed in the air, where it is no longer a guard break, +2 on block and has less adjustable control.

Down
+25f ON HIT
1000 DAMAGE IN 1 HIT
0 PRORATION

Vixen dives to the floor headfirst with the opponent, bashing their skull in on the ground in a Izuna drop. Impossible to follow up on di down, expect this to drop your combo.
  • Decent combo ender. Yeah.

Double Kicks
~4f STARTUP
18f IASA
+15f ON HIT
First hitbox
HIGH BLOCK
+1f ON BLOCK
Second hitbox
HIGH BLOCK
+2f ON BLOCK
730 DAMAGE IN 2 HITS
1 PRORATION

Vixen performs two basic kicks straight ahead. Basic frame 4 air option, good for racking up damage.
  • Cancels on landing.
  • Can be cancelled into anything but Shine on the first hit. Hold to continue into the second kick.

High Kicks
~4f STARTUP
18f IASA
+15f ON HIT
Alll hitboxes
HIGH BLOCK
+2f ON BLOCK
880 DAMAGE IN 2 HITS
1 PRORATION

Vixen spins around, hitting with one leg after the other. Very similar to Double Kicks, except it is oriented upwards.
  • Cancels on landing.
  • Can be cancelled into anything but Shine on the first hit. Hold to continue into the second kick.

Drill Kick
~4f STARTUP
21f IASA
+18f ON HIT
LOW BLOCK
+0f ON BLOCK
350 DAMAGE IN 1 HIT
1 PRORATION

Straightens and spins for a moment. Good at denying DI attempts along with High Kicks or to mix up parry attempts on your other frame 4 aerials.
  • Has a very active hitbox.
  • Has a Fall toggle which adds downwards momentum.
Universal Specials
Vixen's specials consist of a variety of hard to contest attacks with a few setup moves thrown into the mix. Due to space limitations we will split them up.

Flash Claws
~7f STARTUP
30f IASA
+25f ON HIT
NO FREE CANCEL
IGNORES ARMOR
GUARD BREAK
HITS OTG
HIGH BLOCK
+6f ON BLOCK
1410 DAMAGE IN 2 HITS
2 PRORATION

Vixen disappears from view then reappears at a diagonally upwards angle to claw at and subsequently slam the opponent into the ground. A extreme anti air with a huge hitbox but requires specific spacing to land.
  • DI can easily make it impossible to combo off of this move. However, since you don't need to grab the opponent first like with down this will happen less frequently.

Cinder
~3f STARTUP
15f IASA
NO FREE CANCEL
INVULN

Weaves as she shortly dematerlializes, causing attacks to phase right through her. A moving dodge that puts you into a stance right in the opponents face for a scary RPS scenario.
  • Invulnerable frame 3 to 10.
  • Makes the opponent actionable on successful dodge.
  • Becomes iasa 8 in combo
  • Allows you to change your Attitude.
  • Has a Sway toggle which gives it momentum akin to Backsway on Ninja. Makes you actionable one frame later.
  • Upon successful dodge you are awarded with half a bar of meter, some Heat and 1 temporary Free cancel. These will instantly vanish as soon as you or the opponent are hit. Also applies one Fire Stack to the enemy.
  • Allows use of Lite Ant and Fire Ant. Most specials and supers are also available. More info on the Cinder stance in the section below.

Magma Charge
~8f STARTUP
24f IASA
+16f ON HIT
PROJECTILE INVULN
HIGH BLOCK
+2f ON BLOCK
480 DAMAGE IN 2 HITS
1 PRORATION

Charges ahead while enveloped in flames and delivers a nasty uppercut on contact. A projectile immune move that allows you to bypass zoning entirely and a great surprise option with some setup.
  • Applies 2 Fire Stacks.
  • Projectile immune frame 4 to 16
  • HEAVILY carries momentum, allowing you to rocket across the screen using things like dash, wavedash, Heat Wave and especially Heat Chaser.

Friction
~6f STARTUP
18f IASA (if grounded)
+20f ON HIT
HITS OTG
First hitbox
HIGH BLOCK
+2f ON BLOCK
Second hitbox
LOW BLOCK
+1f ON BLOCK
1230 DAMAGE IN 2 HITS
0 PRORATION

Vixen hops up before performing a diagonal flaming dive kick that drags the opponent with her, creating a small shockwave when she reaches the ground. Great for replenishing your air options in a combo but can be difficult to combo off of if the opponent uses proper di.
  • Applies 2 Fire Stacks.
  • Has a speed slider with which you can adjust the angle at which you go slightly.
  • If the speed slider is set to 0 you will not dive with the opponent and instead bounce off of them. This also happens if this move is blocked.
  • Parry timing can drastically vary depending on distance and speed.
  • In the air she immediately goes into the kick.

Dawn
~5f STARTUP
28f IASA
+23f ON HIT
HIGH BLOCK
+1f ON BLOCK
750 IN 1 HIT
1 PRORATION

Delivers a fierce flip kick. Good speed and decent blockstun make this a very solid blockstring mixup in conjunction with Tilt. Becomes an uncontestable invulnerable attack out of Cinder.
  • Applies 1 Fire Stack.
  • Hits high, making it a good blockstring mixup when paired with Tilt.
  • Becomes invulnerable out of Cinder stance frame 1 - 7. In addition to this also gains a Speed slider, becomes Proration 3 and block punishable.

Scam
~37f STARTUP
48f IASA
+15f ON HIT
INVULN
HIGH BLOCK
-1f ON BLOCK
1250 DAMAGE IN 1 HIT
0 PRORATION

Vixen laughs as she turns her back to the opponent and sways a wineglass, then abruptly appears next to them to deliver a fast punch. A baiting tool where you willingly offer yourself up to be hit under the threat of a teleporting hitbox in order to get more heat.
  • Wall slams and hard knockdowns.
  • Will cause you to take 3000 additional damage if hit, but adds 2000 base damage to your heat, some percentage and puts eight Fire Stacks on the opponent. Also adds 7 Proration to the opponents Attack.
  • Will not be usable again after as Vixen will lose her wineglass.
  • Defensive options, options with invulnerability and supers by the opponent will be cancelled by this move.
Furious Specials
Shine
~2f STARTUP
10f IASA
+16f ON HIT
NO FREE CANCEL
OTHER STUFF
HIGH BLOCK
+0f ON BLOCK
100 DAMAGE IN 1 HIT
0 PRORATION

Vixen swiftly surrounds herself in a bright orange hexagon with many unique properties. A reflector, a stance change, a "get off me" tool and a combo extender all rolled into one.
  • Only available while your attitude is Furious.
  • Applies 1 Fire Stack.
  • Shine can reflect projectiles with the same timing as a parry. These can hit the opponent.
  • 2 Frames startup means it will beat anything except for being blocked and bursts thanks to a failsafe.
  • However, Shine will only combo if the opponent is already in stun, deals pitiful damage and scales your combo, making it ill suited for combat.
  • Has a jump toggle which causes Vixen to automatically hop after. Allows you to avoid entering stance.
  • Allows use of Glow and Flash. More info on the Shine stance in the section below.

Strong Right / Left
~20f STARTUP
35f IASA
+0f ON HIT
HYPER ARMOR
GUARD BREAK
IGNORES ARMOR
HITS OTG
HIGH BLOCK
+0f ON BLOCK
4000 DAMAGE IN 1 HIT
-1 PRORATION

Vixen winds her fist back and charges her energy into it before throwing a massive punch that utterly obliterates anyone unlucky enough to get hit by it. HARD Block callout tool that deals tremendous damage but is abysmally slow. Also useful for triggering Heat trigger in combos.
  • Only available while your attitude is Furious.
  • Applies a full (8) set of Fire Stacks.
  • Has armor starting frame 5 to 20.
  • Will not combo.
  • Renames itself depending on which direction you face, lol.
  • Is frame 12 in combo but will only do half damage.
  • Can trigger Heat trigger at 8 Fire Stacks.
Dubious Specials
Heat Up
~6f STARTUP
38f IASA
+17f ON HIT
First hitbox
HIGH BLOCK
+1f ON BLOCK
Second hitbox
LOW BLOCK
+1f ON BLOCK
Third hitbox
HIGH BLOCK
+1f ON BLOCK
Fourth hitbox
HIGH BLOCK
+1f ON BLOCK
960 DAMAGE IN 4 HITS
-1 PRORATION

Vixen hops on one leg as she delivers a flurry of kicks with the other. Very active, good reach and a nice source of Fire Stacks.
  • Only available while your attitude is Dubious.
  • Has a direction wheel with which you can adjust the trajectory of her hop slightly.
  • Consumes then applies 2 Fire Stacks.
  • Will Tech against grabs.
  • Carries momentum nicely.

Silly Spirit
16f IASA
+0f ON HIT
NO FREE CANCEL
250 DAMAGE IN 1 HIT

Vixen crosses her arms and launches a spinning, homing crescent of fire. This projectile move is hard to avoid but has barely and reward. Primarily a filler move to pester the opponent with.
  • The projectile takes a small moment to get going but once it does, it will relentlessly chase the opponent until it expires.
  • If used out of any defensive option, dash or Cinder this move will be renamed to Schizo Spirit. This version of the move is IASA 14 and the crescent will start chasing the opponent much faster. Aside from this there is no difference.
  • Heat Chaser also spawns three crescents while your attitude is dubious.
  • If hit with a melee hitbox, the crescent will be destroyed. The opponent will not cancel their attack.
Cinder Stance
After using Cinder or Spot Dodge Vixen will automatically enter this stance. It features nearly exclusively fire moves and encourages heavy mixing, putting the opponent in a difficult spot.

While in this stance, her only movement option is Jump. She has access to all her normal defensive options excluding Roll. Holding allows you to exit this state without doing anything.

Aside from two new moves exclusive to this stance you are also able to use the following attacks:
  • Grasp
  • Shine
  • Cinder
  • Magma Charge
  • Friction
  • Strong Right/Left
  • Schizo Spirit
  • Scam
  • Heat Chaser
  • Deep Impact
  • Flint Wheel
  • Pain Vortex
  • Octakick

Attacks
Lite Ant
~3f STARTUP
17f IASA
+25f ON HIT
LOW BLOCK
-1f ON BLOCK
1250 or 410 DAMAGE IN 1 HIT
2 PRORATION

Vixen punches the opponent in the gut with blinding speed. Exceedingly fast, hard hitting and leaves the opponent wide open for a combo but predictable.
  • Applies 1 Fire Stack.
  • With 3 frames of startup, this move is uncontestable by nearly every attack, including grabs.
  • Deals 1250 damage in neutral and 410 damage in combo.

Specials
Fire Ant
~5f STARTUP
26f IASA
+20f ON HIT
All hitboxes
HIGH BLOCK
+3f ON BLOCK
1480 DAMAGE IN 3 HIT
0 PRORATION

Vixen rushes forward, delivering a devastating straight punch that sends the opponent flying. Great damage, reach and applies a good amount of Fire Stacks, but struggles to combo unless there is a wall.
  • Applies 3 Fire Stacks.
  • Has a speed slider that lets you set the amount of horizontal speed this move provides. Fast enough to move past point blank attacks if set high.
  • Will wallslam the opponent.
Shine Stance
After using Shine Vixen will automatically enter this stance. Its primary purpose is a series of setup attacks which cost health but heavily contribute to Heat Trigger.

While in this stance, her only movement option is Jump. The only defensive options she has access to are Defensive Burst, Flash and Come on. Along with Glow, you can also choose to use Shine, Cinder, Scam or Heat Chaser. Holding allows you to exit this state without doing anything.

Specials
Glow
~7f STARTUP
30f IASA
+0f ON HIT
NO FREE CANCEL
GUARD BREAK
HIGH BLOCK
+0f ON BLOCK
450 DAMAGE IN 1 HIT
3 PRORATION

Vixen stances and charges Heat. This move costs around 900 HP to use and adds a good amount of damage to Heat Trigger. Be careful when using this, as you are left vulnerable for some time.
  • Has a sizable aura that applies damage over time, Fire Stacks and pushes foes away.
  • Adds around 750 Heat Trigger base damage.
  • Grants around half a bar of meter.
  • Allows use of Radiate

After Glow concludes you are put into a sub-stance. Once again, your only movement option is Jump. Your defensive options are now Roll and Defensiveburst. Aside from Radiate, your only other attacks are now Heat Chaser and Magma Charge.

Supers
Radiate
~5f STARTUP
35f IASA
+0f ON HIT
NO FREE CANCEL
INVULN
First hitbox
HIGH BLOCK
+0f ON BLOCK
1000 DAMAGE IN 1 HIT
3 PRORATION

Vixen stances and charges alot of Heat. This move costs around 2100 HP to use and adds a great amount of damage to Heat Trigger. Unlike Glow, once this move starts it cannot be punished as Vixen has Invulnerability for the entirety of its duration.
  • Unlike Gleam and Glow, this move inherits Shines ability to reflect projectiles for its duration.
  • Has a huge aura that applies damage over time, Fire Stacks and pushes foes away strongly.
  • Adds around 1750 Heat Trigger base damage.
  • Grants around 2 bars of meter.
  • You will notice there is no listed cost for this super, as it being in the super category is purely cosmetic.
  • This will end the Shine stance.
Universal Supers
Vixen's supers are flashy yet practical moves that serve her aggression well and set the opponent up in a variety of ways. Due to space limitations, we have to split them up into three seperate sections.

Deep Impact
~9f STARTUP
53f IASA
+20f ON HIT
HYPER ARMOR
NO FREE CANCEL
INVULN
BURST SAFE
IGNORES ARMOR
HITS OTG
All hitboxes
LOW BLOCK
+0f ON BLOCK
REQUIRES 3 LEVELS
CONSUMES ALL LEVELS
2300 DAMAGE IN 3 HITS
-1 PRORATION

Vixen reels her fist back, then throws a crushing uppercut that launches opponent sky high. This move is usually uncontestable due to frame 1 invulnerability and your main way to trigger Heat trigger on the ground.
  • Available out of grounded Grasp and Cinder
  • Applies as many Fire Stacks as you have meter.
  • Has invulnerability starting frame 1 to 9 with initiative but block punishable. Without initiative, this is instead replaced by hyper armor.
  • Can trigger Heat trigger at 8 Fire Stacks.

Down Bad
NO FREE CANCEL
REQUIRES 3 LEVELS
CONSUMES ALL LEVELS
1150 DAMAGE IN 3 HITS
0 PRORATION

Vixen spins towards the ground with the opponent in her grasp, smashing them on the floor multiple consecutive times before lifting them up with one leg to show off, tossing them away after. Your main way to trigger Heat trigger in the air.
  • Available out of aerial Grasp.
  • Applies as many Fire Stacks as you have meter.
  • Can trigger Heat trigger at 8 Fire Stacks.
  • Probably her most disrespectful move animation wise, to be honest.

Scratch That Itch
NO FREE CANCEL
IGNORES ARMOR
REQUIRES 3 LEVELS
CONSUMES 3 LEVELS
2390 DAMAGE IN 12 HITS
0 PRORATION

Vixen brandishes her claws before absolutely shredding up the enemy, sending them flying away with a final hit. This move is unique in that it both consumes and applies Fire Stacks.
  • Available out of both grounded and aerial Grasp
  • Consumes every Fire Stack available and applies 3 with its final hit.
  • Is a hard knockdown.

Burning Moon
~10f STARTUP
38f IASA
+19f ON HIT
NO FREE CANCEL
HITS OTG
All hitboxes
HIGH BLOCK
-2f ON BLOCK
REQUIRES 3 LEVELS
CONSUMES 3 LEVELS
1500 DAMAGE IN 6 HITS
-1 PRORATION

Vixen teleports and reappears with a flaming version of Descending Moon, automatically leading into Friction. Useful combo extension tool and a good source of Fire Stacks.
  • Only available in the air.
  • Applies 6 Fire Stacks.
  • Teleport location is determined by a direction wheel.
Furious Supers
Heat Chaser (FURIOUS)
~5f STARTUP
19f IASA
+26f ON HIT
NO FREE CANCEL
USES AIR OPTION
HITS OTG
First hitbox
HIGH BLOCK
+0f ON BLOCK
REQUIRES 2 LEVELS
CONSUMES 2 LEVELS
250 DAMAGE IN 1 HITS
0 PRORATION

Vixen curls up into a flying fireball. This is a mobility tool which allows Vixen to reach ridiculous speeds, enabling combo routes and helping her neutral.
  • Vixen will always home towards the enemy while in this form. Using the DI wheel you can influence her momentum.
  • Applies 1 Fire Stack if the initial hitbox hits.
  • Attacking out of this move heavily carries your built up momentum, greatly extending her reach.
  • Staying in this state slowly drains health.
  • Will automatically stop after five turns.

Gleam
~7f STARTUP
20f IASA
+0f ON HIT
HIGH BLOCK
+0f ON BLOCK
REQUIRES 1 LEVEL
CONSUMES 1 LEVEL
450 DAMAGE IN 1 HIT
3 PRORATION

Vixen stances and charges some Heat for a brief period of time. Essentially a smaller, safer version of Glow that you dont have to set up at the cost of meter. Costs around 600 HP to use and adds a decent amount of damage to Heat Trigger.
  • Only available while your attitude is Furious.
  • Like its larger versions, has a small aura that applies damage over time, Fire Stacks and lightly nudges foes away.
  • Adds around 500 Heat Trigger base damage.

Pain Vortex
~11f STARTUP
24f IASA
+20f ON HIT
NO FREE CANCEL
HIGH BLOCK
+0f ON BLOCK
REQUIRES 1 LEVEL
CONSUMES 1 LEVEL
650 DAMAGE IN 1 HIT
-1 PRORATION

Vixen spins in place and launches a spiraling, multi-hit vortex of fire. Serves well as a pressure tool and enables great routing.
  • Only available while your attitude is Furious.
  • Stats listed above are for the melee hitbox. The actual projectile deals next to no damage and can hit up to four times. Each hit applies a Fire Stack and 26 hitstun, making this great for unorthodox routing and Heat building.
  • The vortex can be controlled with your DI. This influences both speed and direction. Note that the projectile takes a small moment to turn around.
  • If hit with a melee hitbox, the vortex will be destroyed. This will not cancel the opponent's attack, however. Using Pain Vortex again will also destroy your current vortex.

Octakick
~4f STARTUP
80f IASA
+15f ON HIT
NO FREE CANCEL
USES AIR OPTION
GUARD BREAK
IGNORES ARMOR
All hitboxes
HIGH BLOCK
+0f ON BLOCK
REQUIRES 4 LEVELS
CONSUMES 4 LEVELS
2940 DAMAGE IN 8 HITS
-1 PRORATION

Vixen assaults the opponent with eight blazing kicks in a row. Being frame 4 and a guardbreak makes this a terrifying option up close. Also the easiest way to max out Fire Stacks.
  • Only available while your attitude is Furious.
  • Applies a full (8) set of Fire Stacks if hit as early as possible.
  • Can actually take both your air options if started in the air.

Heavenly Furious Heat
~3f STARTUP
10f IASA
NO FREE CANCEL
OTHER STUFF
REQUIRES 3 LEVELS
CONSUMES 3 LEVELS

Vixen stylishly points at the opponent. This move buffs Heat Trigger and comes with a small install aswell as a very sneaky teleport.
  • Only available while your attitude is Furious.
  • Multiplies your Heat by 1.25x and adds 350 base damage. This can be stacked onto itself multiplicatively.
  • Once used, Vixen will be in an Install until her next Heat Trigger. This Install slowly grants her meter over time. Certain players will also have special cosmetic features accompanying this.
  • If Furious Heat is used but flipped, Vixen will suddenly appear behind the enemy. However, this only tracks the opponent horizontally. This will also not work while in a combo.
Dubious Supers
Heat Chaser (DUBIOUS)
~5f STARTUP
19f IASA
+26f ON HIT
NO FREE CANCEL
USES AIR OPTION
HITS OTG
First hitbox
HIGH BLOCK
+0f ON BLOCK
REQUIRES 1 LEVEL
CONSUMES 1 LEVEL
250 DAMAGE IN 1 HITS
0 PRORATION

Vixen readies herself and performs a huge jump. Essentially a super jump with multiple unorthodox benefits for the cost of one meter, like being useable in the air and having a initial hitbox. Great for catching opponents above you during a combo.
  • Using the DI wheel you can influence the initial momentum of the jump.
  • Applies 1 Fire Stack if the initial hitbox hits.
  • Spawns 3 Silly Spirit crescents that act as normal.

Flint Wheel
~5f STARTUP
47f IASA
+15f ON HIT
INVULN
USES AIR OPTION
All hitboxes
HIGH BLOCK
-1f ON BLOCK
REQUIRES 2 LEVELS
CONSUMES 2 LEVELS
1100 DAMAGE IN 4 HITS
2 PRORATION

Vixen attacks the opponent with four fiery kicks in a row. Has decent speed, range, is invulnerable against aerial attacks and applies a good amount of heat stacks. Very solid overall.
  • Only available while your attitude is Dubious.
  • Applies 4 Fire Stacks

Demonic Display
~8f STARTUP
27f IASA
+6f ON HIT
INVULN
All hitboxes
HIGH BLOCK
-3f ON BLOCK
REQUIRES 2 LEVELS
CONSUMES 2 LEVELS
1450 DAMAGE IN 4 HITS
-1 PRORATION

Vixen glares at the opponent for a moment, then suddenly appears besides them. She then twirls around and plants a kiss on the foe before launching them away a punch covered in a Shine. A longer range option thats hard to contest. Good for whiff punishes or out of the blue, but doesn't combo well.
  • Only available while your attitude is Dubious.
  • Applies 4 Fire Stacks.
  • Has invulnerability starting frame 7 to 13.

High Time
NO FREE CANCEL
REQUIRES 2 LEVEL
CONSUMES 2 LEVEL
1650 DAMAGE IN 6 HITS
-1 PRORATION

Vixen tosses the opponent up in the air with one hand, then fires three fireballs after them with the other. Excellent DI mixup tool in conjunction with Palm Strike.
  • Only available while your attitude is Dubious.
  • Available out of grounded Grasp
  • Applies 3 Fire Stacks.
  • Vixen will automatically jump after this attack concludes.

Dubious Creature
16f IASA
NO FREE CANCEL
OTHER STUFF
REQUIRES 3 LEVELS
CONSUMES 3 LEVELS

Vixen points at the opponent with style. This move summons two additional Vixens which have great utility in pressure, mixups, combos and otherwise impossible extensions.
  • Only available while your attitude is Dubious.
  • The two clones summoned act differently from one another. But they do share a durability pool. Starting at 6, if this reaches 0, both clones will despawn.
  • The Attack clone will always move towards the opponent and try to remain in close proximity. If any attack or defensive option is used with 0 0 DI (in order to do this reliably, right click your DI wheel), the Player will immiediately swap places with the Attack clone, using the selected option after one frame of delay. Doing so will degrade both clones durability by one and incur a small cooldown on the attack clone in which it will not move automatically and cannot be swapped with.
  • The Pilot clone can be piloted using the DI wheel. If Dubious creature is used again for free, the Player will instantly swap places with the Pilot clone, automatically using a very adjustable frame 8 shine attack after. Be careful, as you can be hit out of this move and it is -2 on block. Doing so will degrade both clones durability by one. Dosent have a cooldown, just cant be used twice in a row.
  • Both clones can be hit by the opponent. This will stun them temporarily, apply 45% of the damage to you and let the opponent hitcancel. This will also degrade the clones durability by one.
  • Clones cannot be hit by projectiles, however.
  • If Cinder or Spot Dodge are used the clones will become intangible, temporarily causing attacks to phase through them.
  • Consuming Fire Stacks will give you one more durability per stack consumed.
  • If you change your attitude to Furious, the Attack clone will persist and be able to be used as normal. The Pilot clone meanwhile will be disabled until your attitude changes back to Dubious.
  • Once used, Vixen will be in an Install until her next Heat Trigger. This Install slowly grants her meter over time. Certain players will also have special cosmetic features accompanying this.
60 Comments
Penutbroski  [author] 19 Sep @ 10:48am 
crag as mentioned in the title, take this guide with a grain of salt, as inkless updates this character a lot and therefore the mechanics and moves change a lot
i just hope in its current state its enough to generally tell someone how they work
crag 18 Sep @ 9:04pm 
thank you for this, just got my ass handed to me by inkless and needed a guide on how they do all that lmao
SlothGod 18 Aug @ 9:13pm 
how do yu nuke
progect savior 8 Jun @ 4:53pm 
hey, if the guide gets updated, can we hear how much damage each slam per level does for down bad and tick for deep impact does? i can to a horrific realization fighting a big sword earlier today that even if you don't have the "!!!" active, you can still IK someone if you have a rough guess on how much heat you have + how much damage the moves them selves will do.
MuttDud  [author] 24 May @ 9:34am 
Guide has been updated again.
- Silly spirit has been stripped of its teleporting capabilities and given a smidge of damage, turning it into a filler pestering tool rather than a paranoia causer.
- Heat chaser is different while your attitude is dubious, becoming a large jump that summons silly spirits. i have chosen to split the furious and dubious variants and put them into their respective super sections.
MuttDud  [author] 22 May @ 6:23pm 
The guide has been updated.
- Pain Vortex is now a furious super instead of dubious and nerfed from its previous iteration (deals barely any damage anymore, startup dosent have super armor anymore, only hits four times)
- Cinder and spot dodge now cause clones to become invulnerable too
- New move called silly spirit added to dubious specials.
MuttDud  [author] 16 May @ 5:31pm 
just hit it
Penutbroski  [author] 16 May @ 3:43pm 
oh god an even more scary parry sonido
MuttDud  [author] 16 May @ 3:34pm 
The guide has been updated again

- Heat chaser now automatically stops after 5 turns.
- Clones are now hitcancelable.
- Clones max durability is now 8.
- Clones redirect less damage to Vixen.
- Attacks come out 1f later if Vixen swaps with attacker.
- Vixen can swap with attacker using defensive options. (THE PARRY OUT OF CLONE IS REALLLL)
progect savior 29 Apr @ 6:53pm 
man after realizing that vixens trigger moves (short of certain punch) now add marks before detonation based on meter means that one move can guarantee a trigger with enough meter even from 0 marks. or on the otherhand, can cause multiple ignitions to stack on each other.... now i really need to learn to stop relying on supers to chain my dubious combos >_>