RVR-87 Specineff/Commands

This page details the movelist for the RVR-87 Specineff.

NOTICE: Under revision!

## Abbreviations

* RW = Right Weapon
* LW = Left Weapon
* CW = Center Weapon
* c = Crouching
* RT = Right Turbo
* LT = Left Turbo
* CT = Center Turbo
* CC = Close Combat
* hc = Half-cancel

#### Standing/Walking

* **RW** (press) - Fires a single blast from the Yflether. Ignores V-Armor. Standing shots can be cancelled freely, slight delayed fire, the shot comes out delayed then accelerates with decent horizontal homing. Exceptional range at over 1,100 meters. -15% RW energy per shot.
* **RW** (press and hold down) - Fires consecutive shots from the Yflether until firing is stopped with the RW meter at somewhere above 50%.

#### Crouching

* **c + RW** (press) - Specnieff crouches an fires a mid-ranged shot from the Yflether. Travels faster than the standing/walking shot. Maximum effective range: 378.3 meters.
* **Forward Dash + RW** - Specineff slides on the ground and fires off a short-ranged shot from the Yflether.
* **Backwards Dash + RW** - Specineff crouches into a backwards slide while firing a short-ranged shot from the Yflether.

#### Turbo Attacks

* **RT + RW**: Specineff fires a much larger shot with a long freeze time, if this attack connects the opponent's life will slowly drain for a short time. Standing version is slow and uncancellable, but leaves the opponent with decreased mobility for a period.
* **c + RT + RW** - The projectile is faster, making it excellent for long range sniping and is guaranteed to knock down even heavier VRs. It can be cancelled with super jump technique.
* **LT + RT** - Specineff creates a blue projectile, which on contact with an enemy VR disables its RW. Standing version is slow, but has a decent tracking ability. Disables the enemy VR's RW for 8 seconds. Maximum effective range: 739.4 meters.
* **c + LT + RW** - This crouching variation of the above is fast and linear but with no tracking. Disables the enemy VR's RW for 5 seconds.
* **Jump + LT + RW** - Similar properties to crouch. Amount of time for enemy VR's RW not yet known.
	+ NOTE: LT + RW and variations thereof is very useful for cancelling out energy weapons and some solids. Prime examples include RW attacks from Temjin 707G, 10/80 Special, Apharmd series, Fei-Yen Kn, Bal-series, and Stein-Vok's and Dordray's LT + RW turbo attacks. c + LT + RW also cancels out Cypher's LW.

#### Dash

* **Forward Dash + RW** - Fires a long-ranged shot while dashing foward.
* **Backwards Dash + RW** - Fires a long-ranged shot while dashing backwards.

* Dash attacks: All of Specineff's dashing RW attacks seem to be the same with the exception of damage. **Unconfirmed.**
* Crouching Dash attacks: Forward/diagonal dash variations have faster activation and could track airborne.

## Center Weapon - Scythe

* Specineff swings his scythe and creates a shockwave. Its

shockwave strong points is speed, it pass through obstacles and decent
HP dmg and V-armor dmg. Its only weakness is its fine hitbox which is
susceptible to horizontal evasion. Standing CW have good anti-air
ability and its origin of fire is varied when done with walk/running.
E.g: standing CW comes out a bit to the left. walk forwardright CW comes
 out from the extended tip of the scythe on right hand side. Same
applies to left side to lesser degree. Its effective at midrange when
the enemy crosses the scythe's line of sight.

* Crouch shots are really really fast with less freeze time but

do less damage. Most medium to heavy VRs have trouble to evade at the
beginning of the round unless they jump. If they jump and do nothing
that is where standing CW is ur next choice. Its attack variations also
apply like standing when done sliding.

* Right turbo: Swings the scythe and creates a HUGE shockwave.

Does much more damage but has great freeze time. Crouch version comes
out fast, good curve but shorter height reach which is easily jump
evaded. Standing version comes out slower, little tracking but its
hitbox is really tall which is good against jumpers but still easily
avoided by VRs with good jump mobility like Angelan and Cypher. Jump
version's hitbox is similar to standing and is mainly good when manually
 rotated for preaimed shots.

* Left Turbo: Specineff leans forward and flings his wingspan at

the enemy like a boomerang. This is his strongest weapon cancellor and
Specineff's only solid projectile which can pass through bombs. Its
comes out slow but generally good tracking ability. The major drawback
is leaving all LT attacks unusable until the boomerang returns which is
not recommended when RWLT can be fired more often. Stand version fires
slower but can cancel beams including Angelan's RWLT and APHC's thrown
machete, Crouch has superior neutralising ability as it can *even*
cancel Stein-voks CWRT, Cypher's normal CW and 4-way CW, Specineff's RW.
 Another attribute is launch height, crouch version can glide under
Raiden's standing laser and damage him. Launch height is imporant when
neutralising low attacks like Grys-voks mobile mines, Bal's bouncy
mines, Angelan's cRTLW.

* Dash attacks: Specineff's dashing CW attacks all vary with the

angle of its line of fire; height properties; and recovery. The most
commonly used are the following:

* + **a)** diagonal forward dash + crouch CW which has fast

activation, solid tracking at close distances, catch jumpers at close
range and the only dash CW with knockdown ability against ground opponents at close-mid range.

* + **b)** Air side dash CW also has very fast activation

 to the point where you can react and make your shot.(Recovery shorten
when done on low altitude.)

* + **c)** Air Diagonal back dash CW which cuts across

diagonally to the left or right side. Fast activation, lesser damage,
longer recovery but hard to avoid for the opponent when they are not
dashing correctly.

* + **d)** standing diagonal forward dash CW has slight

delay in activation, really long recovery but catches jumpers really
well on Specineff's right side.

## Left Weapon - Boomerang

* Specineff creates a ghostly fireball that slowly follows the

other player around for a very long time. Up to 3-4 balls can be summoned
 in the field when weapon gauge is well managed. Balls explodes upon
contact and stuns which is a good opportunity for CC attack. Small orbs
when detonated can absorb standing fired lasers for a small duration
which includes Raiden's lasers. Never activate LW when stationary as its
 recovery is long unless you have cover.

* Crouch shots last relatively long and is recommended to be done with sliding as you move around the map.
* Right turbo: Specineff creates a MASSIVE energy ball which has

very good tracking. It can neutralise more energy weapons and mines but
not straight firing lasers or LT attacks. Crouch version can be
cancelled with Special Jump cancel technique listed below at advanced
techniques. This attack however can be countered by Angelan's ice
mirror, Dordray's flamethrower, Raiden's RT laser, Temjin and Aph's RT
bombs.

* Left turbo: Specineff creates a purple oval-shaped ghastly

projectile on hit it disables your target's LW. Standing version is slow
 but it has decent homing vertically and horizontally. Diables 8
seconds. Crouch is fast and linear with no tracking. Disables 5 seconds.
 Jump has similar properties to crouch. **Time unconfirmed.** Unlike RWLT it detonates bombs only. Its not adviced to be abused as LW gauge recharges much slowly.

* Dash attacks: Fireballs travel faster, sidedash variation stays closer to specineff. Airdash variations delay specineff landing.
* Crouching dash attacks: Generally smaller recovery, higher

floating arc which is good against VRs that frequently jump to cancel
freeze time.

## Specials

**13 Second Warning/Death Countdown (Press back twice when your life is lower than your opponent's):**

Specineff makes himself completely invulnerable for a duration of
 thirteen seconds, after which he explodes. Do keep in mind that if you
use this with less than 13 seconds on the timer, for example... five
seconds. You would die in five seconds rather than thirteen. Fun. Your
opponent won't know that you do this until he hits you, or he might
realize that from your sudden change to hapless suicidal "bullet rain"
tactics.

**Disabler Beam (BTCW):**

Pressing both turbo buttons and pressing CW will fire a double
green laser similar to Raiden's binary lotus that will disable the
target's CW if it connects. It neutralises most energy weapons and
destroys mines but it has really slow activation and recovery and small
damage.

**Hockey slide (Fwd dash + Crouch + CW):**

Specineff slides forward with his feet first and tries to break
the other VR's knees. Works like Dordray's CD/Drill rushes where its
manually steered but by comparison it travels very short distance,
travels a bit slower, lesser turning angle and small hitbox but most
importantly its activation is silent for surprise attacks. Unlike
Dordray after its startup, Specineff is invincible to bombs and even
Raiden's lasers. Its active hitbox lasts even after its hit animation.
The major drawback is all of your gauges drop to 0% after use so its
best to deplete LW gauge before use. Works superb as an escape tool
given Specineff has a short dash. Experts use the stun of RW or LW to
combo slide attack for massive damage.

**Spirit Arc (Right stick up + Left stick down + LW, or Right stick down + Left stick up + LW):**

Specineff spins and creates several small flaming orbs that
expands outwards on the field. As time passes the flame will acclerate
and track towards any enemy within its vicinity. Each flames damage is
low however when multiple flames hit especially in close range in can do
 upto 50% damage on medium VRs.

**Scythe twirl (Right stick up + Left stick down + ccCW, or Right stick down + Left stick up + ccCW):**

Specineff holds his scythe above his head and spins it around
like a helicopter rotor. Only hits enemies that are jumping and seems to
 be able to catch jump CC attacks but not recommended to use in a fight
at all. It's possible to sustain the spin for longer amounts of time
than one rotation by spinning the left stick on the 360 pad.
**True Turbo Scythe**

When LW gauge is 27-34%,just as Specineff lands from an air dash,
 input CWRT.
A guidance start is earlier from an upper left position than usual -- it
 squats down and a turbo sickle is generated.
Since the position out of which it comes is high and the guidance start
is early, it becomes difficult for the target to avoid with air side
dash.

## Advanced Techniques

* **Super Jump Cancel / SJC (RT + RW or RT + LW, then CT + CW(L), and jump cancel out of CT + CW before it fires)** - This bypasses the freeze time on the RT + RW and RT + LW attacks, provided you have enough CW energy left to fire CT + CW. The timing for this technique is extremely tight and is difficult to master.