First published at 02:05 UTC on November 25th, 2022.
Who knew a character designed as a tag-team boss would have such awkward controls on her own? Monalisa here has a very strange C attack, a forward jump kick that does not knock down, but deals a solid 8 damage. She has two jumping attacks, both of w…
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Who knew a character designed as a tag-team boss would have such awkward controls on her own? Monalisa here has a very strange C attack, a forward jump kick that does not knock down, but deals a solid 8 damage. She has two jumping attacks, both of which can chain into each other. Her air C is a good crowd-clearing weapon, while her Down+C is a pursuit tool useful to end Aerial Raves with. She also has two throws; her back throw is a slam and her neutral throw is not, but both go backwards. Bosses that like to recover are better dealt with the slam, while her neutral throw is the start of her bread and butter; throw the foe, then time your C to the moment the enemy hits the ground, launching them into the air and dealing a total of 32 damage, then start juggling with your C, then when the foe is high enough, jump and then do an Air C into a Down+C. Her Forward+A, a projectile, does 64 damage, but I haven't found a way to put it into a combo too effectively. The startup animation, combined with its groundbound nature, makes it tricky to use against some less conventional bosses like Jet or Dahm, where you have to time it right to get a good hit in, but it's effective on rows of enemies. Her A is a strictly defensive backflip that allows her to bob and weave through enemies, as well as quickly grab foes when she lands. I suppose that with a second copy of her this allows her to get in those team moves; she is unique in this department, whereas characters like Particle and Molecule do not do this sort of thing.
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