Flandre Scarlet

## Basic Information (playstyle, etc)

Flandre in many aspects is similar to Remilia, except being slightly more technical and requiring more movements. Flandre has a lot of potential for aerial combos with her C bullets, as they cause the enemy to bounce into the air.

## Basic Moves

It should be noted that like her sister, Flandre does not have a dash attack because she hops when she grazes, so they become aerials instead. In addition to that she does not have flight, but rather something similar to a teleport costing one orb, and her forward airdash carries her at a slight angle downwards.

## Combos

Note: basically everything is a variant/mixup (yes I’m not original)

### ***Midscreen:***

**214b 2c hjc9 j.8D     1.8k damage**

**2a 3a 2c hjc8 j.9D j.8a     2.4k damage**

*Alt: 2a 3a 2c hjc8 j.8D j.8D j.5b 2.3k damage*

**5c hjc9 j.5c 22c     2k damage**

(There has to be two hits from the first c and at least one hit from the second c; this combo may screw up sometimes because the enemy gets in the way of you jumping to the wall for 22c; of course any 22c can whiff due to enemy positioning)

**5c hjc9 j.5a j.5a j.8a     1.8k damage**

**j.5a j.5a f.5a 6a 623c     2.2k damage**

(You can also end with 5b for 2k damage instead)

**j.5a j.5a 6D j.5a j.5a 6a     2.1k damage**

 (Use this if you land behind the enemy after the 4th j.5a)

*Alt: j.5a j.5a 6D j.5a j.5a 5aaaa 2.6k damage*

(Use this if you land in front of the enemy after the 4th j.5a)

**j.5a j.5a j.6a 623b/c     2k damage**

*Alt: j.5a j.5a j.6a 5c     1.8k damage*

**j.5a j.5a j.5c hjc9 j.5a j.8a     2.4k damage**

**j.5a j.5a 2a 3a 623b     2.4k damage**

(You can end the combo with 2c to deal 2.2k damage instead)

*Alt: j.5a j.5a f.5a 3a 623b 2.3k damage*

(Use this if you are a bit farther away from the enemy; you can end with 2c for 2.1k damage instead)

### ***Near Corner:***

236b j.5a j.6a f.5a 6a 623b     2.4k damage

(This combo is used between midscreen and near corner)

**j.5a j.6a f.5a 6a 2c     2.2k damage**

(This combo is used between midscreen and near corner)

**f.5a 6a 5b 5c hjc9 j.8a     2.2k damage**

 (This combo is used between midscreen and near corner)

**Alt: f.5a 6a 5b 5c 623c 2k~ damage**

(This is a midscreenish alternative that may deal a bit less damage depending on how much of 5b hits, so this combo usually ends with just over 2k damage)

**5aaaa 6D j.5a j.5a land j.5a j.5a     2.4k damage**

**5aaaa 6a 623b 2.5k damage**

*Alt: 236b j.5a 5aaaa 6a 623b     2.7k damage*

(236b is for a gap closer and j.5a is for damage)

*Alt: 236b j.5a 5aaaa 6a 2c 2.5k damage*

**5b 5c hjc9 j.5c j.9D j.5a j.8a     2.2k damage**

**5c 6D j.5a j.5a land j.5a j.6a     2k damage**

*Alt: 5c 6D j.5a j.5a land j.8a 1.8k damage*

**j.5a j.6a f.5a 6a 2c     2.2k damage**

**5aaaa 6a 2c     2.2k damage**

**j.5b j.6D j.5a j.5a land j.5a j.5a j.8a     2.2k damage**

**j.2b j.6D j.2a 6a     1.8k damage**

**j.2b j.6D j.5a j.5a 6D j.5a j.5a j9 j.5a j.8a     2.4k damage**

(the j.2b has to be at a very low height so that the j.2b doesn't cause early limit for 2k damage; however, more j.2b hits means more damage if it doesn't cause early limit;

you can just end with j.8a after the fourth j.5a for 2.3k damage if you don't like mashing buttons; its j9 and not 6D coz 6D makes you drop too fast and j8 doesn't make you stick in the corner(both do work, but with a much higher chance to whiff); j.5a is the finish coz I can't find any other move that would fit there xd)

**5c 6b hjc9 j.9D j.5a j.8a     2.1k damage**

**j.2a j.5c [6b]     1.8k damage**

(The charged 6b guarantees limit)

*Alt: j.2a j.5c 623b 2.2k damage*

*Alt: j.2a j.5c j.9d/hjc9 j.5a j.8a 2.3k damage?*

**2a 6a 2c hjc9 j.8D j.8a     2.2k damage**

**j.2b j.2c j.6D j.5a j.5a j.8a     2.1k damage**

**j.5a j.5a 6D j.5a j.5a 2a 3a     2.3k damage**

(you can alternatively end with 6a for a little less damage)

*Alt: j.5a j.5a 6D j.5a j.8a 5c     2.1k damage*

**5c 6D 2c hjc8 j.8a     2.2k damage**

(It works at a specific point near the corner)

**Definitely a near corner combo: 2c     2k damage**

 (5 hits for 100% limit; you could hjc8 j.8D j.9D (whatever directions work for you) j.5a j.8a after four 2c hits for almost 2.4k damage though)

### ***Corner:***

**214b 5b 5c 623c     1.9-2k damage**

(Works in or near corner)

**5b 5c hjc8 j.5b j.5c j.9D j.8a     2.1k damage**

 (May limit early depending on b hits)

**j.5a j.8a j.5c j.9D j.5a j.8a     2.4k damage**

 (This combo whiffs pretty often because j.8a is weird; you can end with j.5a for simplicity)

**5aaaa 2a 3a 2c     2.4k damage**

(There’s a very specific timing to get 2a; if you get it down, you’ll easily be able to finish the combo)

**j.5a j.5a f.5a 2c hjc9 j.8D j.8a    2.3k damage**