https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=PrivateTarkus&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T14:38:46ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGACR/Bridget/Combos&diff=450429GGACR/Bridget/Combos2024-03-25T14:19:15Z<p>PrivateTarkus: </p>
<hr />
<div><center>{{Character Label|GGACR|Bridget|size=42px}}</center><br />
{{GGACR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGACR<br />
| width=85%<br />
|additional=<br />
:'''HSS_#''' = Yo-yo SET direction<br />
:'''HSB''' = Yo-yo BUFFER<br />
:'''HSR''' = Yo-yo RELEASE of buffer<br />
:'''KSMH~X''' = [[GGACR/Bridget#Kick_Start_My_Heart|Kick Start My Heart~[K]or[P]]]<br />
}}<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Basic AA combo <br />
| Oneliner = Don't jump at me <br />
| Difficulty = Easy<br />
| Anchor = <br />
| Video = GGACR Bridget 6P Combo.mp4<br />
| Recipe = {{clr|1|6P}} > ({{clr|3|6S}}) > {{clr|1|j.P}} > ({{clr|3|j.S}}) > {{clr|3|j.2S}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|3|j.2S}}/{{clr|1|j.623P}}<br />
| content =<br />
One of Bridget's most used combos. You may need to delay {{clr|3|6S}} a bit if you land a CH. <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Simple Bridget BNB<br />
| Oneliner = Don't laugh <br />
| Difficulty = Very Easy<br />
| Anchor = <br />
| Video = 2k2p2p2p2d.mp4 <br />
| Recipe = {{clr|2|2K}} > {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|2P}} > {{clr|5|2D}}<br />
| content =<br />
Very reliable combo that knocks down at a long range. Allows you to set Yo-yo oki and start running away. The {{clr|1|2P}}'s are burst baits that allow you to block and punish burst attempts.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Ground Combo<br />
| Oneliner = <br />
| Difficulty = Very Easy<br />
| Anchor = <br />
| Video = GGACR Bridget 2k c.s(1) 6p c.s(1) 236kp.mp4<br />
| Recipe = {{clr|2|2K}} > {{clr|3|c.S}}(1) > {{clr|1|6P}} > {{clr|3|c.S}}(1) > xx {{clr|2|236K}}~{{clr|1|P}}<br />
| content =<br />
Easy way to grab a knockdown and set up Yo-yo oki. <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = {{clr|5|5D}} combo<br />
| Oneliner = to the moon <br />
| Difficulty = easy<br />
| Anchor = <br />
| Video = GGACR Bridget 5D Combo.mp4<br />
| Recipe = {{clr|5|5D}} > 9 > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|1|j.P}}> {{clr|3|j.S}} > {{clr|3|j.2S}} > {{clr|1|j.623P}}<br />
| content = very basic 5d combo. since Bridget's 5d is so slow you will need to have roger coverage to hit it practically. <br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Yo-yo Recall Combo<br />
| Oneliner = Rolling to the beat <br />
| Difficulty = Medium-Hard<br />
| Anchor = <br />
| Video = GGACR Bridget Yo-Yo Recall Combo.mp4<br />
| Recipe = {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|6S}} > {{clr|4|hs-recall}} > iad > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|2|236K~{{clr|1|P}}/{{clr|2|K}}}}<br />
| content =<br />
Allows Bridget to get more damage out of her low damage and leads to a knockdown. You can also use IAD {{clr|1|j.P}} {{clr|1|j.P}} {{clr|1|j.P}} {{clr|3|j.2S}} for smaller characters. Yo-yo must be behind the opponent.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = {{clr|5|2D}} {{clr|2|frc}} into basic air combo<br />
| Oneliner = <br />
| Difficulty = Medium<br />
| Anchor = <br />
| Video = ACPR Bridget 2d frc combo.mp4<br />
| Recipe = {{clr|2|5K}} > {{clr|3|c.S}}(2) > {{clr|5|2D}} FRC > {{clr|2|5K}} > {{clr|3|6S}} > {{clr|3|j.S}} > {{clr|3|j.2S}} > j.c > {{clr|3|j.S}} > {{clr|3|j.2S}}/{{clr|1|j.623P}}<br />
| content =<br />
Timing for the FRC is pretty tight. Solid use of 25 meter when Yo-yo is not out to confirm. Note: The opponent can tech out at the end of this combo<br />
}}<br />
<br />
=== Standard Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|f.S}}(1) > ({{clr|3|2S}}>{{clr|5|2D}}) / {{clr|2|236K}}~{{clr|1|P}} || Anywhere || Very small net gain|| All (most likely) || {{ComboDifficulty|Very Easy}} ||<br />
|-<br />
| {{clr|2|6K}} > {{clr|2|236K~K}}/{{clr|1|P}} || Anywhere || Very small net gain|| All || {{ComboDifficulty|Very Easy}} ||<br />
|-<br />
| {{clr|5|jD}}/{{clr|1|6P}} > ({{clr|3|6S}}) > {{clr|1|j.P}} > ({{clr|3|j.S}}) > {{clr|3|j.2S}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|3|j.2S}}/{{clr|1|j.623P}} || Anywhere || Small net gain|| All (most likely) || {{ComboDifficulty|Very Easy}} ||<br />
|-<br />
| {{clr|3|2S}} > {{clr|1|jc}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|3|j.S}} > {{clr|3|j2S}} > {{clr|1|j.623P}} || Anywhere || Small net gain|| All (airborne/ch) || {{ComboDifficulty|Very Easy}} ||<br />
|-<br />
| {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|3|6S}} || Midscreen || Very small net gain|| All (Height Dependent) || {{ComboDifficulty|Very Easy}} ||<br />
|-<br />
| {{clr|1|5P}}(up to x3) > {{clr|3|f.S}} > ({{clr|3|6S}}) || Anywhere || Very small net gain|| All (reps of 5P spacing dependent, {{clr|3|6S}} height dependent) || {{ComboDifficulty|Very Easy}} ||<br />
|}<br />
<br />
=== Throw Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Throw > RC > {{clr|2|5K}} > {{clr|3|6S}} > jc > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|3|j.S}} > {{clr|3|j.2S}} || Anywhere || -50 || All || {{ComboDifficulty|Easy}} ||<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH.{{clr|3|6S}} > {{clr|4|9H}} > {{clr|3|6S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|3|j.S}} > {{clr|1|j.623P}} || Mid screen || +25%tension || pot,justice || {{ComboDifficulty|Easy}} ||<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|5|5D}} > 9 > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|3|j.S}} > {{clr|3|j.2S}} > jc > {{clr|1|j.P}}> {{clr|3|j.S}} > {{clr|3|j.2S}} > {{clr|1|j.623P}} || Anywhere || Small netgain || All || {{ComboDifficulty|Easy}} ||<br />
|}<br />
<br />
=== Transcribed Combo List ===<br />
<br />
'''{{clr|2|2K}} > {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|2P}} > {{clr|5|2D}}'''<br />
:Don't laugh. This combo will knock down at a decent distance for oki and serves as a long, grueling burst bait. You need to land this just once to get a chance at something much more damaging. The {{clr|5|2D}} can be hit by bursts, but not on reaction to the hit.<br />
<br />
'''{{clr|2|2K}} > {{clr|3|c.S}}(1) > {{clr|1|6P}} > {{clr|3|c.S}}(1) xx {{clr|2|236K}}~{{clr|1|P}} '''<br />
:More damaging ground combo that knocks down, but is more of a commitment on block and especially on FD and is very burst-unsafe. Good follow-up to a yo-yo return or Roger Rush that connects on standing opponents.<br />
<br />
'''{{clr|2|2K}} > {{clr|3|c.S}}(1) > {{clr|1|6P}} > {{clr|3|c.S}}(2) xx {{clr|2|236K}}~{{clr|1|P}} '''<br />
:Connects only on crouching opponents.<br />
<br />
<br />
====Maximizing damage at the end of a string====<br />
<br />
These are less common as level 3 moves into yo-yo return require much stricter yo-yo placement than #R<br />
<br />
'''With the yo-yo behind a standing opponent, {{clr|3|f.S}} > yo-yo return > IAD {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|3|j.2S}} > {{clr|1|5P}} > {{clr|5|2D}}'''<br />
:There are several variations of the airdash string -- against most of the taller characters, I prefer IAD {{clr|2|j.K}} {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}.<br />
<br />
'''With the yo-yo behind a crouching opponent, {{clr|3|f.S}} > {{clr|2|236K}}~ (whiff) {{clr|1|P}} '''<br />
:Useful for cornering the opponent.<br />
<br />
'''Deep {{clr|5|j.D}} > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''{{clr|5|2D}} > FRC > {{clr|2|5K}} > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''{{clr|5|2D}} > {{clr|2|236K}} > RC > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''Against airdash, {{clr|1|6P}} > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''Anti-Air {{clr|1|6P}} (CH) > wait > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''{{clr|1|623P}} > FRC > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''{{clr|1|623P}} > FRC > jump forward > {{clr|1|j.P}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
'''Blocked blue burst/air punish, Running {{clr|2|5K}} > {{clr|3|6S}} > jump forward > {{clr|3|j.S}} > {{clr|3|j.2S}} > double jump > {{clr|3|j.S}} > {{clr|3|j.2S}}'''<br />
<br />
==Combo Theory==<br />
<br />
{| class="wikitable sortable"<br />
|+ Combo Starters<br />
|-<br />
! Button !! Use<br />
|-<br />
| {{clr|2|2K}} || Your best (pretty much only) low combo starter. Probably the easiest way to go into any grounded strings<br />
|-<br />
| {{clr|2|6K}} || Generic overhead. Gets pretty much nothing without setup. Mix with {{clr|2|2K}}/{{clr|5|2D}} to open people up for Killing Machine while grounded<br />
|-<br />
| {{clr|1|6P}} || Self explanatory. Depending on their height you can tag on a {{clr|3|6S}} before jump canceling it.<br />
|-<br />
| {{clr|3|2S}} || Counterhit launcher. Your easiest to confirm combo starter but the hardest one to actually use.<br />
|-<br />
| {{clr|2|j.K}} || A decent jumpin/air to air. Theoretically able to cross up and her fastest jump cancel-able move in the air. Often used to begin IAD combos. Being very active makes it good for jumpins. <br />
|-<br />
| {{clr|1|j.P}}|| A more boring version of {{clr|2|2K}}. Easier to land, not as many situations where you can confirm into good stuff. Only listed as a starter because you land it a lot, not because you go fishing for it.<br />
|-<br />
|{{clr|5|j.D}}|| The big one. Your most annoying jumpin button. If someone tries blocking this they're probably getting crossed up. Opponent is airborne after getting hit. However, this button is insanely janky and getting used to where it sends people takes time. Generally if you time your landing right you can convert safely with {{clr|1|5P}}/jP, however sometimes they go behind you and you can't. {{clr|3|2S}} will often (always) blackbeat, but it's generally a "safe" conversion.<br />
|-<br />
| {{clr|2|236K}} || Kickstart is a pretty good combo starter, assuming you RC it (especially shoot, although with proper setup anything is possible). Shoot combos are weird and normally corner specific due to momentum.<br />
|-<br />
| {{clr|1|623P}} || Yes your DP is a combo starter. Yes you need setup or some sort of RC to actually confirm off of it. Assuming you've got something ready it's actually a pretty alright starter because it sends the opponent airborne. <br />
|-<br />
| {{clr|4|H}}|| Yo Yo return. Pretty damn amazing and leads into whatever you want, especially if you manage to stop it on the opponent. <br />
|-<br />
| {{clr|4|236H}} || Roger punches away from you. THE setplay special for an opponent who is respecting you a bit too much. For ideal combos DO NOT set the Yo Yo behind the opponent, instead set it in front of them/behind you and go forward after calling him. That way his hands are facing the enemy and he'll punch them instead of wandering backwards into their armpit and dying.<br />
|-<br />
| {{clr|4|214H}}/{{clr|5|D}}|| Jagged Roger wins all "trades", period. Therefore you will probably want to confirm off this a lot. {{clr|3|6S}} and IAD are the typical ways of confirming at range, and up close you probably already started a mixup so just keep going with that.<br />
|-<br />
| {{clr|4|421H}} || The other big one. Roger Get is your unblockable tool and the hardest part of your kit to set up well. You don't actually need to go for "real" setups while he's zoomin (in fact they can make you predictable) so as long as you get him pointed in the right direction and keep your opponent from getting out of dodge you're good to go. The nice part of Roger Get setups is that they pretty much confirm the same no matter if you hit the low or the high first. <br />
|-<br />
| {{clr|4|623H}} || Actually a combo starter! You can confirm the hit from Roger's "hug" with {{clr|1|5P}} pretty easily, which leads to big damage since you've got roger right where you need him.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+ Combo Filler<br />
|-<br />
! Move !! Use<br />
|-<br />
| {{clr|1|5P}}/{{clr|1|2P}}/jP || Guts break fodder. On average you get to mash P 3 times while grounded.<br />
|-<br />
| {{clr|3|c.S}} || 2 hits of pure combo fodder. Normally if the second hit comes out you push them too far away to do whatever it is you want so often it gets canceled after one hit.<br />
|-<br />
| {{clr|3|6S}} || You can jump cancel it, and at certain angles it's basically a free addition to your combos even off other jump cancel-able moves.<br />
|-<br />
| {{clr|3|j.S}} || Press in staircase combo for damage. Depending on Yo Yo you can follow it up without gatling into {{clr|3|j2S}}, but you're gonna want to gatling into {{clr|3|j2S}} anyways.<br />
|-<br />
| {{clr|3|j.2S}} || That thing you gatling into from jS. You can jump cancel it.<br />
|-<br />
| {{clr|2|j.K}}|| The other thing you use to jump cancel in the air. Normally only used in tight combos or when going for guts break since it's not very much damage.<br />
|-<br />
| {{clr|5|236D}} || The only version of Roger you'll likely see get called in the middle of combos. In corner, this is the easiest way to get a grounded opponent into the air while preserving your damage mid combo. This is pretty much the only way Bridget does real damage but landing a combo with a FB Roger Rush in it actually hurts like hell.<br />
|-<br />
| {{clr|3|632146S}} || While you can sometimes open people up with this move because they've only ever seen it used in combos (the bear is an overhead), this move is pure combo filler. FRC it before Roger comes out and you can extend the combo a little thanks to the stagger, which is almost always worth the 25% tension.<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+ Enders<br />
|-<br />
! Move !! Use <br />
|-<br />
| {{clr|5|2D}} || Hard knockdown into oki. You almost always leave some damage on the table when you end with this since kickstart combos out of it at most ranges, but you get a bit more freedom to do what you want which can be worth it.<br />
|-<br />
| {{clr|3|6S}} || No, this move does not have any properties that make it a good ender, it's just the only thing that hits really far away. Also use it after a combo ends to poke people who tech like idiots. <br />
|-<br />
| {{clr|1|623P}} || Your DP. Normally can be added onto the end of things for extra damage, which you really want. No you don't get oki after but you can sometimes tech trap. <br />
|-<br />
| {{clr|2|236K}}~{{clr|1|P}} || Kickstart>Stop. Hard knockdown with slightly better range/damage than {{clr|5|2D}}, but slightly worse oki.<br />
|-<br />
| {{clr|2|236K}}~{{clr|2|K}} || Kickstart>Shoot. Corner carry, some damaage, and weirdly good setup for a move that doesn't hard knockdown. Your greedy grounded ender.<br />
|-<br />
| Throw || Your ONLY option for hard knockdown midair. <br />
|}<br />
<br />
==Video Examples==<br />
https://www.youtube.com/watch?v=nx0byu3DPyY<br />
-combo video from Malukati<br />
https://www.youtube.com/watch?v=wDGt4XXVhpk<br />
- combo video from starship jais<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Bridget|size=42px}}</center><br />
{{GGACR/CharacterLinks}}<br />
{{#lst:GGACR/Navigation}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=File:SBX_Keiji_Maeda_214214C.png&diff=450304File:SBX Keiji Maeda 214214C.png2024-03-22T22:52:48Z<p>PrivateTarkus: PrivateTarkus uploaded a new version of File:SBX Keiji Maeda 214214C.png</p>
<hr />
<div></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=User:PrivateTarkus&diff=450294User:PrivateTarkus2024-03-22T18:53:00Z<p>PrivateTarkus: /* Kesuke's Matchup Ratios */</p>
<hr />
<div>{{InvisibleHeader}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
<div id="home-content" class="home-grid"><br />
{{card|width=3<br />
|header=About Me<br />
|content=Hello, I'm Tarkus—one of the two admins of this site, and developer of most of the templates and modules on Dustloop.<br />
<br />
I've been a part of the FGC since the end of 2018. I originally dabbled with Killer Instinct and Skull Girls, but I really found my home with Guilty Gear. I started playing [[File:GGACR_Logo.png|18px|link=GGACR]]+R during the 2nd half of college, and it has been my main fighting game since then. I taught myself how to build and design a wiki in order to produce the best documents I could for +R. After I got a firm foothold in +R, I branched out to help other people with the wikis for their games, namely [[File:BBCF_Logo.png|18px|link=BBCF]]BBCF, [[File:DBFZ_Logo.png|18px|link=DBFZ]]DBFZ, and [[File:GBVS_Logo.png|18px|link=GBVS]]GBVS. Over time, I started developing generalized templates that work for everybody, instead of focusing only on +R. That then bloomed into a leadership role at Dustloop, and being granted admin powers by Shtkn. Now I mostly work on the +R wikis and wikis for various kusoge like [[File:HNK_Logo.png|18px|link=HNK]]Hokuto no Ken.<br />
<br />
One of my favorite accomplishments in the FGC is my documentation of [[File:GGML_Logo.png|18px|link=GGML]]Missing Link. Virtually ''nothing'' of substance was known about the game when I started the project, and I vowed to counter all of the silly mythmaking and misinformation about the game. What I found was one of the most fun and engaging tasks I have ever done in the fighting game space. Between reverse engineering and experimenting with the game, I had a nearly endless well of discovery and fun.<br />
<br />
I like the exploration part of fighting games more than the competitive aspect. I do like to get good enough to be competent and win, but I much more enjoy finding interesting and novel things about the games. I also like to apply my computer science knowledge to picking apart games, though that's an aspect I am still improving on.<br />
<br />
I also really like [[King's Field 4]].<br />
|header2=Side Stuff<br />
|content2=Here are some articles I've written. They're nothing fancy, but they're fun ways to organize my thoughts.<br />
*[[User:PrivateTarkus/JapaneseTerms|English -> Japanese FGC Translation]]<br />
*[[User:PrivateTarkus/Testament History|Testament Historical Retrospective]]<br />
*[[User:PrivateTarkus/ACPR_Design|ACPR Design Thoughts]]<br />
*[[User:PrivateTarkus/SubnauticaBelowZero|Subnautica: Below Zero Review]]<br />
}}<br />
{{card|width=2<br />
|header=Tarkus<br />
|content=<table style="width:100%;" cellspacing="0"> <br />
<tr><td colspan="2" style="text-align:center;">[[File:User_Tarkus_Lee_Portrait.png|400px]]</td></tr><br />
<tr><td colspan="2" style="text-align:center;">'''My Mains'''</td></tr><br />
<tr><td style="text-align:right; width: 48%">'''Accent Core +R:'''</td><td style="text-align: left;">{{CLabel|GGACR|Venom}} & {{CLabel|GGACR|Testament}}</td></tr><br />
<tr><td style="text-align:right; width: 48%">'''Accent Core:'''</td><td style="text-align: left;">{{CLabel|GGACR|Venom}}</td></tr><br />
<tr><td style="text-align:right; width: 48%">'''Missing Link:'''</td><td style="text-align: left;">{{CLabel|GGML|Chipp}} & {{CLabel|GGML|Sol}}</td></tr><br />
</table><br />
<br>{{TwitterButton|url=https://twitter.com/tarkuslee}}<br />
}}<br />
</div><br />
<br />
== Test pages ==<br />
[[User:PrivateTarkus/sandbox]], [[User:PrivateTarkus/sandbox2]], [[User:PrivateTarkus/sandbox3]]<br />
<br />
==ACPR Tier List==<br />
<section begin="TierList"/><br />
''Unordered within tiers''<br />
{{#invoke:Tier List|drawTierList<br />
|GGACR<br />
|Top;Baiken,Dizzy,Zappa,Testament,Faust<br />
|High;Axl,Millia,Chipp,Jam,Kliff<br />
|Mid;A.B.A,Potemkin,Justice,May,Slayer,Sol<br />
|Low;Anji,Venom,Order-Sol,Johnny,I-No<br />
|Bottom;Robo-Ky,Eddie,Ky,Bridget<br />
}}<br />
<section end="TierList"/><br />
<br />
==Venom MU Ratio Thoughts==<br />
{{#invoke:Tier List|drawTierList<br />
|GGACR<br />
|Favored;Johnny,Bridget,Robo-Ky<br />
|Slight Favor;Eddie,I-No,Testament,Ky<br />
|Even;Faust,Potemkin,Sol,HoS,Axl<br />
|Tricky;Anji,Kliff,May,Slayer,Justice<br />
|Unfavored;Jam,Chipp,Zappa,A.B.A<br />
|Give Up;Millia,Baiken,Dizzy<br />
}}<br />
Most of these are perfectly win–able. The exception is the worst category. Just pick a secondary for those. It's legitimately easier to beat Millia with my secondary Testament than it is to win with my Venom.<br><br />
I'll probably write down detailed thoughts in this section at another point in time.<br />
<br />
==Kesuke's Matchup Ratios==<br />
{{CLabel|GGACR|Testament}}'s MUs. Mirror is obviously 5:5<br />
{{#invoke:Tier List|drawTierList<br />
|GGACR<br />
|7:3;Justice<br />
|6.5:3.5;Ky<br />
|6:4;Potemkin,I-No,Bridget,Robo-Ky,Kliff<br />
|5.5:4.5;Sol,May,Eddie,Johnny,Venom,Zappa,A.B.A,HoS<br />
|5:5;Jam,Anji,Testament<br />
|4.5:5.5;Chipp,Faust,Slayer<br />
|4:6;Millia,Baiken,Axl,Dizzy<br />
}}<br />
<br />
==Hossa's Matchup Ratios==<br />
{{CLabel|GGACR|Kliff}}'s MUs. Mirror is obviously 5:5<br />
{{#invoke:Tier List|drawTierList<br />
|GGACR<br />
|6:4;Sol,Eddie,Slayer<br />
|5.5:4.5;Ky,Anji,Venom,I-No,Robo-Ky,Order-Sol<br />
|5:5;Jam,Johnny,Axl,Zappa,Bridget,Kliff<br />
|4.5:5.5;Millia,Potemkin,Chipp,A.B.A<br />
|4:6;Faust,Testament,Dizzy,Justice<br />
|3.5:6.5;Baiken<br />
}}<br />
<br />
==Random Bullshit==<br />
{{Ni|6}}{{Ni|3}}{{Ni|2}}{{Ni|1}}{{Ni|4}}{{Ni|7}}{{Ni|4}}{{Ni|9}}{{Ni|6}}{{Ni|4}}{{Ni|6}}{{Ni|2}}{{Ni|3}}{{Ni|7}}{{Ni|9}}{{Ni|1}}{{Ni|2}}{{Ni|6}}+{{Prompt|GGST|P}}{{Prompt|GGST|P}}{{Prompt|GGST|P}}{{Prompt|GGST|K}}{{Prompt|GGST|K}}{{Prompt|GGST|K}}で最終闇技・超裂砕雷滅拳竜獄殺!!敵をハメ殺せ!<br />
<br />
<!--<br />
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|title=Dustloop Wiki<br />
|titlemode=append<br />
|keywords=dustloop wiki,wiki,dustloop,dustloop admin,fgc<br />
|description=Tarkus is the lead developer at Dustloop Wiki. He also administrates the site, heads creation of content for several games, and really likes shitty videogames and +R.<br />
|image=User_Tarkus_Lee_Portrait.png<br />
|og:image={{#invoke:Image|fetchURL|image=User_Tarkus_Lee_Portrait.png}}<br />
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|twitter:image={{#invoke:Image|fetchURL|image=User_Tarkus_Lee_Portrait.png}}<br />
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}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GGST/A.B.A&diff=450225GGST/A.B.A2024-03-21T15:40:37Z<p>PrivateTarkus: simplified placeholder text</p>
<hr />
<div>==Overview==<br />
{{GGST/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
}}<br />
{{GGST/Infobox<br />
| fastestAttack =<br />
| reversal =<br />
}}<br />
{{ReasonsToPick<br />
|intro=A.B.A needs to release<br />
|pickMe=<br />
*placeholder<br />
|avoidMe=<br />
*placeholder<br />
}}<br />
</div><br />
<br />
===<span style="display: none;">Jealous Rage</span>===<br />
{{card|width=4<br />
|header=Unique Mechanic: Jealous Rage<br />
|content=[[File:GGST A.B.A Jealousy Gauge.png|thumb|right|300px|A.B.A's Jealousy Gauge.]]<br />
By using {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} ({{clr|H|214H}}), {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} ({{clr|P|63214P}}), or {{MMC|chara=A.B.A|input=632146H|label=The Law is Key, Key is King}} ({{clr|H|632146H}}), A.B.A can both enter and exit Jealous Rage, an install that greatly improves her movement and most of her moves, at the cost of draining her Jealousy Gauge over time. Upon running out, she is forced out of Jealous Rage automatically.<br />
<br />
Outside of Jealous Rage, the Jealousy Gauge can be refilled by hitting with certain attacks or successfully triggering {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} ({{clr|S|214S}}).<br />
<br />
If in Jealous Rage, landing {{MMC|chara=A.B.A|input=632146H|label=The Law is Key, The Key is King ({{clr|H|632146H}})}} will fully deplete the Jealousy Gauge.<br />
{{clear}}<br />
}}<br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
===<big>{{clr|P|5P}}</big>===<br />
{{GGST_Move_Card<br />
|input=5P<br />
|frameChart=auto<br />
|description=<br />
<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|5K}}</big>===<br />
{{GGST_Move_Card<br />
|input=5K<br />
|frameChart=auto<br />
|description=<br />
<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|c.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=c.S<br />
|frameChart=auto<br />
|description=<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|f.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=f.S<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{GGST_Move_Card<br />
|input=5H<br />
|frameChart=auto<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{GGST_Move_Card<br />
|input=5D, 5[D]<br />
|versioned=name<br />
|frameChart=auto<br />
|description=<br />
;Uncharged Dust<br />
<br />
Universal overhead attack.<br />
----<br />
;Charged Dust<br />
* Holding any upwards direction during the hitstop of Charged Dust will perform a [[GGST/Offense#Homing_Jump|Homing Jump]]:<br />
** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.<br />
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0).<br />
<br />
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit {{clr|S|c.S}}, but can also be used for simple punishes on extremely unsafe moves.<br />
}}<br />
<br />
===<big>{{clr|P|2P}}</big>===<br />
{{GGST_Move_Card<br />
|input=2P<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|2K}}</big>===<br />
{{GGST_Move_Card<br />
|input=2K<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|2S}}</big>===<br />
{{GGST_Move_Card<br />
|input=2S<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{GGST_Move_Card<br />
|input=2H<br />
|frameChart=auto<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{GGST_Move_Card<br />
|input=2D<br />
|frameChart=auto<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|P|6P}}</big>===<br />
{{GGST_Move_Card<br />
|input=6P<br />
|frameChart=auto<br />
|description=<br />
* Invulnerable above the knees from the startup until the beginning of recovery.<br />
* Launches away on air hit, but leaves standing on ground hit.<br />
* Hard knockdown on air Counter Hit.<br />
}}<br />
<br />
===<big>{{clr|H|6H}}</big>===<br />
{{GGST_Move_Card<br />
|input=6H<br />
|frameChart=auto<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|P|j.P}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.P<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}<br />
}}<br />
<br />
===<big>{{clr|K|j.K}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.K<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.S<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.D<br />
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.D|frcStart=12|frcEnd=12}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small><br />
|description=<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}<br />
{{GGST_Move_Card<br />
|input=6D or 4D<br />
|frameChart=auto<br />
|description=<br />
* Can throw the opponent either forward or backwards.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. <br />
* A.B.A is in Counter Hit state during recovery.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}<br />
{{GGST_Move_Card<br />
|input=j.6D or j.4D<br />
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}<br />
|description=<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. <br />
* A.B.A is in Counter Hit state during recovery.<br />
}}<br />
<br />
===<big>Wild Assault</big>===<br />
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}<br />
{{GGST Move Card<br />
|input=236D,236[D] |versioned=input<br />
|frameChart=<br />
{{#invoke:GGST-FrameChart|drawFrameData<br />
|input = 236D<br />
|title = '''Wild Assault'''<br />
|startup = 16<br />
}}<br />
{{#invoke:GGST-FrameChart|drawFrameData<br />
|input = 236[D]<br />
|title = '''Fully Charged Wild Assault'''<br />
}}<br />
|description=<br />
{{GGST/WildAssaultLabel|type=blue}}<br />
<br />
A fast advancing strike at the cost of 50% Burst.<br />
<br />
*Normal, special, jump, and backdash cancelable.<br />
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.<br />
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Bonding and Dissolving</big>===<br />
{{InputBadge|{{clr|H|214H}} (Air OK)}}<br />
{{GGST Move Card<br />
|input=214H<br />
|frameChart=<br />
|description=<br />
* Swaps to opposite state on hit<br />
}}<br />
<br />
===<big>Changing and Swaying</big>===<br />
{{InputBadge|{{clr|P|63214P}}}}<br />
{{GGST Move Card<br />
|input=63214P<br />
|frameChart=<br />
|description=<br />
Swap states on activation. No hitbox. Essentially just a stance change move.<br />
<br />
* Could be used similarly to {{Character Label|GGST|Sol|label=Sol}}'s {{MMC|chara=Sol Badguy|input=214P|label={{clr|P|Gun Flame (Feint)}}}} to pull your hurtbox back on block.<br />
}}<br />
<br />
===<big>Haul and Heed</big>===<br />
{{InputBadge|{{clr|K|214K}}}}<br />
{{GGST Move Card<br />
|input=214K<br />
|frameChart=<br />
|description=<br />
Forward advancing and upper body invincible special, allowing A.B.A to advance while going under high pokes. Also usable during a blockstring or at the end of a combo to keep pressure going.<br />
<br />
* Distance greatly increases in Jealous Rage<br />
}}<br />
<br />
===<big>Intertwine and Tilt</big>===<br />
{{InputBadge|{{clr|K|236K}}}}<br />
{{GGST Move Card<br />
|input=236K<br />
|frameChart=<br />
|description=<br />
Not an overhead unless in Jealous Rage. Can high profile attacks while delivering one of your own. <br />
}}<br />
<br />
===<big>Menace and Groan</big>===<br />
{{InputBadge|{{clr|S|236S}}}}<br />
{{GGST Move Card<br />
|input=236S<br />
|frameChart=<br />
|description=<br />
Forward advancing mid. Part 1 of A.B.A's {{keyword|Rekka}}.<br />
<br />
* Distance increases in Jealous Rage<br />
* Can be used after a backdash to bait short range moves.<br />
}}<br />
<br />
===<big>Restriction and Constraint</big>===<br />
{{InputBadge|{{clr|S|6S}} during Menace and Groan}}<br />
{{GGST Move Card<br />
|input=236S~6S<br />
|frameChart=<br />
|description=<br />
Part 2 of A.B.A's {{keyword|Rekka}}. Hits low, so it's a powerful {{keyword|knowledge check}}.<br />
}}<br />
<br />
===<big>Frenzy and Astonishment</big>===<br />
{{InputBadge|{{clr|S|214S}}}}<br />
{{GGST Move Card<br />
|input=214S<br />
|frameChart=<br />
|description=<br />
Grants {{keyword|Guard Point}} for the first part of the move, then A.B.A changes stance and becomes {{keyword|invulnerable}}.<br />
<br />
* Unusable in Jealous Rage<br />
}}<br />
<br />
===<big>Judgment and Sentiment</big>===<br />
{{InputBadge|{{clr|H|623H}} during Jealous Rage}}<br />
{{GGST Move Card<br />
|input=623H<br />
|frameChart=<br />
|description=<br />
A.B.A's pseudo {{keyword|DP}} thats also plus on block. Hits twice. Grants {{keyword|Guard Point}} on startup (it is unclear if the window between the first and second hit has it)<br />
<br />
* Can be used as a reversal<br />
* Launches opponent on air hit.<br />
* Plus on block<br />
}}<br />
<br />
==Overdrives==<br />
===<big>The Law is Key, Key is King</big>===<br />
{{InputBadge|{{clr|H|632146H}}}}<br />
{{GGST Move Card<br />
|input=632146H<br />
|frameChart=<br />
|description=<br />
Becomes a cinematic super and does more damage if in Jealous Rage.<br />
<br />
* Fully invincible during startup.<br />
* Switches to opposite state on hit, and if in Jealous Rage, empties the Jealousy Gauge.<br />
}}<br />
<br />
===<big>Keeper of the Key</big>===<br />
{{InputBadge|{{clr|K|632146K}}}}<br />
{{GGST Move Card<br />
|input=632146K<br />
|frameChart=<br />
|description=<br />
Spawns a projectile from beneath the opponent. Jealous Rage version has 2 additional hits and deals more damage, and becomes plus on block.<br />
* Hits anywhere on the screen.<br />
* Can punish the opponent for using a {{keyword|fireball}} and get your offense started.<br />
}}<br />
<br />
==Colors==<br />
{{GGSTColors}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGST/Navigation}}<br />
{{Overview/SEO<br />
|summary=}}<br />
[[Category:Guilty Gear|A.B.A]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=File:GGST_A.B.A_Portrait.png&diff=450133File:GGST A.B.A Portrait.png2024-03-21T01:30:46Z<p>PrivateTarkus: PrivateTarkus uploaded a new version of File:GGST A.B.A Portrait.png</p>
<hr />
<div></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=F-Shiki&diff=449927F-Shiki2024-03-17T22:49:21Z<p>PrivateTarkus: </p>
<hr />
<div>==Defintion==<br />
An '''F-Shiki''' (also colloquially known as "Fuzzy Overhead") is a unique type of overhead attack that only works in specific conditions.<br />
<br />
The term F-Shiki (F式) can be roughly translated as F-technique. "F" coming from the Japanese Venom player F who popularized the technique, and shiki (式) which roughly translates to technique or formula.<br />
==Example==<br />
<gallery heights=500px widths=500px caption=""><br />
FuzzyOverhead.webm|An example of an F-Shiki<br />
</gallery><br />
<br />
==Explanation==<br />
There is a property in fighting games that most overlook: When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack.<br />
<br />
This means in the above example you are considered blocking low, but with the animation and hurtbox of a standing block. F-Shikis take advantage of this and use overheads that would miss on crouching character, but not on standing characters. The most common version of this is doing a jumping normal immediately after jumping, such as Neo's j.A in the example above. This also means that characters that are very tall when stand blocking are more susceptible to F-Shikis compared to shorter characters.<br />
<br />
Thus, an F-Shiki requires:<br />
# Opponent blocks the first attack standing<br />
# The second attack is an overhead that is fast enough to hit the opponent before the first attack's blocktstun ends.<br />
<br />
==Avoiding an F-Shiki==<br />
With this knowledge, we can infer a way to avoid the F-Shiki completely: block the first hit crouching! This will keep you in a crouching animation and the F-Shiki will miss. However, many of the strong F-Shiki setups involve blocking a regular overhead into an F-Shiki, so this isn't always a viable solution.<br />
<br />
Certain F-Shiki setups only work on tall characters since they are tall enough to be hit by the setup, while other characters are too short and the F-Shiki will miss.<br />
<br />
Depending on the setup, instant block mechanics can help you avoid the F-Shiki since it may reduce the amount of blockstun enough to let you move before the overhead is active. Pushblock mechanics such as Faultless Defense in Guilty Gear or Barrier Block in BlazBlue may also work to push you outside of the range of the F-Shiki.<br />
<br />
==Application==<br />
So why go through all this trouble to set up an F-Shiki? If the opponent recognizes an F-Shiki setup, does that mean they are no longer useful? No, because after setting it up it's usually just as easy to go for a low attack! The timing difference between the overhead and the low is nearly imperceptible, thus making an F-Shiki a very powerful [[mixup]] tool even after the opponent is aware of them.<br />
<br />
==Some Games Prevent F-Shikis==<br />
Some games like Dragon Ball FighterZ and Under Night In-Birth have built in protection against F-Shikis, either by making jumping attacks blockable both high and low during the rising part of a jump or through other means. These systems don't technically remove F-Shikis from the game, but do remove the majority of the strong F-Shiki setups.<br />
<br />
==F-Shiki vs. Instant Overhead==<br />
Some players may get confused between the two because both often look similar, but the key difference is that instant overheads can hit crouching opponents, thus not requiring the opponent to first block an attack standing like an F-Shiki. Having said that, some Instant Overheads only work on characters that are taller while crouching.<br />
<br />
==Navigation==<br />
{{Navbar-GeneralStrategy}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Glossary&diff=449926Glossary2024-03-17T22:48:37Z<p>PrivateTarkus: </p>
<hr />
<div>{{Note|For translations of Japanese terms, see [[Glossary/JP]]}}<br />
Welcome to Dustloop's internal glossary page. The entries listed here can allow editors to provide in-article links to important fighting game terminology without having to explain it in-depth. In order to use the glossary, use the keyword template, such as {{keyword|DP}} or {{keyword|abare}}.<br />
<br />
==Common Vocabulary==<br />
*Please see the ''Synonyms'' category for abbreviations of terms listed in ''Common Vocabulary''<br />
{{GlossaryTerm<br />
|term=Abare<br />
|partOfSpeech=noun<br />
|definition=An attack during the opponent's pressure, intended to interrupt it.<br />
|altDefinition=Derived from the Japanese 暴れ, meaning to act brutishly or violently.<br />
|infil=https://glossary.infil.net/?t=Abare<br />
}}<br />
{{GlossaryTerm<br />
|term=Air-to-Air<br />
|partOfSpeech=noun, verb<br />
|definition=A jumping attack that hits the opponent out of the air<br />
|altDefinition=A specific jumping attack that is particularly suited for hitting the opponent out of the air<br />
|infil=https://glossary.infil.net/?t=Air-to-air<br />
}}<br />
{{GlossaryTerm<br />
|term=Ambiguous Crossup<br />
|partOfSpeech=noun<br />
|definition=Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.<br />
|infil=https://glossary.infil.net/?t=Ambiguous<br />
}}<br />
{{GlossaryTerm<br />
|term=Anchor<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.<br />
|infil=https://glossary.infil.net/?t=Anchor<br />
}}<br />
{{GlossaryTerm<br />
|term=Anti-Air<br />
|partOfSpeech=noun, verb<br />
|definition=A grounded attack that hits the opponent out of the air<br />
|altDefinition=A specific grounded attack that is particularly suited for hitting the opponent out of the air<br />
|infil=https://glossary.infil.net/?t=Anti-Air<br />
}}<br />
{{GlossaryTerm<br />
|term=Armor<br />
|partOfSpeech=noun<br />
|definition=A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=Block String<br />
|partOfSpeech=noun, verb<br />
|definition=A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.<br />
|infil=https://glossary.infil.net/?t=Block%20String<br />
}}<br />
{{GlossaryTerm<br />
|term=Bread and Butter<br />
|partOfSpeech=noun, adj.<br />
|definition=A staple combo that is relatively simple and effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst<br />
|partOfSpeech=noun, verb<br />
|definition=An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo.<br />
|infil=https://glossary.infil.net/?t=Burst<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst Option<br />
|partOfSpeech=noun<br />
|definition= An explosive, quick attack that is usually unreactable from close to medium range.<br />
}}<br />
{{GlossaryTerm<br />
|term=Cancel<br />
|partOfSpeech=verb, noun<br />
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action.<br />
|infil=https://glossary.infil.net/?t=cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Charge<br />
|partOfSpeech=adj, verb<br />
|definition=The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations. <br />
|infil=https://glossary.infil.net/?t=Charge<br />
}}<br />
{{GlossaryTerm<br />
|term=Chicken Block<br />
|partOfSpeech=noun<br />
|definition=Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.<br />
|infil=https://glossary.infil.net/?t=Chicken%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Chip Damage<br />
|partOfSpeech=noun<br />
|definition=Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.<br />
|infil=https://glossary.infil.net/?t=Chip%20Damage<br />
}}<br />
{{GlossaryTerm<br />
|term=Combo<br />
|partOfSpeech=noun<br />
|definition=A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent.<br />
|infil=https://glossary.infil.net/?t=Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Command Throw<br />
|partOfSpeech=noun<br />
|definition=A throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.<br />
|infil=https://glossary.infil.net/?t=Command%20Throw<br />
}}<br />
{{GlossaryTerm<br />
|term=Counter<br />
|partOfSpeech=noun, verb<br />
|definition=A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.<br />
|altDefinition=To adapt to your opponent's strategy and change your own strategy to beat it.<br />
|infil=https://glossary.infil.net/?t=Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Counterhit<br />
|partOfSpeech=adj, verb<br />
|definition=Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. <br />
|infil=https://glossary.infil.net/?t=Counter%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Cross under<br />
|partOfSpeech= noun<br />
|definition=A specific form of a crossup where an attacker moves under the defending opponent to switch sides.<br />
|https://glossary.infil.net/?t=Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Crossup<br />
|partOfSpeech=noun<br />
|definition=Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.<br />
|infil=https://glossary.infil.net/?t=Crossup<br />
}}<br />
{{GlossaryTerm<br />
|term=Crossup Protection<br />
|partOfSpeech=noun<br />
|definition=A period of time where you can block by holding back or forwards after the opponent crosses you up. Under Night, and BBTag have this.<br />
|infil=https://glossary.infil.net/?t=Cross-up%20Protection<br />
}}<br />
{{GlossaryTerm<br />
|term=Crouch Confirm<br />
|partOfSpeech=noun<br />
|definition=A combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit.<br />
}}<br />
{{GlossaryTerm<br />
|term=Damage<br />
|partOfSpeech=noun,verb<br />
|definition=A quantification of how a character's health bar is reduced when they are hit.<br />
}}<br />
{{GlossaryTerm<br />
|term=DHC<br />
|partOfSpeech=noun<br />
|definition=A term that describes when a character performs a super attack in a team game and tags into another characters super.<br />
|infil=https://glossary.infil.net/?t=Delayed%20Hyper%20Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Dragon Punch<br />
|partOfSpeech=noun<br />
|definition=A move that has invulnerability during its startup, long recovery, and a rising motion.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Punch<br />
}}<br />
{{GlossaryTerm<br />
|term=EX<br />
|partOfSpeech=noun<br />
|definition=A type of special attack that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers. Where as supers are unique concepts, EX attacks are often variants of moves available without spending meter.<br />
|infil=https://glossary.infil.net/?t=EX%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Fireball<br />
|partOfSpeech=noun<br />
|definition=A projectile which usually travels slowly across the screen in a horizontal path above the ground.<br />
|infil=https://glossary.infil.net/?t=Fireball<br />
}}<br />
{{GlossaryTerm<br />
|term=Footsies<br />
|partOfSpeech=verb, noun<br />
|definition=A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.<br />
|infil=https://glossary.infil.net/?t=Footsies<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Trap<br />
|partOfSpeech=noun<br />
|definition=An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.<br />
|infil=https://glossary.infil.net/?t=Frame%20Trap<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Guard<br />
|partOfSpeech=verb, adj., noun<br />
|definition=A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Grappler<br />
|partOfSpeech=noun<br />
|definition=A character in a fighting game who's primary gameplan is to get close to the opponent and throw them for massive damage. Grapplers usually have awkward mobility, large hurtbox, and high health.<br />
|altDefinition=''"I hate fighting grapplers, they're so scary when they get close to you."''<br />
|infil=https://glossary.infil.net/?t=Grappler<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard<br />
|partOfSpeech=verb<br />
|definition=The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.<br />
|infil=https://glossary.infil.net/?t=Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard Cancel<br />
|partOfSpeech=noun,verb<br />
|definition=An attack which can be performed while the user is in blockstun.<br />
|infil=https://glossary.infil.net/?t=Guard%20Cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Kill<br />
|partOfSpeech=noun<br />
|definition=A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier.<br />
|infil=https://glossary.infil.net/?t=Frame%20Kill<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Jump<br />
|partOfSpeech=noun<br />
|definition=A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.<br />
|infil=https://glossary.infil.net/?t=Fuzzy<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Overhead<br />
|partOfSpeech=noun<br />
|definition=An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=F-Shiki<br />
|partOfSpeech=noun<br />
|definition=Sometimes known as "Fuzzy Overhead". {{Hrule}}When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.<br />
|infil=https://glossary.infil.net/?t=F-Shiki<br />
}}<br />
{{GlossaryTerm<br />
|term=Gatling <br />
|partOfSpeech=noun<br />
|definition=The special category of cancels that describe how each character can cancel normals into other normals and specials.<br />
|alt-definition=Also known as Revolver Action and Z-Combo, these systems are fundamentally the same.<br />
|infil=https://glossary.infil.net/?t=Gatling<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard Point<br />
|partOfSpeech=noun, adj.<br />
|definition=An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).<br />
|infil=https://glossary.infil.net/?t=Guard%20Point<br />
}}<br />
{{GlossaryTerm<br />
|term=High-Low<br />
|partOfSpeech=noun<br />
|definition=A mixup where the opponent must choose between blocking high and low.<br />
}}<br />
{{GlossaryTerm<br />
|term=Hit Confirm<br />
|partOfSpeech=verb<br />
|definition=To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.<br />
|infil=https://glossary.infil.net/?t=Hit%20Confirm<br />
}}<br />
{{GlossaryTerm<br />
|term=Hyper Armor<br />
|partOfSpeech=adj.<br />
|definition=An attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=IAD<br />
|partOfSpeech=noun<br />
|definition=An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.<br />
|infil=https://glossary.infil.net/?t=Instant%20Air%20Dash<br />
}}<br />
{{GlossaryTerm<br />
|term=Instant Block<br />
|partOfSpeech=verb, noun<br />
|definition=A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.<br />
|infil=https://glossary.infil.net/?t=Instant%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Invulnerability<br />
|partOfSpeech=noun,adjective<br />
|definition=A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invulnerable<br />
|partOfSpeech=noun,adjective<br />
|definition=A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invul<br />
|partOfSpeech=noun,adjective<br />
|definition=Short for Invulnerability{{Hrule}}A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invuln<br />
|partOfSpeech=noun,adjective<br />
|definition=Short for Invulnerability{{Hrule}}A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Install<br />
|partOfSpeech=verb, noun<br />
|definition=A move, usually a super, which changes the properties of the character themself, usually for the better.<br />
|altDefinition=See Sol Badguy's Dragon Install.<br />
|infil=https://glossary.infil.net/?t=Install<br />
}}<br />
{{GlossaryTerm<br />
|term=Jump Install<br />
|partOfSpeech=noun<br />
|definition=An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. <br />
|infil=https://glossary.infil.net/?t=Jump%20Install<br />
}}<br />
{{GlossaryTerm<br />
|term=Kara Cancel<br />
|partOfSpeech=noun<br />
|definition=A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.<br />
|infil=https://glossary.infil.net/?t=Kara<br />
}}<br />
{{GlossaryTerm<br />
|term=Keep-Away<br />
|partOfSpeech=noun, adj<br />
|definition=Style of play where you stay far away from the opponent and use ranged attacks to keep the opponent away while slowly whittling away the opponent's life.<br />
|infil=https://glossary.infil.net/?t=Zoning<br />
}}<br />
{{GlossaryTerm<br />
|term=Kusoge<br />
|partOfSpeech=noun<br />
|definition=From the Japanese "クソゲー", meaning "shitty game"{{Hrule}}Kusoge are games which are highly broken in the literal sense. Kusoge often function poorly, and lack polish, and usually have extreme mechanics/balance. Kusoge is both a term of endearment and an insult, depending on the context.<br />
|infil=https://glossary.infil.net/?t=Kusoge<br />
}}<br />
{{GlossaryTerm<br />
|term=Hard Knockdown<br />
|partOfSpeech=noun<br />
|definition=A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.<br />
|infil=https://glossary.infil.net/?t=Hard%20Knockdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Soft Knockdown<br />
|partOfSpeech=noun<br />
|definition=A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.<br />
|infil=https://glossary.infil.net/?t=Soft%20Knockdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Knowledge Check<br />
|partOfSpeech=noun,verb<br />
|definition=A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved.<br />
|infil=https://glossary.infil.net/?t=Knowledge%20Check<br />
}}<br />
{{GlossaryTerm<br />
|term=Link<br />
|partOfSpeech=verb, noun<br />
|definition=To perform a second action after the first action completely finishes its animation.<br />
|infil=https://glossary.infil.net/?t=Link<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Attack<br />
|partOfSpeech=noun<br />
|definition=An attack that the opponent must block low.<br />
|infil=https://glossary.infil.net/?t=Low%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Crush<br />
|partOfSpeech=noun, adj.<br />
|definition=A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.<br />
|infil=https://glossary.infil.net/?t=Low%20Crush<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Profile<br />
|partOfSpeech=noun, verb<br />
|definition=When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.<br />
|infil=https://glossary.infil.net/?t=Low%20Profile<br />
}}<br />
{{GlossaryTerm<br />
|term=Mash<br />
|partOfSpeech=verb (1), noun (2)<br />
|definition=To press button(s) rapidly without little thought. <br />
|altDefinition=A chaotic situation where both players are attempting to get a move out, similar to a scramble.<br />
|infil=https://glossary.infil.net/?t=Mash<br />
}}<br />
{{GlossaryTerm<br />
|term=Meaty<br />
|partOfSpeech=noun, adj.<br />
|definition=Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.<br />
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.<br />
|infil=https://glossary.infil.net/?t=Meaty<br />
}}<br />
{{GlossaryTerm<br />
|term=Meter<br />
|partOfSpeech=noun<br />
|definition=A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat, and Persona 4 Arena's SP.<br />
|infil=https://glossary.infil.net/?t=Meter<br />
}}<br />
{{GlossaryTerm<br />
|term=Microdash<br />
|partOfSpeech=noun, verb<br />
|definition=The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.<br />
}}<br />
{{GlossaryTerm<br />
|term=Mid<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.<br />
}}<br />
{{GlossaryTerm<br />
|term=Midscreen Meterless<br />
|partOfSpeech=noun<br />
|definition=A combo that can be preformed without the use of any resources and regardless of location. <br />
}}<br />
{{GlossaryTerm<br />
|term=Mix-up<br />
|partOfSpeech=noun, verb<br />
|definition=To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.<br />
|infil=https://glossary.infil.net/?t=Mixup<br />
}}<br />
{{GlossaryTerm<br />
|term=Neutral<br />
|partOfSpeech=noun<br />
|definition=When neither player is in an advantageous position in terms of stage position.<br />
|altDefinition=When the player does not press any direction on the joystick/pad (5).<br />
|infil=https://glossary.infil.net/?t=Neutral<br />
}}<br />
{{GlossaryTerm<br />
|term=Negative Edge<br />
|partOfSpeech=noun<br />
|definition=Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.<br />
|altDefinition=This technique can be applied to doing special attacks for almost all characters, but characters who use this intensively include Guilty Gear's Eddie and BlazBlue's Carl.<br />
|infil=https://glossary.infil.net/?t=Negative%20Edge<br />
}}<br />
{{GlossaryTerm<br />
|term=Neta<br />
|partOfSpeech=noun<br />
|definition=Japanese term that roughly translates to "gimmick". {{Hrule}} Describes combos and pressure sequences that are typically unconventional or inefficient in nature, but are purposefully used anyway for style points or mental damage.<br />
|infil=https://glossary.infil.net/?t=Gimmick<br />
}}<br />
{{GlossaryTerm<br />
|term=Normal<br />
|definition=A type of attack that is performed by pressing a single button, and possibly a single held stick direction.<br />
|altDefinition=Character specific or sometimes game specific moves that match this definition are called "Command Normals".<br />
|infil=https://glossary.infil.net/?t=Normal<br />
}}<br />
{{GlossaryTerm<br />
|term=Offense<br />
|partOfSpeech=noun<br />
|definition=The act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage.<br />
|infil=https://glossary.infil.net/?t=Offense<br />
}}<br />
{{GlossaryTerm<br />
|term=Okiwaza<br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "置き技"{{hrule}}, meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into.<br />
|infil=https://glossary.infil.net/?t=Poke<br />
}}<br />
{{GlossaryTerm<br />
|term=Okizeme<br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "起き攻め".{{hrule}} Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.<br />
|infil=https://glossary.infil.net/?t=Okizeme<br />
}}<br />
{{GlossaryTerm<br />
|term=On-Block<br />
|partOfSpeech=noun<br />
|definition=A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.<br />
|infil=https://glossary.infil.net/?t=On%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=On-Hit<br />
|partOfSpeech=noun<br />
|definition=A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.<br />
|infil=https://glossary.infil.net/?t=On%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Option Select<br />
|partOfSpeech=noun<br />
|definition=A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.<br />
|altDefinition= Dustloop's indepth [[Option_Select|page on the topic.]]<br />
|infil=https://glossary.infil.net/?t=Option%20Select<br />
}}<br />
{{GlossaryTerm<br />
|term=OS Blocking<br />
|partOfSpeech=noun<br />
|definition=Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC).<br />
}}<br />
{{GlossaryTerm<br />
|term=Off the Ground<br />
|partOfSpeech=noun (2), verb (1)<br />
|definition=To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground".<br />
|altDefinition=A move that can hit opponents while they are on the ground.<br />
|infil=https://glossary.infil.net/?t=OTG<br />
}}<br />
{{GlossaryTerm<br />
|term=OTG<br />
|partOfSpeech=noun, verb<br />
|definition=The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."<br />
|infil=https://glossary.infil.net/?t=OTG<br />
}}<br />
{{GlossaryTerm<br />
|term=Overhead<br />
|partOfSpeech=noun<br />
|definition=An attack that the opponent must block high.<br />
|infil=https://glossary.infil.net/?t=Overhead%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=P Combo<br />
|partOfSpeech=noun<br />
|definition=Combo containing as many as possible numbers of punch or lightest normal. Usually used as a trade-off to simply get more combo hits.<br />
}}<br />
{{GlossaryTerm<br />
|term=Parry<br />
|partOfSpeech=noun, verb<br />
|definition=An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. <br />
|infil=https://glossary.infil.net/?t=Parry<br />
}}<br />
{{GlossaryTerm<br />
|term=Pixie<br />
|partOfSpeech=noun<br />
|definition= A character with powerful movement options, short range, small hurtbox, and low health.<br />
|altDefinition= Rachel Alucard and Linne are defining characters of the archetype. <br />
|infil=https://glossary.infil.net/?t=Pixie<br />
}}<br />
{{GlossaryTerm<br />
|term=Plink<br />
|partOfSpeech=noun<br />
|definition=Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.<br />
|infil=https://glossary.infil.net/?t=Plink<br />
}}<br />
{{GlossaryTerm<br />
|term=Poke<br />
|partOfSpeech=noun<br />
|definition=An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. <br />
|infil=https://glossary.infil.net/?t=Poke<br />
}}<br />
{{GlossaryTerm<br />
|term=Point<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.<br />
|infil=https://glossary.infil.net/?t=Point%20Character<br />
}}<br />
{{GlossaryTerm<br />
|term=Pressure<br />
|partOfSpeech=noun, verb<br />
|definition=To attack the opponent continuously and leave little room for counter attacks.<br />
|infil=https://glossary.infil.net/?t=Pressure<br />
}}<br />
{{GlossaryTerm<br />
|term=Proximity Block<br />
|partOfSpeech=noun<br />
|definition=When not actually blocking an attack, holding back while near an attack will cause your character to go into a blocking animation. Proximity Block explains this phenomenon.<br />
|infil=https://glossary.infil.net/?t=Proximity%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Pushback<br />
|partOfSpeech=noun,verb<br />
|definition=When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system.<br />
|infil=https://glossary.infil.net/?t=Pushback<br />
}}<br />
{{GlossaryTerm<br />
|term=Punish<br />
|partOfSpeech=verb,adj<br />
|definition=Attacking someone when they are unable to block, making the damage guaranteed. <br />
|infil=https://glossary.infil.net/?t=Punish<br />
}}<br />
{{GlossaryTerm<br />
|term=Rave<br />
|partOfSpeech=noun<br />
|definition=Short for ''"Deadly Rave"''{{Hrule}}. A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move.<br />
|infil=https://glossary.infil.net/?t=Deadly%20Rave<br />
}}<br />
{{GlossaryTerm<br />
|term=(Hard) Read<br />
|partOfSpeech=verb, noun<br />
|definition=To predict the opponent's action and punish or avoid it.<br />
|infil=https://glossary.infil.net/?t=Read<br />
}}<br />
{{GlossaryTerm<br />
|term=Reverse Beat<br />
|partOfSpeech=noun<br />
|definition= The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.<br />
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".<br />
|infil=https://glossary.infil.net/?t=Reverse%20Beat<br />
}}<br />
{{GlossaryTerm<br />
|term=Rebeat<br />
|partOfSpeech=noun<br />
|definition=Canceling into a normal on a up-the-alphabet, or weaker button direction.<br />
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".<br />
|infil=https://glossary.infil.net/?t=Reverse%20Beat<br />
}}<br />
{{GlossaryTerm<br />
|term=Re-dash<br />
|partOfSpeech=verb<br />
|definition=When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense.<br />
}}<br />
{{GlossaryTerm<br />
|term=Rekka<br />
|partOfSpeech=noun<br />
|definition=A series of special attacks that are only available after the first one is performed.<br />
|altDefinition=Named after Fei-Long's Rekkaken punches in Street Fighter 2.<br />
|infil=https://glossary.infil.net/?t=Rekka<br />
}}<br />
{{GlossaryTerm<br />
|term=Renda<br />
|partOfSpeech=noun, adjective<br />
|definition=Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff.<br />
|infil=https://glossary.infil.net/?t=Renda%20Cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Reset<br />
|partOfSpeech=noun, verb<br />
|definition=Purposefully ending a combo early in order to perform a mixup in order to deal more damage.<br />
|infil=https://glossary.infil.net/?t=Reset<br />
}}<br />
{{GlossaryTerm<br />
|term=American Reset<br />
|partOfSpeech=noun<br />
|definition=To drop a combo by mis-input or bad spacing, and then pick it back up using the next inputs on the combo or mashing. Frequently can happen in re-land situations.<br />
|infil=https://glossary.infil.net/?t=American%20Reset<br />
}}<br />
{{GlossaryTerm<br />
|term=Re-stand<br />
|partOfSpeech=noun, verb<br />
|definition=A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions.<br />
|infil=https://glossary.infil.net/?t=Restand<br />
}}<br />
{{GlossaryTerm<br />
|term=Reversal<br />
|partOfSpeech=noun, adj., adv.<br />
|definition=To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.<br />
|altDefinition=An attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.<br />
|infil=https://glossary.infil.net/?t=Reversal<br />
}}<br />
{{GlossaryTerm<br />
|term=Revolver Action <br />
|partOfSpeech=noun<br />
|definition=The special category of cancels that describe how each character can cancel normals into other normals. Gatling{{Hrule}}<br />
|infil=https://glossary.infil.net/?t=Target%20Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Rhythm Blocking<br />
|partOfSpeech=noun<br />
|definition=A form of blocking in which the defender switches from blocking high to blocking low (or vice versa) at a specific time in order to block multiple mixup options. Typically used to defend against mixups in which the overhead and low do not hit on the same frame, allowing the defender to change their guard at the right timing in order to block both options without guessing. If the attacker's low option is faster than their overhead, the defender can Fuzzy Guard the mixup by blocking low first, then switch to blocking high for the overhead. An example of a setup vulnerable to Fuzzy Guarding is Aigis's 5B mixup, as the low option will be faster than the high, and by blocking low, then high at the right timing, the defender can cover both options.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Rising Overhead<br />
|partOfSpeech=adj., adv.<br />
|definition=Performing a jumping attack while ascending from a jump.<br />
}}<br />
{{GlossaryTerm<br />
|term=Rock Paper Scissors<br />
|partOfSpeech=noun, adj.<br />
|definition=A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.<br />
|infil=https://glossary.infil.net/?t=RPS<br />
}}<br />
{{GlossaryTerm<br />
|term=RPS<br />
|partOfSpeech=noun, adj.<br />
|definition=Rock Paper Scissors{{Hrule}}A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.<br />
|infil=https://glossary.infil.net/?t=RPS<br />
}}<br />
{{GlossaryTerm<br />
|term=Rushdown<br />
|partOfSpeech=noun, adj.<br />
|definition=Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.<br />
|infil=https://glossary.infil.net/?t=Rushdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Safe Jump<br />
|partOfSpeech=noun<br />
|definition=A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.<br />
|infil=https://glossary.infil.net/?t=Safe%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Safe Meaty<br />
|partOfSpeech=noun<br />
|definition=A well-timed attack on an opponent who is rising from a knockdown. The idea of a Safe Meaty is to land a {{keyword|Meaty|label=meaty}} attack that hits late into the attack's active frames. The goal is to have this attack connect meaty with your opponent, but recover fast enough to be able to block a reversal attempt.<br />
}}<br />
{{GlossaryTerm<br />
|term=Sashikaeshi <br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "差し返し"{{hrule}}, meaning "return the strike". To reactively hit an opponent as punishment for their attempt to use an attack.<br />
|altDefinition=Whiff Punishing<br />
|infil=https://glossary.infil.net/?t=Whiff%20Punish<br />
}}<br />
{{GlossaryTerm<br />
|term=Scramble<br />
|partOfSpeech=verb, noun<br />
|definition=An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops.<br />
|altDefinition=''"During the scramble, he was mashing reversal like his life depended on it."''<br />
|infil=https://glossary.infil.net/?t=Scramble<br />
}}<br />
{{GlossaryTerm<br />
|term=Scrub<br />
|partOfSpeech=noun<br />
|definition=A low level player. Similar to noob, however does not imply someone is new to the game/scene.<br />
|altDefinition=A player that blames there loses on anything other than themselves. "The Sun was in my eyes!"<br />
|infil=https://glossary.infil.net/?t=Scrub<br />
}}<br />
{{GlossaryTerm<br />
|term=Shimmy<br />
|definition=Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's.<br />
|infil=https://glossary.infil.net/?t=Shimmy<br />
}}<br />
{{GlossaryTerm<br />
|term=Shoto<br />
|partOfSpeech=noun<br />
|definition=Short for ''"Shotokan"''{{Hrule}} A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move.<br />
|altDefinition= A general all-rounder or balanced character. Examples include P4A's Yu Narukami, Guilty Gear's Ky Kiske, BlazBlue's Jin Kisaragi. <br />
|infil=https://glossary.infil.net/?t=Shoto<br />
}}<br />
{{GlossaryTerm<br />
|term=Special<br />
|definition= A type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.<br />
|infil=https://glossary.infil.net/?t=Special%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Spinning Piledriver<br />
|partOfSpeech=noun<br />
|definition=Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.<br />
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver<br />
}}<br />
{{GlossaryTerm<br />
|term=Stagger Pressure<br />
|partOfSpeech=noun<br />
|definition= The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.<br />
|infil=https://glossary.infil.net/?t=Stagger<br />
}}<br />
{{GlossaryTerm<br />
|term=Stagger<br />
|partOfSpeech=verb<br />
|definition=A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner.<br />
|infil=https://glossary.infil.net/?t=stagger<br />
}}<br />
{{GlossaryTerm<br />
|term=Stun<br />
|partOfSpeech=noun<br />
|definition=A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.<br />
|infil=https://glossary.infil.net/?t=Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Super<br />
|partOfSpeech=noun, verb<br />
|definition=A type of attack that consumes meter, and is typically followed by a superfreeze.<br />
|infil=https://glossary.infil.net/?t=Super<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Armor<br />
|partOfSpeech=noun, adj.<br />
|definition=An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Jump<br />
|partOfSpeech=noun<br />
|definition=A higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession.<br />
|infil=https://glossary.infil.net/?t=Super%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Sweep<br />
|partOfSpeech=noun<br />
|definition=A large, slow, low hitting attack, typically assigned the same input for all characters.<br />
}}<br />
{{GlossaryTerm<br />
|term=Technique<br />
|partOfSpeech=noun<br />
|definition=New tactics, combos, or discoveries by players. Generally similar to "Technology", with more emphasis on exact inputs. Examples include the famous Tiger Knee or TK input.<br />
}}<br />
{{GlossaryTerm<br />
|term=Technology<br />
|partOfSpeech=noun<br />
|definition=New tactics, combos, or discoveries by players. Can refer to the discovery that a certain character's mix-up is actually easy to defeat, a character having far more potential than was initially assumed, etc.<br />
|altDefinition=(Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)<br />
}}<br />
{{GlossaryTerm<br />
|term=Tick Throw<br />
|partOfSpeech=noun<br />
|definition=A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.<br />
|infil=https://glossary.infil.net/?t=Tick%20Throw<br />
}}<br />
{{GlossaryTerm<br />
|term=Tech<br />
|partOfSpeech=noun (1), verb (1), abbreviation (2)<br />
|definition=To recover from a knockdown or air hitstun state, usually by pressing a button. <br />
|altDefinition=Short for "technique" or "technology".<br />
|infil=https://glossary.infil.net/?t=Tech<br />
}}<br />
{{GlossaryTerm<br />
|term=Tiger Knee<br />
|partOfSpeech=noun, verb, adj.<br />
|definition=An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.<br />
|infil=https://glossary.infil.net/?t=Tiger%20Knee<br />
}}<br />
{{GlossaryTerm<br />
|term=Touch of Death<br />
|partOfSpeech=noun, adj.<br />
|definition=A single combo that will defeat the opponent even from full health.<br />
|infil=https://glossary.infil.net/?t=Touch%20of%20Death<br />
}}<br />
{{GlossaryTerm<br />
|term=Trade<br />
|partOfSpeech=noun, verb<br />
|definition=When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in both players getting hit.<br />
|infil=https://glossary.infil.net/?t=Trade<br />
}}<br />
{{GlossaryTerm<br />
|term=True Reversal<br />
|partOfSpeech=noun<br />
|definition=A reversal attack of which the user is invulnerable throughout ''all'' startup frames, including the first active frame or more.<br />
|altDefinition=Some reversal moves are not "true" as they have only partial startup invul or are prone to trading.<br />
|infil=https://glossary.infil.net/?t=Reversal<br />
}}<br />
{{GlossaryTerm<br />
|term=Ukemi<br />
|partOfSpeech=noun, verb<br />
|definition=To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.<br />
|infil=https://glossary.infil.net/?t=Quick%20Rise<br />
}}<br />
{{GlossaryTerm<br />
|term=Universal Overhead<br />
|partOfSpeech=noun<br />
|definition=An overhead that all characters in a specific game have bound to the same input. Guilty Gear's 5D Dust attack is one of the earliest examples.<br />
}}<br />
{{GlossaryTerm<br />
|term=Un-combo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=Vortex<br />
|partOfSpeech=noun, verb, adv.<br />
|definition=An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again.<br />
|infil=https://glossary.infil.net/?t=Vortex<br />
}}<br />
{{GlossaryTerm<br />
|term=Wake Up<br />
|partOfSpeech=noun, verb, adj., adv.<br />
|definition=The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.<br />
|infil=https://glossary.infil.net/?t=Wakeup<br />
}}<br />
{{GlossaryTerm<br />
|term=Whiff<br />
|partOfSpeech=verb, adj<br />
|definition=An attack that completely misses the opponent, such as when the opponent is out of range of the attack.<br />
|infil=https://glossary.infil.net/?t=Whiff<br />
}}<br />
{{GlossaryTerm<br />
|term=Yomi<br />
|partOfSpeech=noun<br />
|definition=From Japanese "読み". ''Knowing the mind of the opponent''{{Hrule}}To understand in some way what is going on in the mind of the other player and play around it. Usually involved in ''reads'' and ''conditioning''.<br />
|infil=https://glossary.infil.net/?t=Yomi<br />
}}<br />
{{GlossaryTerm<br />
|term=Zoner<br />
|partOfSpeech=noun<br />
|definition=A character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.<br />
|altDefinition=Under Night In-Birth's Yuzuriha is a spacer, a zoner that uses long range non-projectile moves, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner.<br />
|infil=https://glossary.infil.net/?t=Zoner<br />
}}<br />
{{GlossaryTerm<br />
|term=Zoning<br />
|partOfSpeech=verb<br />
|definition=The act of denying the opponent the ability to approach, jump, or other movement options.<br />
|infil=https://glossary.infil.net/?t=Zoning<br />
}}<br />
{{GlossaryTerm<br />
|term=360, 720, etc<br />
|partOfSpeech=noun<br />
|definition=To input a directional command that is 360/720/etc degrees clockwise or counter-clockwise. This is typically for command throws like Zangief's Spinning Piledriver or Tager's Gigantic Tager Buster.<br />
|infil=https://glossary.infil.net/?t=360<br />
}}<br />
{{GlossaryTerm<br />
|term=50/50<br />
|partOfSpeech=noun, adj.<br />
|definition=A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.<br />
|infil=https://glossary.infil.net/?t=50/50<br />
}}<br />
<br />
== Non-Gameplay Related Terms ==<br />
{{GlossaryTerm<br />
|term=Respect<br />
|partOfSpeech=verb<br />
|definition=Constantly taking a more conservative option than one typical does due to opponent's skill, randomness, or character's strong options.<br />
|altDefinition= ''"He's respecting his stagger pressure so much, he can DP out of this for free!"''<br />
|infil=https://glossary.infil.net/?t=Respect<br />
}}<br />
{{GlossaryTerm<br />
|term=Disrespect<br />
|partOfSpeech=verb<br />
|definition=The opposite of respect, to perform high risk options without fear of punishment.<br />
}}<br />
{{GlossaryTerm<br />
|term=One-and-Done<br />
|partOfSpeech=verb<br />
|definition=To leave immediately after beating someone once. This is traditionally considered impolite, for One-and-Done somewhat shows that one is intend to take easy win only.<br />
}}<br />
<br />
== Frame Data Related Terms ==<br />
{{GlossaryTerm<br />
|term=Active<br />
|partOfSpeech=noun<br />
|definition=The active frames of an attack refers to the amount of time an attack can hit the opponent.<br />
|infil=https://glossary.infil.net/?t=Active<br />
}}<br />
{{GlossaryTerm<br />
|term=Attack Level<br />
|partOfSpeech=noun<br />
|definition=An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move.<br />
}}<br />
{{GlossaryTerm<br />
|term=Blockstop<br />
|partOfSpeech=noun<br />
|definition=When a character blocks, both characters are stopped in place to visualize the block and give feeling of impact. Blockstop describes this phenomenon. Frequently the opponent to be in blockstop longer than the attacker, or in cases of most projectiles, the attacker does not experience blockstop at all.<br />
|infil=https://glossary.infil.net/?t=Blockstop<br />
}}<br />
{{GlossaryTerm<br />
|term=Blockstun<br />
|partOfSpeech=noun<br />
|definition=When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.<br />
||infil=https://glossary.infil.net/?t=Block%20Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Disjointed Hitbox<br />
|partOfSpeech=noun<br />
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.<br />
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame<br />
|partOfSpeech=noun<br />
|definition=The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.<br />
|infil=https://glossary.infil.net/?t=Frame<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Advantage<br />
|partOfSpeech=noun<br />
|definition=The difference in time an attacker and a defender can begin moving again after blocking an attack.<br />
|infil=https://glossary.infil.net/?t=Frame%20Advantage<br />
}}<br />
{{GlossaryTerm<br />
|term=Gap<br />
|partOfSpeech=noun<br />
|definition=The number of frames between two attacks in which the defender leaves blockstun/hitstun. ''e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose.''<br />
|infil=https://glossary.infil.net/?t=Gap<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitbox<br />
|partOfSpeech=noun<br />
|definition=A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.<br />
|altDefinition=The hitbox specifically relating to where an attack can hit the opponent. Shown as red in visualizations.<br />
|infil=https://glossary.infil.net/?t=Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitstop<br />
|partOfSpeech=noun<br />
|definition=When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.<br />
|infil=https://glossary.infil.net/?t=Hitstop<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitstun<br />
|partOfSpeech=noun<br />
|definition=When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.<br />
|infil=https://glossary.infil.net/?t=Hit%20Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Hurtbox<br />
|partOfSpeech=noun<br />
|definition=The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations.<br />
|infil=https://glossary.infil.net/?t=Hurtbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Recovery<br />
|partOfSpeech=noun<br />
|definition=The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.<br />
|infil=https://glossary.infil.net/?t=Recovery<br />
}}<br />
{{GlossaryTerm<br />
|term=Startup<br />
|partOfSpeech=noun<br />
|definition=The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.<br />
|infil=https://glossary.infil.net/?t=Startup<br />
}}<br />
{{GlossaryTerm<br />
|term=Untechable Time<br />
|partOfSpeech=noun<br />
|definition=Minimal hitstun before teching is possible.<br />
|altDefinition=When your character is launched, knocked down or hit while airborne, hitstun and untech time may be different. Histun is ended upon being grounded, however untech time is not. Moves such as Hazama's Hungry Coils utilize this feature.<br />
|infil=https://glossary.infil.net/?t=Untech%20Time<br />
}}<br />
{{GlossaryTerm<br />
|term=Plus<br />
|partOfSpeech=adj<br />
|definition=When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin.<br />
|infil=https://glossary.infil.net/?t=Plus<br />
}}<br />
{{GlossaryTerm<br />
|term=Prorate<br />
|partOfSpeech=verb/noun<br />
|definition=A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.<br />
|infil=https://glossary.infil.net/?t=Proration<br />
}}<br />
<br />
==Game Specific Terms==<br />
===[[BlazBlue]]===<br />
{{GlossaryTerm<br />
|term=Active Flow<br />
|partOfSpeech=noun<br />
|definition=A state that can be entered by performing enough offensive actions in a round. During active flow moves get a 10% damage increase, burst regenerates faster and Exceed Accels deal roughly double damage.<br />
|infil=https://glossary.infil.net/?t=Active%20Flow<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Astral Heat<br />
|partOfSpeech=noun<br />
|definition=An Instant Kill that costs 100 meter that can be only performed while on match point and if the opponent has less than 35% HP. When the conditions are met, the character's portrait will glow white. <br />
|infil=https://glossary.infil.net/?t=Astral%20Heat<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Barrier Block<br />
|partOfSpeech=noun<br />
|definition=A special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increase blockstun by 1 frame.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst<br />
|partOfSpeech=noun<br />
|definition=Burst is a universal mechanic that can be used to escape combos. Burst is tied to the Burst gauge and slowly refills throughout the match.<br />
|infil=https://glossary.infil.net/?t=Burst<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Counter Assault<br />
|partOfSpeech=noun<br />
|definition=An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure.<br />
|infil=https://glossary.infil.net/?t=Counter%20Assault<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Crush Trigger<br />
|definition=A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2. |infil=https://glossary.infil.net/?t=Crush%20Trigger<br />
|gameSpecifier=BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Fatal Counter<br />
|partOfSpeech=noun<br />
|definition=A more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.<br />
|infil=https://glossary.infil.net/?t=Fatal%20Counter<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Glide<br />
|partOfSpeech=noun,verb<br />
|definition=Specifically refers to a technique in the early BlazBlue (and by extension P4A) series where a character cancels their air dash into a series of actions that alters their trajectory downward instead of following the full airdash trajectory.<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF,P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=Overdrive<br />
|partOfSpeech=noun<br />
|definition=A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives. <br />
|infil=https://glossary.infil.net/?t=Overdrive<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Rapid Cancel<br />
|partOfSpeech=noun<br />
|definition=A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. <br />
|infil=https://glossary.infil.net/?t=Rapid%20Cancel<br />
|gameSpecifier=BBCP,BBCPE,BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Throw Reject Miss<br />
|partOfSpeech=noun<br />
|definition=A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.<br />
|infil=https://glossary.infil.net/?t=Throw%20Reject%20Miss<br />
|gameSpecifier=BBCT,BBCS,BBCS2,BBCSE,BBCP,BBCPE,BBCF<br />
}}<br />
<br />
===[[Dragon Ball FighterZ]]===<br />
{{GlossaryTerm<br />
|term=Dragon Balls<br />
|partOfSpeech=noun<br />
|definition=A mechanic that allows players to collect Dragon Balls during the match, when all Dragon Balls have been collected a player can summon Shenron, who can grant one out of four wishes per match.<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Dragon Rush<br />
|partOfSpeech=noun, verb<br />
|definition=A universal grab that all characters have access to, inputted with L+M.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Rush<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Dynamic!<br />
|partOfSpeech=noun<br />
|definition=A property that occurs when a player performs a full light autocombo on an opponent, granting one random Dragon Ball or summoning Shenron if the conditions have been met.<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Ki Blast<br />
|partOfSpeech=noun, verb<br />
|definition=A projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character.<br />
|infil=https://glossary.infil.net/?t=Ki%20Blast<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Ki Charge<br />
|partOfSpeech=noun, verb<br />
|definition=a technique that allows a player to build meter, although this technique rarely sees much use. Inputted by pressing L+S.<br />
|infil=https://glossary.infil.net/?t=Ki%20Charge<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Limit Break<br />
|partOfSpeech=noun<br />
|definition=A state that a player reaches when they only have one character left which increases their damage by 20% and grants one bar of super meter.<br />
|infil=https://glossary.infil.net/?t=Limit%20Break<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Reflect<br />
|partOfSpeech=noun, verb<br />
|definition=An almost universal technique that allows a character to push an opponent away during pressure. Unlike other games push block, this cannot be done in blockstun, with the input being 4S<br />
|infil=https://glossary.infil.net/?t=Reflect<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Smash!<br />
|partOfSpeech=noun<br />
|definition=A term used to describe moves that cause a camera shift, which are generally used for combo extensions or to give a sliding knockdown.<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Sparking<br />
|partOfSpeech=noun<br />
|definition=A state that a player finds themselves in after a sparking blast, which gives a slew of positive buffs to their characters for a finite amount of time. This time is increased for each character currently down on their team.<br />
|infil=https://glossary.infil.net/?t=Sparking<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Sparking Blast<br />
|partOfSpeech=Verb<br />
|definition=A blast of energy that can be used anytime except when being in a combo. It can be used as a combo extender or as a defensive burst, with each team usually having one sparking blast per match. It is inputted with L+M+H+S.<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Dash<br />
|partOfSpeech=noun, verb<br />
|definition=A attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S.<br />
|infil=https://glossary.infil.net/?t=Super%20Dash<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Vanish<br />
|partOfSpeech=noun, verb<br />
|definition=A technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H.<br />
|infil=https://glossary.infil.net/?t=Vanish<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Vanish (Hold)<br />
|partOfSpeech=noun, verb<br />
|definition=Sometimes referred to as Empty Vanish or Held Vanish, this technique allows a player to perform a vanish without actually performing the follow-up attack, effectively allowing for a instant teleport behind the opponent. However, this technique can only be done during Sparking.<br />
|gameSpecifier=DBFZ<br />
}}<br />
{{GlossaryTerm<br />
|term=Z Change<br />
|partOfSpeech=noun, verb<br />
|definition=A move caused by holding down one of the assist buttons, calling the assist to take the place of the current character with a superdash, which can also be done during normals and specials.<br />
|gameSpecifier=DBFZ<br />
}}<br />
<br />
<!--I'm not exactly sure which terms apply to which specific games, but I looked around and made my best judgment. If some of these are wrong, please update them--><br />
===[[Guilty Gear]]===<br />
{{GlossaryTerm<br />
|term=Dead Angle<br />
|definition=An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure.<br />
|infil=https://glossary.infil.net/?t=Dead%20Angle<br />
|gameSpecifier=GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Faultless Defense<br />
|partOfSpeech=noun<br />
|definition=A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
|gameSpecifier=GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Clean Hit<br />
|partOfSpeech=adj, verb<br />
|definition=When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.<br />
|infil=https://glossary.infil.net/?t=Clean%20Hit<br />
|gameSpecifier=GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Overdrive<br />
|partOfSpeech=noun<br />
|definition=The name for Super Moves in the Guilty Gear Series. Overdrives cost 50% tension and perform a variety of functions depending on the character<br />
|infil=https://glossary.infil.net/?t=Overdrive<br />
|gameSpecifier=GGML,GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Tension<br />
|partOfSpeech=noun<br />
|definition=The name for the main resource meter in the Guilty Gear Series{{Hrule}}Tension can be spent on Faultless Defense, Overdrives, and more.<br />
|infil=https://glossary.infil.net/?t=Meter<br />
|gameSpecifier=GGML,GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Guts<br />
|partofSpeech=Noun<br />
|definition= A defensive stat in the Guilty Gear games that decreases damage taken at lower life percentages. Every character has a unique Guts rating that determines how fast Guts scaling kicks in.<br />
|infil=https://glossary.infil.net/?t=Guts%20Scaling<br />
|gameSpecifier=GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Risc<br />
|partOfSpeech=Noun<br />
|definition=A mechanic that affects damage received by an attack in the Guilty Gear series. Risc is built by repeatedly blocking normals or specials, and higher levels of risc will increase the damage future attacks will deal. Occasionally referred to as Guard Bar<br />
|infil=https://glossary.infil.net/?t=RISC<br />
|gameSpecifier=GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Tension Pulse<br />
|partOfSpeech=<br />
|definition=A system mechanic which affects how much tension a character will gain for doing specific actions. Higher Tension Pulse increases meter gain, lower Tension Pulse decreases meter gain. Aggressive actions, such as running or jumping forward and attacking will increase it, while defensive options such as walking or dashing backwards will decrease it. Positive Bonus in Guilty Gear Strive will increase Tension Pulse significantly<br />
|infil=https://glossary.infil.net/?t=Tension%20Pulse<br />
|gameSpecifier=GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
{{GlossaryTerm<br />
|term=Kire<br />
|partOfSpeech=Verb<br />
|definition=Pronounced ki-ray, a technique which combines a a Tiger Knee and an Instant Air Dash in order to perform an Instant Air Dash and execute a special as soon as its available to be performed. Most commonly seen with {{CLabel|GGACR|Baiken}}'s Tatami Gaeshi <br />
|infil=https://glossary.infil.net/?t=Kire<br />
|gameSpecifier=GGX,GGX1.5,GGXX,GGReload,GGSlash,GGAC,GGACR,GGXRD,GGXRD-R,GGXRD-R2,GGST<br />
}}<br />
====[[GGACR]]====<br />
{{GlossaryTerm<br />
|term=Force Break<br />
|partOfSpeech=noun<br />
|definition=A type of special attack in Guilty Gear that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.<br />
|infil=https://glossary.infil.net/?t=EX%20Move<br />
|gameSpecifier=GGACR<br />
}}<br />
{{GlossaryTerm<br />
|term=Slashback<br />
|partOfSpeech=verb<br />
|definition=A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping {{clr|3|S}}+{{clr|4|HS}} within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 frames<br />
|infil=https://glossary.infil.net/?t=Slashback<br />
|gameSpecifier=GGACR<br />
}}<br />
{{GlossaryTerm<br />
|term=Force Roman Cancel<br />
|partOfSpeech=noun<br />
|definition=A Roman Cancel unique to the Guilty Gear XX series that costs 25 meter in exchange for only being able to be executed during a specific period of a special move. Usually abbreviated to FRC<br />
|infil=https://glossary.infil.net/?t=Force%20Roman%20Cancel<br />
|gameSpecifier=GGACR<br />
}}<br />
====[[GGML]]====<br />
{{GlossaryTerm<br />
|term=Charge Cancel<br />
|partOfSpeech=noun,verb<br />
|definition=A charge cancel is a mechanic in Missing Link in which the player cancels a normal into the Charge input (usually 623 + Respect) on hit or block. This is used as a free, functional equivalent to a Red Roman Cancel from modern Guilty Gear.<br />
|infil=<br />
|gameSpecifier=GGML<br />
}}<br />
{{GlossaryTerm<br />
|term=CC<br />
|partOfSpeech=noun,verb<br />
|definition=Short for Charge Cancel{{Hrule}}A charge cancel is a mechanic in Missing Link in which the player cancels a normal into the Charge input (usually 623 + Respect) on hit or block. This is used as a free, functional equivalent to a Red Roman Cancel from modern Guilty Gear.<br />
|infil=<br />
|gameSpecifier=GGML<br />
}}<br />
<br />
====[[GGST]]====<br />
{{GlossaryTerm<br />
||term=Positive Bonus<br />
|partOfSpeech=noun<br />
|definition=A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall.<br />
|infil=https://glossary.infil.net/?t=Positive%20Bonus<br />
|gameSpecifier=GGST<br />
}}<br />
{{GlossaryTerm<br />
||term=IBFD<br />
|partOfSpeech=noun<br />
|definition="Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
|gameSpecifier=GGST<br />
}}<br />
{{GlossaryTerm<br />
||term=FDC<br />
|partOfSpeech=noun<br />
|definition="Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together.<br />
|infil=<br />
|gameSpecifier=GGST<br />
}}<br />
{{GlossaryTerm<br />
||term=Grounded<br />
|partOfSpeech=adj.<br />
|definition=An opponent remains grounded during combos if no hit launches them off the ground. This is required for certain Hard Knockdowns like {{clr|5|2D}}. A Grounded Wall Stick results in a Wall Slump. Hitting an opponent during a Floating Crumple will result in a launch, but they are still grounded and can usually be hit after to remain grounded.<br />
|infil=<br />
|gameSpecifier=GGST<br />
}}<br />
<br />
====[[GGXRD-R2|GGXRD]]====<br />
{{GlossaryTerm<br />
|term=Mortal Counter<br />
|partOfSpeech=noun<br />
|definition=A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.<br />
|infil=https://glossary.infil.net/?t=Mortal%20Counter<br />
|gameSpecifier=GGXRD,GGXRD-R,GGXRD-R2<br />
}}<br />
{{GlossaryTerm<br />
|term=Danger Time<br />
|partOfSpeech=noun<br />
|definition=A state that a Guilty Gear Xrd match will sometimes enter when two attacks clash. The match will pause, the screen will go dark, and a 3 second countdown appears. After the countdown finishes, the match resumes and the stakes are cranked way, way up. Damage is increased 20%, but more importantly, pretty much every hit you land from a neutral state will be a "Mortal Counter". Danger Time happens completely randomly, so you can't control when it starts, but it almost always results in someone getting smoked. <br />
|infil=https://glossary.infil.net/?t=Danger%20Time<br />
|gameSpecifier=GGXRD,GGXRD-R,GGXRD-R2<br />
}}<br />
<br />
===[[P4U2R|Persona 4 Arena]] series===<br />
{{GlossaryTerm<br />
|term=AoA<br />
|partOfSpeech=noun<br />
|definition=Shorthand for "'''A'''ll-'''O'''ut '''A'''ttack", the command attack that serves as the universal overhead of the P4Arena games.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=GCA<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''G'''uard '''C'''ancel '''A'''ttack", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable counterattack out of grounded blockstun at the cost of 50 SP.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=GC Roll<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''G'''uard '''C'''ancel Evasive Action", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable dodge out of grounded blockstun at the cost of 50 SP.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=Air Turn Air Dash<br />
|partOfSpeech=verb<br />
|definition=Performing an Instant Air Dash with a Manual Air Turn in the middle to do an air backdash ''towards'' the opponent. Typically used mid-offense to go for cross-ups or pressure resets from a jump-cancellable normal.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=Air Turn Air Backdash<br />
|partOfSpeech=verb<br />
|definition=Performing an Instant Air Backdash with a Manual Air Turn in the middle to do a forward air dash ''away'' from the opponent. Typically used to retreat quickly and further without adding to Negative Penalty.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=Neutral Frenzy<br />
|partOfSpeech=noun, verb<br />
|definition=Sometimes referred to as "Half-Burst" <br/> {{Hrule}} A technique in which a Shadow-type character activates their Frenzy mid-combo from a ''neutral'' state instead of as a cancel, causing it to only consume only ''half'' of the Burst gauge for the Frenzy instead of the entire gauge.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=OMC<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''O'''ne '''M'''ore '''C'''ancel", the system mechanic in the P4Arena games that lets the player cancel most moves into a neutral state at the cost of 50 SP.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=OMB<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''O'''ne '''M'''ore '''B'''urst", the system mechanic in the P4Arena games that lets the player launch the opponent into the air for a combo extension at the cost of the Burst gauge.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=Persona Perfect<br />
|partOfSpeech=noun<br />
|definition=A community term for winning a round with the only damage incurred being self-inflicted (such as from using Furious Actions or super cancels from specials). The game itself doesn't count this as a regular Perfect unless the Blue Health is healed fully, hence the distinction.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
{{GlossaryTerm<br />
|term=Self-Awakening<br />
|partOfSpeech=noun, verb<br />
|definition=A technique in which a character purposefully lowers their own health to the Awakening threshold force themselves into Awakening state via their Furious Action, super cancels from specials, or perhaps both.<br />
|gameSpecifier=P4A,P4AU,P4U2R<br />
}}<br />
<br />
===[[Hokuto no Ken]]===<br />
{{GlossaryTerm<br />
|term=Basuke<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}A state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name.<br />
|gameSpecifier=HNK<br />
}}<br />
{{GlossaryTerm<br />
|term=Traveling Combo<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}Hitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.<br />
|gameSpecifier=HNK<br />
}}<br />
{{GlossaryTerm<br />
|term=Traveling<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}Hitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.<br />
|gameSpecifier=HNK<br />
}}<br />
{{GlossaryTerm<br />
|term=Chikuseki<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}After a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges.<br />
|gameSpecifier=HNK<br />
}}<br />
{{GlossaryTerm<br />
|term=Ura Sai<br />
|partOfSpeech=noun, verb<br />
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x9~10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+HSC Ex1~2 > (pass through opponent) {{clr|3|j.214D}}<br />
|gameSpecifier=HNK<br />
}}<br />
{{GlossaryTerm<br />
|term=Renda Sai<br />
|partOfSpeech=noun, verb<br />
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x12 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+Mash E until out of Boost > {{clr|3|j.214D}}<br />
|gameSpecifier=HNK<br />
}}<br />
<br />
===[[SBX]]===<br />
{{GlossaryTerm<br />
|term=Sengoku Track and Field<br />
|partOfSpeech=noun, verb<br />
|definition=From Sengoku Basara X{{Hrule}}An infinite combo which repeatedly travels from corner to corner.<br />
|gameSpecifier=SBX<br />
}}<br />
{{GlossaryTerm<br />
|term=Sengoku Space Program<br />
|partOfSpeech=noun, verb<br />
|definition=From Sengoku Basara X{{Hrule}}An infinite combo which travels infinitely upwards off the top of the screen.<br />
|gameSpecifier=SBX<br />
}}<br />
<br />
==Synonyms==<br />
These entries are duplicates of above entries, and exist purely for pattern matching purposes<br />
{{GlossaryTerm<br />
|term=Ambiguous Cross-up<br />
|partOfSpeech=noun<br />
|definition=Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.<br />
|infil=https://glossary.infil.net/?t=Ambiguous<br />
}}<br />
{{GlossaryTerm<br />
|term=B&B<br />
|partOfSpeech=noun<br />
|definition=A staple combo that is simple yet effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=BnB<br />
|partOfSpeech=noun<br />
|definition=A staple combo that is simple yet effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=Cross-up<br />
|partOfSpeech=noun<br />
|definition=Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.<br />
|infil=https://glossary.infil.net/?t=Cross-up<br />
}}<br />
{{GlossaryTerm<br />
|term=Disjoint<br />
|partOfSpeech=noun<br />
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.<br />
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=DP<br />
|partOfSpeech=noun<br />
|definition=Dragon Punch{{Hrule}} A move that has invulnerability during its startup, long recovery, and a rising motion.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Punch<br />
}}<br />
{{GlossaryTerm<br />
|term=FD<br />
|partOfSpeech=noun<br />
|definition=Faultless Defence{{Hrule}}A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
|term=IB<br />
|partOfSpeech=Noun<br />
|definition=Instant Block{{Hrule}}A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.<br />
|infil=https://glossary.infil.net/?t=Instant%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Instant Air Special<br />
|partOfSpeech=noun , verb, adj.<br />
|definition=A method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK.<br />
}}<br />
{{GlossaryTerm<br />
|term=IAS<br />
|partOfSpeech=noun , verb, adj.<br />
|definition=Instant Air Special<br>Conceptually includes Tiger Knee{{Hrule}}Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.<br>For Example: 2369S for a j.236S input.<br />
}}<br />
{{GlossaryTerm<br />
|term=Meaty Attack<br />
|partOfSpeech=noun<br />
|definition=Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.<br />
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.<br />
|infil=https://glossary.infil.net/?t=Meaty<br />
}}<br />
{{GlossaryTerm<br />
|term=Oki<br />
|partOfSpeech=noun, verb<br />
|definition=Short for "Okizeme"{{Hrule}} Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.<br />
|infil=https://glossary.infil.net/?t=Oki<br />
}}<br />
{{GlossaryTerm<br />
|term=OS<br />
|partOfSpeech=noun<br />
|definition=A shorthand for "Option Select"{{Hrule}}A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.<br />
|infil=https://glossary.infil.net/?t=Option%20Select<br />
}}<br />
{{GlossaryTerm<br />
|term=Proration<br />
|partOfSpeech=noun<br />
|definition=A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.<br />
|infil=https://glossary.infil.net/?t=Proration<br />
}}<br />
{{GlossaryTerm<br />
|term=Safejump<br />
|partOfSpeech=noun<br />
|definition=A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.<br />
|infil=https://glossary.infil.net/?t=Safe%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Shoryuken<br />
|partOfSpeech=noun<br />
|definition=Ryu's Dragon Punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion.<br />
|infil=https://glossary.infil.net/?t=Shoryuken<br />
}}<br />
{{GlossaryTerm<br />
|term=SPD<br />
|partOfSpeech=noun<br />
|definition=Acronym for Spinning or Screw Piledriver. Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.<br />
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver<br />
}}<br />
{{GlossaryTerm<br />
|term=SRK<br />
|partOfSpeech=noun<br />
|definition=Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion.<br />
|infil=https://glossary.infil.net/?t=Shoryuken<br />
}}<br />
{{GlossaryTerm<br />
|term=TK<br />
|partOfSpeech=noun, verb, adj.<br />
|definition=An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.<br />
|infil=https://glossary.infil.net/?t=Tiger%20Knee<br />
}}<br />
{{GlossaryTerm<br />
|term=uncombo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=un-combo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=HKD<br />
|partOfSpeech=noun<br />
|definition=Short for "Hard Knockdown".{{Hrule}}A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.<br />
|infil=https://glossary.infil.net/?t=Hard%20Knockdown<br />
}}<br />
<br />
==Navigation==<br />
{{Navbar-GeneralStrategy}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GGML/Mechanics&diff=448563GGML/Mechanics2024-03-08T22:47:40Z<p>PrivateTarkus: /* Teching */</p>
<hr />
<div><div style="float:right; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==Teching==<br />
Teching, also known as "down recovery", lets a player recover hitstun after being launched or knocked down by pressing {{Ni|8}}+Any Button, including taunt.<br><br />
The tech window begins on the first frame that the player is launched or knocked down, and they will recover {{MCB|9F}} after tech is input. Teching leaves the player airborne with all options restored. If they are hit during tech's 9 frame duration, the player will not suffer hitstun, and instead only take damage.<br />
<br />
Although the tech window always begins on the first frame after being launched, the duration of the tech window ''varies per character''. The tech windows are as follows.<br />
{| class="wikitable sortable"<br />
! Character !! Ukemi Window <br />
|-<br />
| {{Character Label|GGML|Axl}} || 18F<br />
|-<br />
| {{Character Label|GGML|Baiken}} || 12F<br />
|-<br />
| {{Character Label|GGML|Baldhead}} || 38F<br />
|-<br />
| {{Character Label|GGML|Chipp}} || 42F<br />
|-<br />
| {{Character Label|GGML|Justice}} || 60F<br />
|-<br />
| {{Character Label|GGML|Kliff}} || 8F<br />
|-<br />
| {{Character Label|GGML|Ky}} || 40F<br />
|-<br />
| {{Character Label|GGML|May}} || 24F<br />
|-<br />
| {{Character Label|GGML|Millia}} || 56F<br />
|-<br />
| {{Character Label|GGML|Potemkin}} || 16F<br />
|-<br />
| {{Character Label|GGML|Sol}} || 36F<br />
|-<br />
| {{Character Label|GGML|Testament}} || 26F<br />
|-<br />
| {{Character Label|GGML|Zato}} || 22F<br />
|}<br />
note: under normal circumstances, Testament cannot perform ukemi. For more information, see [[GGML/Testament#Ukemi]]<br />
===Tech Bug===<br />
After being thrown, if you mash tech using {{Clr|1|P}}, {{Clr|2|K}}, or {{Clr|3|S}}, then the game will state your character has teched yet they will fall as though they haven't, and will not have the other visual effects that accompany a successful tech. However, your character becomes air active after a little bit, assuming you didn't hit the ground first. When reaching the ground, techs will immediately be active and not go into OTG. A mysterious mechanic (bug) also occurs after this is done. The next time you're thrown, you will immediately be air active after the throw rather than having to tech. This behavior is still being investigated further.<br />
<br />
==Let's Talk About Taunting==<br />
Because they are so similar in other games, many people will lump Taunt and Respect together when discussing this game. ''This is actively detrimental to understanding the game''. Taunt and Respect are entirely different mechanically in this game, and they are also entirely different buttons on your control scheme. It is best if you completely divorce the two in your mind.<br />
<br />
<u>Respect:</u><br />
*Used as an input in Charge moves<br />
*Used while blocking to FD<br />
*Used for {{keyword|ukemi}} (teching)<br />
*Used for [[{{PAGENAME}}#Respect Sliding|Respect Sliding]]<br />
*Plays an animation for however long you hold the button (tapping very shortly transitions from running to walking)<br />
<br />
<u>Taunt:</u><br />
*Used in the air to turn around manually<br />
*Plays a canned animation start to finish, when used on the ground<br />
*Used to perform {{Character Label|GGML|Kliff Undersn|label=Kliff}}'s [[GGML/Kliff Undersn#BAKAMON!!|BAKAMON!!]] attack<br />
<br />
==Instant Kill==<br />
Every character has access to an Instant Kill move by first inputting P+K. Hitting this attack enters the so-called "Sakkai" state, during which the screen turns red and both characters are frozen. The player who initiated this state needs to input {{MCB|236+Attack Button}} in order to dial the actual Instant Kill attack. Successfully landing an Instant Kill decides not only the current round but all subsequent rounds as well.<br />
<br />
The other player can avoid this attack by inputting {{MCB|214+Attack Button}} at any point while this red Sakkai screen is visible. If done correctly, the defending character will enter a dodging animation and the attacking character will dash through them, not dealing any damage.<br />
<br />
The Sakkai state can also be triggered by performing an [[{{PAGENAME}}#Instant Block|Instant Block]].<br />
<br />
===IK Dodge Frame Data===<br />
When performing the input to avoid getting instant killed during the IK Sakkai state, the defending player performs a sort of "dodge" with specific frame data and invuln.<br><br />
The durations of these animations and their respective invulnerability period is listed below.<br />
{| class="wikitable sorttable"<br />
! Character !! Total Duration !! Invulnerable Period<br />
|-<br />
| {{Character Label|GGML|Axl}} || 26F || strike invuln 1~7F, 18~26F<br />
|-<br />
| {{Character Label|GGML|Baiken}} || {{clr|4|27F}} || only invuln to IKs<br />
|-<br />
| {{Character Label|GGML|Baldhead}} || 20F || strike invuln 1~11F<br />
|-<br />
| {{Character Label|GGML|Chipp}} || {{clr|3|20F}} || strike invuln {{clr|3|1~20F}}<br />
|-<br />
| {{Character Label|GGML|Justice}} || {{clr|3|36F}} || Strike invuln {{clr|3|1~36F}}<br />
|-<br />
| {{Character Label|GGML|Kliff}} || {{clr|4|20F}} || only invuln to IKs<br />
|-<br />
| {{Character Label|GGML|Ky}} || 39F || strike invuln 1~11F, 27~39F<br />
|-<br />
| {{Character Label|GGML|May}} || 34F || strike invuln 1~5F, 26~34F<br />
|-<br />
| {{Character Label|GGML|Millia}} || 23F || strike invuln 1~9F<br />
|-<br />
| {{Character Label|GGML|Potemkin}} || {{clr|3|42F}} || strike invuln {{clr|3|1~42F}}<br />
|-<br />
| {{Character Label|GGML|Sol}} || 28F || strike invuln 1~11F<br />
|-<br />
| {{Character Label|GGML|Testament}} || {{clr|3|31F}} || strike invuln {{clr|3|1~31F}}<br />
|-<br />
| {{Character Label|GGML|Zato}} || 37F || strike invuln 1~11F, 27~37F<br />
|}<br />
''Entries highlighted in'' {{clr|3|green}} ''are invulnerable for their entire duration.''<br><br />
''Entries highlighted in'' {{clr|4|red}} ''are only invulnerable to instant kills.''<br />
<br />
==Guard Cancel==<br />
Guard Cancels, known officially as "Dead Angle Attacks", are special moves performed during blockstun. Any special move can be used as a guard cancel for free. This allows you to interrupt your opponent's offense reversal style specials.<br />
<br />
The community does not often use the official name in order to avoid confusion with more recent and popular titles where Dead Angle Attacks behave entirely differently.<br />
<br />
===GCJ Glitch===<br />
The Guard Cancel Jump, or GCJ, is a niche technique that allows you to jump during blockstun. To perform a GCJ, input jump immediately after blocking an attack. If performed correctly, your character will levitate into the air while in blockstun without going through their prejump animation. Blockstun sustained before leaving the ground persists as you become airborne.<br />
<div>[[File:GGML_GCJ_Demo.mp4|poster=File:GGML_Logo.png|380px|left|thumb|]]</div><br />
<br />
This phenomenon is still being researched, and is not fully understood at this time.<br />
<br><br />
<br />
==Charge Attacks==<br />
Each character, except for {{Character Label|GGML|Axl Low|label=Axl}}, {{Character Label|GGML|Testament}}, and {{Character Label|GGML|Justice}}, has a specific special move that can be charged. To charge a move, perform that moves input, but use the Respect button instead of the normal attack button. Your character will play a unique animation and gain a charge level. That move will become powered up for each level that you charge it.<br />
<br />
For reference, this is very similar to {{Character Label|GGACR|Order-Sol}}'s charge mechanic in [[GGACR|+R]], but hilariously busted. This mechanic, after all, inspired that character's design.<br />
<br />
===Charge Canceling===<br />
Charge Canceling is the mechanic which allows most characters to perform frequently seen infinite combos. Any grounded normal can be cancelled into the charging animation just like one would into a special. Since the charging animation ends instantly as soon as the player releases the Respect button, this can essentially serve to remove all recovery from any ground normal.<br />
<br />
This allows characters with a charge to simply hit their opponent with any normal, gatling into a normal with a decent amount of hitstun, cancel into charge, immediately release the charge again, dash up and repeat the process indefinitely until their opponent is either stunned or runs out of health.<br />
<br />
The same principle can technically be applied to blockstrings as well, however the strength of defensive tools such as Missing Link's Deadangle Attacks or [[{{PAGENAME}}#Instant Block|Instant Block]] to trigger Sakkai state make this a pretty risky option.<br />
<br />
===Charge Times===<br />
Different characters gain charge levels at different speeds. These charge times are measured in frames. For example: {{Character Label|GGML|Chipp Zanuff|label=Chipp}} gains levels twice as quickly as {{Character Label|GGML|Potemkin}}.<br />
<br />
{{#cargo_query:tables=ggmlCharacters<br />
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,chargeTime=Charge Time<br />
|format=table<br />
|order by=chargeTime DESC<br />
}}<br />
''Note:'' A charge time of -1 indicates that the character cannot charge.<br />
<br />
===Charge Sliding (Wave Dash)===<br />
If you input a Dash at the same time as some charge inputs, your character retains full dash momentum '''without deceleration''' until it reaches the opponent. This can be done with any character that has both a dash and a charge input, inputted as: 2366R. Although it seems to be impossible with 2266R and 62366R. Similar to [[GGML/Mechanics#Dash_Bug|Dash Bug]], this allows you to slide fullscreen with any option. Performing a Charge Slide will also carry the hitbox of a dash attack, applying to every hit of your next move until you stop sliding.<br><br />
<br />
<u>The following characters can charge slide:</u><br />
*{{Character Label|GGML|Ky}}<br />
*{{Character Label|GGML|May}}<br />
*{{Character Label|GGML|Millia}}<br />
*{{Character Label|GGML|Baiken}}<br />
<br />
==Guard==<br />
Guarding, known commonly as blocking in the FGC, works as expected in GGML. Most moves can be blocked low, high, or both, with a few special moves being unblockable. Blocked normal moves will usually deal no damage to the blocker, and specials will do significantly reduced damage, known as {{keyword|chip damage}}.<br />
It should be noted that unlike later entries in the series, in GGML all attacks can be blocked in the air without the use of any secondary mechanics with the exception of a few [[{{PAGENAME}}#Air Blocking|air unblockable]] moves. <br />
<br />
===Faultless Defense===<br />
Faultless defense is performed by holding the Respect button while blocking an attack. It will only activate against moves that do chip damage, where it will negate all chip received from that attack at the cost of a moderate amount of meter, known in game as the Chaos Gauge. Unlike in later games, it cannot be used against air unblockable moves.<br />
<br />
===Instant Block===<br />
Instant Blocking is performed by inputting block at the same moment that an opponent's attack would hit you. Doing so will cause you to enter Sakkai and potentially perform an [[{{PAGENAME}}#Instant Kill|Instant Kill]] on the opponent immediately. This IB Sakkai can only be performed while standing and outside of blockstun.<br />
<br />
==Dust Attack==<br />
Dust Attacks are launcher attacks which are performed by inputting S+H. If you hit the opponent with a dust attack, the opponent will be sent flying in a special launch animation for unique combo opportunities. Pressing {{Ni|8}} shortly after the dust launch happens will make you perform a special super jump.<br />
<br />
<u>The following characters have Dusts which are overheads:</u><br />
*{{Character Label|GGML|Chipp Zanuff}}<br />
*{{Character Label|GGML|Dr Baldhead}}<sup>1</sup><br />
*{{Character Label|GGML|May}}<br />
*{{Character Label|GGML|Testament}}<br />
*{{Character Label|GGML|Zato-1}}<sup>1</sup><br />
<br />
<u>The following characters have Dusts which are Lows:</u><br />
*{{Character Label|GGML|Justice}}<br />
*{{Character Label|GGML|Baiken}}<sup>2</sup><br />
<br />
All other dusts are mids.<br><br />
<sup>1</sup>Does not hit most crouching opponents.<br><br />
<sup>2</sup>Hits low on second hit only.<br />
<br />
===Velocity Dust===<br />
If one character hits the opponent with an attack that deals at least a certain amount of damage (usually 15), and the opponent is traveling above a certain velocity, the attack will apply the hit effects of a Dust attack.<br />
<br />
<u>The requirements to trigger a Velocity Dust against each character is as follows:</u><br />
{| class="wikitable sortable"<br />
! Character !! DMG !! Velocity<br />
|-<br />
| {{Character Label|GGML|Axl}} || 15 || 1664<br />
|-<br />
| {{Character Label|GGML|Baiken}} || 15 || 1536<br />
|-<br />
| {{Character Label|GGML|Baldhead}} || 15 || 1664<br />
|-<br />
| {{Character Label|GGML|Chipp}} || {{clr|H|6}} || 2816<br />
|-<br />
| {{Character Label|GGML|Justice}} || 15 || 2048<br />
|-<br />
| {{Character Label|GGML|Kliff}} ||15 || 1024<br />
|-<br />
| {{Character Label|GGML|Ky}} || 15 || 1664<br />
|-<br />
| {{Character Label|GGML|May}} || 15 || 1536<br />
|-<br />
| {{Character Label|GGML|Millia}} || 15 || 1536<br />
|-<br />
| {{Character Label|GGML|Potemkin}} || 15 || 2048<br />
|-<br />
| {{Character Label|GGML|Sol}} || 15 || 1536<br />
|-<br />
| {{Character Label|GGML|Testament}} || 15 || 1536<br />
|-<br />
| {{Character Label|GGML|Zato}} || 15 || 1536<br />
|}<br />
<br />
==Chaos Gauge & Overdrives==<br />
The Chaos Gauge is Missing Link's equivalent to the Tension Gauge mechanic from later titles, and it will frequently be referred to by the phrase "Meter" as a blanket term. In Missing Link, the only two things to spend meter on are Overdrives (your characters' Supers) and [[{{PAGENAME}}#Faultless Defense|Faultless Defense]].<br />
<br />
How relevant a character's meter is to them at '''all''' can vary wildly between them, with many simply not making use of the mechanic or paying attention to their current gauge percentage at all. Either this is because it serves little point in their gameplan or toolkit and its status as a "combo ender" falls flat in comparison to killing the opponent with a Charge Cancel infinite, or the super simply fails to function from being punishable on hit, too slow to combo into, and other factors. Most lack any form of startup invulnerability and none are true reversals, killing expected utility elsewhere. For this reason, a character having a "bad super" fails to become relevant in practical gameplay.<br />
<br />
Amongst the roster, {{CLabel|GGML|Potemkin}}, {{CLabel|GGML|Justice}}, {{CLabel|GGML|Testament}}, & {{CLabel|GGML|Millia}} are the characters who care about being able to use their super the most. The common trend between them is that they either fulfill some unique utility in neutral or are useful on a character who cannot CC infinite as a combo ender.<br />
<br />
Some supers are rarely seen but have occasional utility, such as {{CLabel|GGML|Baiken}} & {{CLabel|GGML|Baldhead}}'s being unique mixup options which are sometimes used to close out rounds, or {{CLabel|GGML|Sol}}'s Dragon Install being a hard-to-apply but scary stacking buff. For the majority of the roster, however, a characters' meter plays a much smaller part than it does in other fighting games that possess one.<br />
<br />
<br />
===Desperation State===<br />
When a character's health drops into the yellow, characters enter the desperation state. During this, [[{{PAGENAME}}#Overdrives|Overdrives]] can be executed regardless of how much the [[{{PAGENAME}}#Chaos Gauge|Chaos Gauge]] is filled. While Overdrives essentially become free through this, they still drop the Chaos Gauge to 0, preventing the use of [[{{PAGENAME}}#Faultless Defense|Faultless Defense]] for the time the player is performing Overdrives continuously.<br />
<br />
This desperation state is not tied to any requirement or timer outside of the character's health so it lasts until the next round begins.<br />
<br />
===Meter Gain Modifier===<br />
Each character has a meter gain modifier value. The greater this value, the more meter that character gains per for each action.<br />
<br />
{{#cargo_query:tables=ggmlCharacters<br />
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,meterMod=Meter Gain Modifier,relativeMeterMod=Meter Gain as % of Mean<br />
|format=table<br />
|order by=meterMod DESC<br />
}}<br />
<br />
==Minor Mechanics==<br />
These are not necessarily unimportant, but there's not a lot to say about these mechanics.<br />
<br />
===Air Blocking===<br />
As a general rule, most moves are blockable in the air. There are, however, significant rule breakers that are air unblockable, even if they were otherwise blockable both standing and crouching. Moves which can be blocked standing or crouching, but not in the air are denoted as ''Mid'' guard. Moves which are blockable in the air as well as standing or crouching are denotes as ''All'' guard.<br />
<br />
<u>Here is a list of air unblockable moves:</U><br />
*Universal Dash attack<br />
*{{Character Label|GGML|Axl Low|label=Axl}}<br />
**{{Clr|2|2K}}, {{Clr|4|8H}} after Rensen Geki, Benten Gari ({{Clr|3|623S}})<br />
*{{Character Label|GGML|Baiken}}<br />
**Tsurane Sanzu Watari ({{Clr|4|2363214H}})<br />
*{{Character Label|GGML|Chipp Zanuff|label=Chipp}}<br />
**Beta Blade ({{Clr|1|623P}})<br />
*{{Character Label|GGML|Dr Baldhead}}<br />
**{{Clr|1|6P}}<br />
*{{Character Label|GGML|Justice}}<br />
**2nd Hit of Michael Sword ({{Clr|3|41236S}}), Strike Back Tail ({{Clr|2|421K}})<br />
*{{Character Label|GGML|Kliff Undersn|label=Kliff}}<br />
**{{Clr|1|6P}}, Scale Ripper ({{Clr|3|S}}xN)<br />
*{{Character Label|GGML|Ky}}<br />
**{{Clr|1|6P}}, 1st Hit of Stun Dipper ({{Clr|2|236K}}) <br />
**Ride the Lightning ({{Clr|4|412364H}})<br />
*{{Character Label|GGML|May}}<br />
**{{Clr|1|6P}}, {{Clr|4|2H}}<br />
*{{Character Label|GGML|Millia Rage|label=Millia}}<br />
**{{Clr|1|6P}}, {{Clr|4|2H}}<br />
*{{Character Label|GGML|Potemkin}}<br />
**{{Clr|2|5K}}, {{Clr|2|2K}}<br />
**Gigantic Piston ({{Clr|4|632146H}})<br />
*{{Character Label|GGML|Sol Badguy|label=Sol}}<br />
**Air Volcanic Viper, Level 2 & 3 Ground Volcanic Viper, Dragon Install Volcanic Viper<br />
**Tyrant Rave ({{Clr|4|632146H}})<br />
*{{Character Label|GGML|Testament}}<br />
**Grave Digger ({{Clr|3|236S}})<br />
*{{Character Label|GGML|Zato-1}}<br />
**All shadow attacks during Climb Darkness ({{Clr|4|41236H}})<br />
<br />
===Jump Cancels===<br />
As a rule, all normals in the game (except for ones that put characters in an aerial state like {{Character Label|GGML|Axl Low}}'s {{Clr|4|4/6H}}) are jump cancelable, regardless of how long ranged they are or whatever properties they have. Be aware that your character will still need to go through their prejump frames while airborne, meaning that characters with slow prejump frames might not have enough time to jump cancel jump-in attacks before they hit the ground.<br />
<br />
===Clashes===<br />
[[File:GGML_Clash_Demo.mp4|poster=File:GGML_Logo.png|380px|right|thumb|Millia's 1f {{clr|S|j.S}} is anti-aired, but it continues to clash until landing.]]<br />
A clash occurs when 2 attacks connect with each other. Unlike in future games, attacks don't need to be two disjoints touching eachother for a clash to occur: most any overlapping attack hitboxes will clash instead of trading. When a clash happens, both players can cancel their current move into another attack. Also unlike in future games, you can only cancel into a move that the clashing normal is capable of canceling into or the same attack that clashed, rather than being able to cancel into any move.<br />
<br />
Most notably, characters with 1 frame aerial attacks like {{CLabel|GGML|Millia}} are difficult to adequately anti-air as most attempts to do so will simply result in a clash until the aerial opponent touches the ground at best.<br />
<br />
Instant Kills will not clash, only beating something clean or not hitting at all. Combined with the upper-body invulnerability most possess, they have unique utility as anti-airs & counterpokes in certain situations due to this mechanic.<br />
<br />
===Backdashes===<br />
Backdashes mostly universally send the player flying back a good distance while fully invincible with '''no recovery'''. This makes backdashes an incredibly powerful defensive tool every character has access to. Theoretically, one could backdash an entire round and be untouchable, but this is humanly impossible since you'd need to do a 44 input in one frame.<br />
<br />
{{CLabel|GGML|Baiken}}'s backdash has no invulnerability, but otherwise functions the same as other characters'.<br />
<br />
{{CLabel|GGML|Kliff}}'s backdash is a {{MMC|game=GGML|chara=Kliff|input=44|label=uniquely inputted special}} which can be {{MMC|game=GGML|chara=Kliff|input=44 > P|label=cancelled into a unique attack}} at any point. It retains the standard full invulnerability that backdashes have, and has a 1/8 chance to fail & damage him instead.<br />
<br />
===Dash Attacks===<br />
Dash Attacks are a universal attack everyone in the cast has bar {{CLabel|GGML|Potemkin}} & {{CLabel|GGML|Kliff}}, since they can't dash, and also {{CLabel|GGML|Baldhead}} & {{CLabel|GGML|Baiken}} for some reason. They activate automatically when running for long enough while you have full meter, shown by the "BREAKER" text and screen flash. Most are unremarkable and cause a techable launch on hit, though some are plus on block for pressure. Likewise, all are air unblockable, though due to their distance requirement before becoming active and mediocre hitbox, this rarely comes up.<br />
<br />
This mechanic is referenced in later Gear entries, where it's EX {{CLabel|GGACR|Order-Sol}}'s "Special Skill" & {{CLabel|GGACR|Robo-Ky}}'s Spi-KY.<br />
<br />
===Counter Hits===<br />
Counter-hits in Missing Link give approximately 30% bonus damage to the initial hit and seemingly have no other special properties found in other games, such as bonus stun damage or hitstun. For most characters, this is inconsequential, but for characters like {{CLabel|GGML|Kliff}}, this majorly impacts sources of large, single-hit damage.<br />
<br />
The criteria for landing a counter-hit is the same as in other Gear games; if you strike the opponent while they're in the startup or active frames of an attack of any kind.<br />
<br />
===Dash Bug===<br />
If you input a Dash at the same time as any grounded attack, your character retains full dash momentum '''without deceleration''' until it reaches the opponent. This can be used on specials by inputting them as 2366X, 62366X, 21466X, etc. Notably, doing the dash bug with 623 motions (62366) is near impossible for humans. This has a number of applications on throughout the cast such as {{Character Label|GGML|Axl Low|label=Axl}}'s Dototsu ({{Clr|2|214K}}) becoming a near fullscreen invincible attack, or {{Character Label|GGML|Chipp Zanuff|label=Chipp}} using the dash bug with Tsuyoshi-shikii Ten'i ({{clr|3|236S}}) to gain a near fullscreen teleport. Also, {{Character Label|GGML|Kliff Undersn|label=Kliff}} and {{Character Label|GGML|Potemkin}} are incapable of doing the dash bug since neither have a dash.<br />
<br />
===Jump Startup===<br />
Jump startup is fairly unusual in the Missing Link. It varies heavily between charactes, ranging from 2 to 12. When you double jump or jump cancel, a character must go through their whole jump startup again. Most interesting though is that you're considered '''airborne''' during jump startup, even from the ground. This means if you're hit out of jump startup, you'll take one hit then immediately hit the ground with all options available, most notably throw. This can be used as an way to escape pressure, although there are many other ways to do this.<br />
<br />
===Damage Display===<br />
There is a minor difference in how damage is registered between the PSX and PC versions of ML. On PSX, the health bar updates 1 frame before the hurt animation plays. On PC, the health bar and hurt animation are sync to the same frame.<br />
<br />
===Dust Launchers===<br />
If a player is moving at or above a certain speed, dependent on each character, and that player gets hit by an attack that deals more than 15 damage, then that attack will gain the launching properties of a Dust. It will also display the "DAST" text on screen, as if a normal Dust attack had hit.<br />
<br />
===Homing Jump Bug===<br />
If you hit the opponent with a dust, do homing jump, and then hit them with one of three specific special moves, then the character will subsequently continue to home towards the opponent in a strange bugged state, although the effect wears off quickly. This can only be done with {{Character Label|GGML|Chipp Zanuff|label=Chipp}}'s Beta Blade ({{Clr|1|623P}}), {{Character Label|GGML|May}}'s Aqua Rolling ({{Clr|3|236S}}), and {{Character Label|GGML|Baiken}}'s Youzansen ({{Clr|3|623S}}). Only Chipp can really take advantage of this.<br />
<br />
==Dizzy==<br />
Dizzy, also known as "Stun" or "Bear Stun" is a punishment for getting hit. Each character has a Dizzy Threshold and a Luck value which are used to determine if and when that character will get stunned.<br />
<br />
Every time an attack would put your dizzy value over the dizzy threshold, the game rolls a random number between 1 and (64-LUCK) to determine if you get stunned or not. This means that characters with a lower stun threshold start rolling dice to get stunned more quickly than others, and characters with high luck have a better chance to avoid the stun after passing their threshold than others. However, the luck stat is statistically useless and you can realistically expect to be stunned each time you are put above your character's dizzy value.<br />
<div style="max-width: 650px;"><br />
{{#cargo_query:tables=ggmlCharacters<br />
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,dizzy=Dizzy Threshold,luck=Luck<br />
|format=table|named args=yes<br />
}}<br />
</div><br />
In practice, the importance of this information is limited. If you're playing "honest" Missing Link, then it just means that {{Character Label|GGML|Dr Baldhead}} and {{Character Label|GGML|May}} are the hardest characters to stun, and {{Character Label|GGML|Kliff Undersn|label=Kliff}} is the easiest. If you're playing Missing Link with no holds barred, then none of this matters because you're probably going to infinite the other person before stun is a factor. The main exception to this is {{Character Label|GGML|Kliff Undersn|label=Kliff}}, since his attacks do high stun and he has no infinite.<br />
<br />
==Frame Advantage==<br />
Missing Link's hitstun is rather eclectic and strange. As a result there are some caviats involved in the frame data presented on this wiki:<br />
* All On-Hit values are tested on {{Character Label|GGML|Ky}}<br />
* All On-Hit values assume earliest possible ukemi/tech from the opponent when applicable<br />
* All On-Hit and On-Block values assume worst case scenario frame advantage<br />
<br />
==Wakeup Throw Invuln==<br />
Players are invulnerable to throws for 6 frames after waking up from a knockdown. On frame 7, they can be thrown.<br />
<br />
==Combo Scaling==<br />
In Missing Link, combo scaling is unique to each character. Below is a table representing the damage multiplier based on the number of hits the character has done in a combo.<br />
<br />
Hits which have significantly non-standard scaling are highlighted.<br />
* Green multipliers are abnormally high<br />
* Yellow multipliers are abnormally low.<br />
<br />
{| class="wikitable" <br />
|-<br />
! Hit Number<br />
! 1<br />
! 2<br />
! 3<br />
! 4<br />
! 5<br />
! 6<br />
! 7<br />
! 8<br />
! 9<br />
! 10<br />
! 11<br />
! 12<br />
! 13<br />
! 14<br />
! 15<br />
! 16<br />
|-<br />
! Axl Low<br />
| 1.00x<br />
| 0.87x<br />
| 0.62x<br />
| 0.62x<br />
| 0.50x<br />
| 0.50x<br />
| 0.43x<br />
| 0.43x<br />
| 0.31x<br />
| 0.31x<br />
| 0.31x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Baiken<br />
| 1.00x<br />
| 0.93x<br />
| 0.87x<br />
| 0.81x<br />
| 0.75x<br />
| 0.68x<br />
| 0.62x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Chipp<br />
| 1.00x<br />
| 0.87x<br />
| 0.75x<br />
| 0.68x<br />
| 0.62x<br />
| 0.56x<br />
| 0.50x<br />
| 0.43x<br />
| 0.37x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| style="background-color: #65f779; color: black;" | 1.00x<br />
| 0.12x<br />
|-<br />
! Dr Baldhead<br />
| 1.00x<br />
| style="background-color: #f8faa0; color: black;" | 0.31x<br />
| style="background-color: #65f779; color: black;" | 1.00x<br />
| 0.50x<br />
| style="background-color: #65f779; color: black;" | 1.00x<br />
| style="background-color: #65f779; color: black;" | 0.75x<br />
| 0.43x<br />
| style="background-color: #65f779; color: black;" | 0.68x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Justice<br />
| 1.00x<br />
| 1.00x<br />
| 0.93x<br />
| 0.93x<br />
| 0.87x<br />
| 0.81x<br />
| style="background-color: #65f779; color: black;" | 0.81x<br />
| style="background-color: #f8faa0; color: black;" | 0.25x<br />
| 0.25x<br />
| 0.25x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
| 0.12x<br />
|-<br />
! Kliff<br />
| 1.00x<br />
| 0.62x<br />
| 0.56x<br />
| 0.56x<br />
| 0.50x<br />
| 0.43x<br />
| 0.31x<br />
| 0.31x<br />
| 0.31x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Ky<br />
| 1.00x<br />
| 0.87x<br />
| 0.81x<br />
| 0.75x<br />
| 0.62x<br />
| 0.50x<br />
| 0.43x<br />
| 0.37x<br />
| 0.31x<br />
| 0.28x<br />
| 0.28x<br />
| 0.25x<br />
| 0.25x<br />
| 0.18x<br />
| 0.18x<br />
| 0.15x<br />
|-<br />
! May<br />
| 1.00x<br />
| 0.81x<br />
| 0.68x<br />
| 0.62x<br />
| 0.50x<br />
| 0.50x<br />
| 0.43x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Millia<br />
| 1.00x<br />
| 0.87x<br />
| 0.81x<br />
| 0.68x<br />
| 0.56x<br />
| 0.50x<br />
| 0.43x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Potemkin<br />
| 1.00x<br />
| 0.75x<br />
| 0.62x<br />
| 0.56x<br />
| 0.50x<br />
| 0.43x<br />
| 0.43x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Sol<br />
| 1.00x<br />
| 0.81x<br />
| 0.68x<br />
| 0.62x<br />
| 0.50x<br />
| 0.50x<br />
| 0.43x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Testament<br />
| 1.00x<br />
| style="background-color: #65f779; color: black;" | 1.06x<br />
| 0.87x<br />
| 0.81x<br />
| 0.75x<br />
| 0.56x<br />
| 0.43x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|-<br />
! Zato<br />
| 1.00x<br />
| 0.87x<br />
| 0.75x<br />
| 0.68x<br />
| 0.56x<br />
| 0.50x<br />
| 0.43x<br />
| 0.37x<br />
| 0.34x<br />
| 0.31x<br />
| 0.28x<br />
| 0.25x<br />
| 0.21x<br />
| 0.18x<br />
| 0.15x<br />
| 0.12x<br />
|}<br />
In practice, the importance of this information is limited. If you're playing "honest" Missing Link, then this can help you optimize your combo routes. If you're playing Missing Link with no holds barred, then none of this matters because you're doing an infinite combo.<br />
<br />
==Navigation==<br />
{{Navbar-GGML}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GGACR/Millia_Rage/Combos&diff=448542GGACR/Millia Rage/Combos2024-03-08T21:00:34Z<p>PrivateTarkus: </p>
<hr />
<div>{{GGACR/CharacterLinks}}<br />
{{MFlag|expert}}<!-- Table Format Preferred. Missing Millia Dustloops -->{{MFlag|verify}}<br />
{{Combo Notation|game=GGACR|width=85%}}<br />
<br />
=== Template ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{ComboDifficulty|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{ComboDifficulty|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{ComboDifficulty|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{ComboDifficulty|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{ComboDifficulty|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{ComboDifficulty|Very Hard}} ||<br />
|}<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
===<span style="visibility:hidden;font-size:0">Beginner Far-Range Ground Combo</span>===<br />
{{TheoryBox<br />
| Title = Beginner Far-Range Ground Combo<br />
| Oneliner = Sometimes, it's all you have.<br />
| Difficulty = Very Easy<br />
| Anchor = BeginnerCombo1<br />
| Video = GGACR_MI_long_range_beginner_combo.mp4<br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}}(1) or {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Forward Roll > H Tandem Top<br />
| content =<br />
At some ranges, you won't be able to convert into 2H for Millia's damaging grounded combos. In those instances, you can always fall back on this.<br />
<br />
Common starters include {{clr|2|2K}} when gatlinged into itself as a hitconfirm, jump ins such as {{clr|3|j.S}}, and raw {{clr|3|f.S}} as a poke. You should route into this combo any time you are too far away to connect with {{clr|4|2H}} against a grounded opponent. If you're closer, combo options open up more, as seen below.<br />
<br />
By routing into {{MMC|game=GGACR|input=214K|chara=Millia Rage|label=Forward Roll}}, then {{MMC|game=GGACR|input=236H|chara=Millia Rage|label=H Tandem Top}}, you set up a disc for okizeme. Though this is not an ideal setup, it's sometimes all you can get meterless. If you have 25% Tension and are quick enough, you can instead cancel {{clr|5|2D}} into {{MMC|game=GGACR|input=214D > H|chara=Millia Rage|label=FB Secret Garden}} for stronger okizeme.<br />
<br />
It is worth noting that this combo will not work from very far ranges, such as the tip of {{clr|3|f.S}}' range. In those instances, you will need to spend meter on alternate confirms.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">Beginner Close-Range Ground Combo</span>===<br />
{{TheoryBox<br />
| Title = Beginner Close-Range Ground Combo<br />
| Oneliner = Great damage and corner carry on grounded opponents.<br />
| Difficulty = Very Easy<br />
| Anchor = BeginnerCombo2<br />
| Video = GGACR_MI_short_range_beginner_combo.mp4<br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|4|2H}} > jump > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > H Tandem Top<br />
| content =<br />
A more powerful combo dependent on your range from the opponent. Utilizes {{clr|4|j.H}}'s ability to cancel into an airdash on hit, enabling significant corner carry.<br />
<br />
Common starters include {{clr|2|2K}} and {{clr|3|j.S}}, but you can route into this combo any time you are close enough to connect {{clr|4|2H}} against a grounded opponent. If you are too far for {{clr|4|2H}} to connect, refer to the above ground combo.<br />
<br />
For some characters, replacing the {{clr|3|j.S}} with {{clr|2|j.K}} will yield better results. {{clr|3|j.S}} sends the opponent higher into the air, so both normals have different considerations for height management.<br />
<br />
Connecting with both hits of {{clr|3|c.S}} may be finnicky unless you have dash momentum. In these cases, only using {{clr|3|c.S}}' first hit before cancelling is preferable.<br />
<br />
You have more frame advantage after this {{clr|4|j.2H}} knockdown as opposed to the {{clr|5|2D}} knockdown of the far-range combo, and are also left closer to the opponent. This allows the okizeme using {{MMC|game=GGACR|input=236H|chara=Millia Rage|label=H Tandem Top}} to be considerably stronger.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">Beginner Throw Combo</span>===<br />
{{TheoryBox<br />
| Title = Beginner Throw Combo<br />
| Oneliner = Finnicky, but a powerful option.<br />
| Difficulty = Medium<br />
| Anchor = BeginnerCombo3<br />
| Video = GGACR_MI_beginner_throw_combo.mp4<br />
| Size = 256x192<br />
| Recipe = Throw > dash forward > {{clr|3|f.S}} > {{clr|4|2H}} > jump > {{clr|K|j.K}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > H Tandem Top<br />
| content =<br />
The basic throw combo is conceptually very similar to the close-range ground combo, with some additional considerations.<br />
<br />
On lightweight characters, it is often better to use {{clr|2|5K}} in the place of {{clr|3|f.S}}. Additionally, just like the previous combo, using {{clr|3|j.S}} instead of {{clr|2|j.K}} may work better depending on the character, though {{clr|2|j.K}} is more commonly used here.<br />
<br />
Leads to a similar oki situation as the previous close-range ground combo on hit.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">Air-to-Air jP Conversion</span>===<br />
{{TheoryBox<br />
| Title = Air-to-Air jP Conversion<br />
| Oneliner = A window into Millia's strongest attribute.<br />
| Difficulty = Very Easy<br />
| Anchor = Millia Air To Air<br />
| Video = GGACR_MI_air_to_air_sample.mp4<br />
| Size = 256x192<br />
| Recipe = air-to-air {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > Bad Moon > H Tandem Top<br />
| content =<br />
A simple example of how Millia can turn air-to-air normals into a knockdown and okizeme. Utilization of hitconfirms such as these can allow Millia to start her looping okizeme off hits where the majority of characters could not knock down the opponent. This example combo could be expanded into one of the more damaging BNBs seen below, depending on Millia's height relative to Testament.<br />
<br />
This combo also demonstrates an additional combo piece: {{MMC|game=GGACR|input=j.236P|chara=Millia Rage|label=Bad Moon}}. Bad Moon is not an ideal ender, but it is an extremely consistent one. In situations where your opponent is too far above you for other options to work midscreen, cancelling into Bad Moon can give you an acceptable knockdown into disc oki that isn't perfect, but is better than nothing.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
===<span style="visibility:hidden;font-size:0">Double Airdash BNB</span>===<br />
{{TheoryBox<br />
| Title = Double Airdash BNB<br />
| Oneliner = A reliable damage optimization.<br />
| Difficulty = Medium<br />
| Anchor = MilliaBNB1<br />
| Video = GGACR_MI_double_airdash_sample.mp4<br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|4|2H}} > jump > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > H Tandem Top<br />
| content =<br />
Uses {{clr|4|j.H}}'s airdash cancel twice in one combo for an extension, enabling excellent corner carry and additional damage. An additional {{clr|4|j.H}} is a fairly reliable conversion off most combos which route into {{clr|4|j.H}} airdash cancel. <br />
<br />
This sample combo is mostly conceptually similar to the previous close-range ground combo, though it is worth noting how this type of extension can be applied to a variety of air-to-air conversions, making it a commonly useful combo piece.<br />
<br />
If the opponent lands in the corner and is roughly level with Millia as they land, as shown here, you can potentially use {{MMC|game=GGACR|input=214H > H|chara=Millia Rage|label=Secret Garden}} for stronger okizeme if you're quick enough to recognize this. This applies to all combos which knock the opponent down with {{clr|4|j.2H}}.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">Relaunch BNB</span>===<br />
{{TheoryBox<br />
| Title = Relaunch BNB<br />
| Oneliner = Less stable, but more rewarding.<br />
| Difficulty = Medium<br />
| Anchor = MilliaBNB2<br />
| Video = GGACR_MI_relaunch_sample.mp4<br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|4|2H}} > jump > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > {{clr|3|c.S}}(1) > {{clr|4|2H}} > jump > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > H Tandem Top<br />
| content =<br />
Uses {{clr|4|j.2H}}'s ability to drag opponents to the ground, then pops them back up for another loop of the close-range ground combo. A highly damaging combo that's virtually guaranteed to put them in the corner. <br />
<br />
This combo is not as ubiquitous in applicability as the aforementioned double airdash combo, however. Not every air to air conversion can lead into it, and it generally requires your opponent to be relatively low to the ground when you route into {{clr|4|j.2H}}. Being able to recognize when the opponent is low enough to continue the combo in this fashion can allow for highly efficient damage.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">BNB With Pin Ender</span>===<br />
{{TheoryBox<br />
| Title = Pin Combo Ender<br />
| Oneliner = Garden Setups For Dummies<br />
| Difficulty = Medium<br />
| Anchor = Millia Pin Ender<br />
| Video = GGACR_MI_pin_ender_sample.mp4<br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|4|2H}} > jump > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > {{clr|3|c.S}}(1) > {{clr|4|2H}} > jump > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}}(2) > {{clr|4|j.2H}} > S Silent Force > land > {{clr|4|6H}} > Secret Garden<br />
| content =<br />
A combo which ends by using {{MMC|game=GGACR|input=j.214S|chara=Millia Rage|label=S Silent Force}} to ensure an ideal knockdown into {{MMC|game=GGACR|input=214H > H|chara=Millia Rage|label=Secret Garden}} oki.<br />
<br />
The ending portion of the combo is a simple and common setup for Secret Garden's powerful okizeme, though it requires you to have Silent Force already. If you have the necessary resources, {{clr|4|j.2H}} > S Silent Force > {{clr|4|6H}} can be added to a variety of combos as an ender.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">Instant Longinus</span>===<br />
{{TheoryBox<br />
| Title = Instant Longinus<br />
| Oneliner = The ground-based footsies Millia is known for.<br />
| Difficulty = Tricky<br />
| Anchor = Millia ILonginus<br />
| Video = GGACR_MI_instant_longinus_sample.mp4<br />
| Size = 256x192<br />
| Recipe = {{clr|3|f.S}} > Lust Shaker > Longinus<br />
| content =<br />
An example of "instant Longinus", or using {{MMC|game=GGACR|input=214S|chara=Millia Rage|label=Lust Shaker}}'s followup, {{MMC|game=GGACR|input=214S > 214D|chara=Millia Rage|label=Longinus}}, immediately without Lust Shaker ever becoming active. This technique allows for knockdowns off pokes at ranges where you would otherwise get no reward, as seen here. Longinus also has practicality as a way to acquire a knockdown off some unwieldly air hits.<br />
<br />
Longinus has significant frame advantage, and midscreen, you have time to run or airdash at them, then perform a disc setup or go for a more standard safejump/meaty. In the corner, Longinus sticks the opponent to the wall, giving you time to set up Secret Garden.<br />
}}<br />
<br />
===<span style="visibility:hidden;font-size:0">Johnny Throw Combo</span>===<br />
{{TheoryBox<br />
| Title = {{Character Label|GGACR|Johnny}} Throw Combo<br />
| Oneliner = Some characters just don't cooperate.<br />
| Difficulty = Tricky<br />
| Anchor = Millia Johnny Throw<br />
| Video = GGACR_MI_johnny_throw_sample.mp4<br />
| Size = 256x192<br />
| Recipe = Throw > dash > {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > airdash > {{clr|4|j.2H}} > {{MMC|input=j.236P|label=Bad Moon}}<br />
| content =<br />
An altered version of the basic throw combo, modified to more reliably work on Johnny. Johnny is a very difficult character for Millia to combo due to his hurtbox, so adjustments commonly have to be made for the sake of consistency. This combo demonstrates some of the possible ways of stabilizing a conversion on Johnny. It also once again shows how, if you're unsure whether other options could work, routing into {{MMC|game=GGACR|input=j.236P|chara=Millia Rage|label=Bad Moon}} gets the job done.<br />
}}<br />
<br />
==Combo List==<br />
<br />
===Meterless No Relaunch===<br />
<br><br />
<br />
'''Lightweights: Bridget, Kliff, all female chars except ABA<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em 1m;text-align: middle"<br />
|stuff > {{clr|4|2H}} > {{clr|2|j.K}}{{clr|4|H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}} midscreen do neutral jump after {{clr|4|2H}}, in the corner jump forward<br />
|-<br />
|throw > dash {{clr|2|5K}} > {{clr|1|j.P}}{{clr|2|K}}{{clr|4|H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}} -- dash as deep as possible<br />
|-<br />
|mixup (disc hits) > {{clr|3|c.S}}(2) or {{clr|1|2P}} {{clr|1|5P}} > {{clr|2|j.K}}{{clr|4|H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}} -- again midscreen do neutral jump, corner jump fwd<br />
|-<br />
|corner stuff > {{clr|3|236S}} > {{clr|2|j.K}}{{clr|4|H}} > adc {{clr|4|j.2H}}<br />
|}<br />
''Baiken, Bridget and Jam are slightly more floaty than the rest so usually you want to connect the {{clr|2|j.K}} asap after rising from the ground to end up above them. Exception: Grounded {{clr|4|2H}} combos.<br />
<br><br />
<br />
<br />
<br />
'''Everyone else except ED, KY, JO and RO:<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em 1m;text-align: middle"<br />
|stuff > {{clr|4|2H}} > {{clr|3|j.S}}{{clr|4|H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}} -- midscreen do neutral jump after {{clr|4|2H}}, in the corner jump forward<br />
|-<br />
|throw > dash {{clr|3|f.S}} {{clr|4|2H}} > {{clr|4|j.H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}}<br />
|-<br />
|mixup (disc hits) > {{clr|3|f.S}} {{clr|4|2H}} or {{clr|3|c.S}}(1) {{clr|4|2H}} > {{clr|4|j.H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}} -- again midscreen do neutral jump, corner jump fwd<br />
|-<br />
|corner stuff > {{clr|3|236S}} > {{clr|1|5P}} > {{clr|2|j.K}}{{clr|4|H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}}<br />
|}<br />
<br />
'''Johnny and Robo-Ky<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em 1m;text-align: middle"<br />
|stuff > {{clr|4|2H}} > delay {{clr|3|j.S}}{{clr|4|H}} > adc {{clr|4|j.2H}} ({{clr|1|j.236P}}) -- again midscreen do neutral jump, corner jump fwd<br />
|-<br />
|Throwcombo on Johnny: throw > dash {{clr|3|f.S}} > {{clr|2|j.K}}{{clr|3|S}}{{clr|4|H}} > adc slight delay {{clr|4|j.2H}}<br />
|-<br />
|Throwcombo on Robo: throw > dash {{clr|3|f.S}} {{clr|4|2H}} > {{clr|2|j.K}}{{clr|4|H}} > adc {{clr|4|j.H}} > adc {{clr|4|j.2H}}<br />
|-<br />
|mixup (disc hits) > {{clr|3|c.S}}(2) {{clr|4|2H}} > asap 8{{clr|4|j.H}} > adc {{clr|4|j.2H}} > delay {{clr|1|j.236P}}<br />
|-<br />
|corner stuff > {{clr|3|236S}} > {{clr|1|5PP}} > {{clr|2|j.K}}{{clr|4|H}} > adc {{clr|4|j.2H}} > {{clr|1|j.236P}}<br />
|}<br />
<br />
===Relaunch Combos===<br />
(Almost) universal relaunch combos + ad lib combo enders (requires pin or 25 tension):<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em 1m;text-align: middle"<br />
|Stuff > {{clr|4|2H}} > {{clr|3|j.S}}{{clr|4|H}} > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender<br />
|-<br />
|Throw > Dash {{clr|3|f.S}} {{clr|4|2H}} > {{clr|4|j.H}} > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender<br />
|-<br />
|Mixup (disc hits) > {{clr|3|5S}} {{clr|4|2H}} > {{clr|4|j.H}} > adc {{clr|4|j.2H}} > {{clr|3|c.S}}(1) {{clr|4|2H}} > ({{clr|3|j.S}}) {{clr|4|j.H}} > adc {{clr|4|j.2H}} > Ender<br />
|-<br />
|Random air to air confirm: {{clr|2|j.K}}PPK > d{{clr|2|j.K}}H > adc {{clr|4|j.2H}} > Ender<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
Millia's BnBs are all about getting corner carry and a 'good' knockdown that allows for disk mixups - damage almost always comes second (and routes "for damage" have different theory entirely, too).<br />
<br />
Millia routing can involve a lot of improvisation due to height adjustments and last-second decision-making, so the intention of this short guide is to provide the ideas behind the basic tools you can use to get knockdowns.<br />
<br />
For BnBs for each character, see the Blitz compilations at the end of the page.<br />
<br />
===Section 1. Grounded BNBs===<br />
<br />
On the ground, Millia gets a knockdown with {{clr|5|2D}}, and can close the gap to the opponent with a Roll > disk ({{clr|2|214K}} > {{clr|4|236H}}) or a dash>disk ({{clr|4|2366H}} or {{clr|4|66236H}}). On a portion of the cast, she can also cancel a {{clr|5|2D}} into Longinus({{clr|3|214S}}(0 or 1 hits) > {{clr|5|214D}}) to continue with an aerial combo, if done close enough to the corner so that Longinus wallsplats.<br />
<br />
*{{clr|3|f.S}} > {{clr|4|5H}} > {{clr|5|2D}} is the go-to grounded combo, but it doesn't work in all of {{clr|3|f.S}}'s ranges.<br />
*{{clr|3|f.S}} > Longinus allows for comboing out of a slightly bigger {{clr|3|f.S}} range.<br />
*{{clr|3|f.S}} > Emerald Rain ({{clr|3|236236S}}) allows for comboing out of near-max range {{clr|3|f.S}}, but it requires knowledge on the situations that allow for Emerald Rain to function properly (otherwise, the last hit whiffs, and the combo is lost).<br />
<br />
===Section 2. Meterless Aerial BNBs (Starting From The Ground)===<br />
<br />
Aerial combos are a little more involved. Our two primary knockdown tools are {{clr|4|j.2H}} and Bad Moon ({{clr|1|j.236P}}). The former is the 'better' one in terms of frame advantage (with a few exceptions on characters such as Ky and Eddie), but both require low heights to cause a knockdown. Millia's air combos, then, center around diminishing the opponent's height as much as possible, while simultaneously adjusting Millia's as needed.<br />
<br />
Starting from the ground, after a few buttons/specials, aerial routes will usually have 3 steps (and may include rejumps, which are essentially repetitions of these three steps):<br />
<br />
===(1) The “launcher”:===<br />
The point where the opponent will be flung up (e.g. {{clr|4|2H}}, through {{clr|3|c.S}}(1) > {{clr|4|2H}}) - or the point where the opponent will be hit while being high-up in the air (e.g. {{clr|1|5P}}/{{clr|1|6P}} as anti-airs).<br />
<br />
Some “launchers” are largely rejump-only:<br />
*{{clr|3|c.S}}(1) - very useful in general, but has specific utility against featherweight characters, as detailed in “Rejump-only considerations” below.<br />
*{{clr|2|5K}} > {{clr|1|6P}}(1) - great for hits where the horizontal distance between Millia and the opponent is large, and especially useful against lightweights/featherweights.<br />
<br />
===(2) The “bridge”:===<br />
In-between the “launcher” and the “ender”, Millia has to adjust her height for the “ender” to work (usually this means getting closer to the opponent's height), while increasing the opponent's height as little as possible. What is used as “bridge” varies a lot with initial height difference, weight classes, and hurtboxes... but a few of the options are:<br />
<br />
(a) {{clr|2|j.K}}: [launcher] > {{clr|2|j.K}} > [ender]. This is especially useful for low-weight opponents and for starters where Millia is significantly below the opponent (e.g. after anti-airs!), as it allows her to stabilize the opponent’s height quickly and start the ender as high as possible herself. It's also one of the only ways to combo off a {{clr|1|5P}} without counterhit. It won't, however, have enough hitstun to work late in the combo, during rejumps.<br />
Being a fast button, {{clr|2|j.K}} can also be delayed (under high-hitstun launchers such as {{clr|4|2H}}), allowing it to be a very flexible bridge.<br />
<br />
(b) {{clr|2|j.K}} {{clr|3|j.S}}: [launcher] > {{clr|2|j.K}} {{clr|3|j.S}} > [ender]. The extra button makes it so that Millia starts the ender at a low height (and also means the opponent will be positioned higher-up in the air), which makes this bridge useful against higher weight-classes and situations where the initial height difference is small (e.g. low-height anti-airs or a {{clr|3|c.S}}(1) launcher, in rejumps).<br />
<br />
(c) No buttons: [launcher] > [ender]. Shares the property of {{clr|2|j.K}} in which Millia will start the ender very high in the air. However, the lack of a bridge means that at no point was the opponent’s height stabilized to guarantee it’s close to Millia's, so this will only work in high hits, most notably rejumps with {{clr|4|2H}} launcher.<br />
<br />
(d) {{clr|3|j.S}}: [starter] > {{clr|3|j.S}} > [ender]. Exists as an In-between {{clr|2|j.K}} and {{clr|2|j.K}} {{clr|3|j.S}}, so this is often useful against midweight characters. It also has utility in rejumps against featherweights (since {{clr|2|j.K}} doesn't work on rejumps, this is the next best option!), after a {{clr|3|c.S}}(1) launcher, to achieve low-height ender.<br />
<br />
===(3) The “ender”:===<br />
The point where we want to diminish the opponent’s height, usually in order to cause a knockdown. {{clr|4|j.H}}, {{clr|4|j.2H}}, and airdash cancels in-between are the primary form of doing that, so most of your enders will look like {{clr|4|j.H}} > airdash forward > {{clr|4|j.2H}}. On a portion of the cast and depending on the height, an extra {{clr|4|j.H}} can be added to decrease the height further: {{clr|4|j.H}} > airdash forward > {{clr|4|j.H}} > airdash forward again > {{clr|4|j.2H}} (> {{clr|1|j.236P}}). If unsure whether {{clr|4|j.2H}} will cause a knockdown, a low-height {{clr|1|j.236P}} after the {{clr|4|j.2H}} can be used to attempt to "improvise" a knockdown.<br />
<br />
Aside from knockdowns, “enders” also lead to rejumps (which is to repeat this 3-step sequence, though this time ending on a knockdown). Rejumps are overall harder, but allow for extra corner carry and a little bit more damage. They can also be used to have better control over height management if the combo started in the air, as per Section 3.<br />
<br />
===Section 3. Aerial BnBs (Starting From The Air)===<br />
<br />
Most of Millia's routes that start in the air will begin with a {{clr|1|j.P}} or {{clr|2|j.K}} air-to-air hit. The goal, here, is to use gatlings and jump cancels to adjust height and connect a bridge from Section 2, in order to transition to an ender and diminish the opponent's height.<br />
<br />
Millia has four primary tools for this purpose:<br />
*{{clr|1|j.P}} gatlings into itself.<br />
*There's a mutual {{clr|1|j.P}} <-> {{clr|2|j.K}} gatling.<br />
*{{clr|2|j.K}} has a jump cancel.<br />
*{{clr|1|j.P}} gatlings into {{clr|4|j.2H}}.<br />
<br />
{{clr|2|j.K}} is the highest-hitstun button between {{clr|1|j.P}} and {{clr|2|j.K}}, so most times you'll want to transition from a {{clr|2|j.K}} into a bridge of either {{clr|2|j.K}} or {{clr|2|j.K}} {{clr|3|j.S}}:<br />
*If Millia is below the opponent, a {{clr|2|j.K}} > jump cancel allows for a {{clr|2|j.K}} bridge: [{{clr|1|j.P}}s and {{clr|2|j.K}}, ending on {{clr|2|j.K}} > jump forward > {{clr|2|j.K}} > [{{clr|4|j.H}} > airdash forward > {{clr|4|j.2H}} ender].<br />
*If Millia is near the same height as the opponent or very slightly below: the {{clr|1|j.P}} self-gatling and the {{clr|1|j.P}} <-> {{clr|2|j.K}} mutual gatling can be used to create the situation above.<br />
Alternatively, a {{clr|2|j.K}} > jump cancel can be used can be used to create a {{clr|2|j.K}} {{clr|3|j.S}} bridge: [{{clr|1|j.P}}s and {{clr|2|j.K}}s] > jump forward > {{clr|2|j.K}} {{clr|3|j.S}} > [{{clr|4|j.H}} > airdash forward > {{clr|4|j.2H}} ender].<br />
<br />
Most often, these enders won't cause knockdowns on their own because of the opponent's height, so Millia has to use resources to continue the combo and get a knockdown.<br />
<br />
A notable exception to this is the {{clr|1|j.P}} > {{clr|4|j.2H}} gatling: unlike the other gatlings, it immediately decreases the opponent's height by going directly to {{clr|4|j.2H}}. Therefore, at low heights, it's Millia's best bet to get to the ground and do a rejump as per Section 2.<br />
<br />
===Section 3.5. Converting from air hits using resources===<br />
During air combos, Millia can either use Pin (most notably the {{clr|3|S}} version of Pin, j{{clr|3|j.214S}}) or meter (through {{clr|5|j.236D}}) to get high amounts of hitstun at will. This allows her time to get to the ground, and either use {{clr|4|6H}}, which causes knockdown, or rejump and continue combos. Both of these options allow her to create knockdowns in situations where they’d otherwise be impossible!<br />
<br />
Both are done during the {{clr|4|j.2H}} portion of the ender:<br />
Pin: using pin requires Millia to be near the same height as the opponent (or slightly above), after the {{clr|4|j.2H}}. Usually can be followed by either a {{clr|4|6H}} or a rejump route that causes knockdown (though starting directly in the bridge, without the launcher).<br />
FB Disc ({{clr|5|j.236D}}): using FB Disc requires Millia to be near the same height as the opponent or below them, after the {{clr|4|j.2H}}. Allows plenty of time for rejumps or {{clr|4|6H}}. In the corner, the wallbounce also allows for an extra route: IAD backwards > {{clr|5|j.D}} > {{clr|4|6H}}.<br />
<br />
Both of these are malleable enough so as to not require a specific amount of hits from {{clr|4|j.2H}}. For example, if you expect {{clr|4|j.2H}}(1) to be enough for FB Disc to connect, or think the height difference is too big for more hits to be viable, you can do it immediately after {{clr|4|j.2H}}(1)!<br />
<br />
==Video Examples==<br />
Playlist of Millia Combos by Blitz, ongoing updates [https://www.youtube.com/playlist?list=PLgjgyIJiAxrjpWUQGAjg0x4JoE1mT8zXC Link]<br />
<br />
vdv reles' old playlist [https://www.youtube.com/playlist?list=PL2lLQM3aHW9ssaAocZrLS7f1sWiq2oal_ Link]<br />
<br />
Psyblade's combo tutorial [https://www.youtube.com/watch?v=EoHgCe_wGuk Link]<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Millia Rage|size=42px}}</center><br />
{{GGACR/CharacterLinks}}<br />
{{#lst:GGACR/Navigation}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=MediaWiki:Common.css&diff=448343MediaWiki:Common.css2024-03-05T23:14:43Z<p>PrivateTarkus: </p>
<hr />
<div>/* CSS placed in this file will be applied to all skins */<br />
/* Hide title and edit tools on main page */<br />
.page-Main_Page .mw-side,<br />
.page-Main_Page .firstHeading,<br />
.page-Main_Page #siteSub {<br />
display: none!important;<br />
}<br />
<br />
/* per-game banner images */<br />
body {<br />
background-image: url(images/background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Guilty_Gear_XX_Accent_Core_Plus_R,.rootpage-GGACR {<br />
background-image: url(images/ggacr-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Granblue_Fantasy_Versus,.rootpage-GBVS {<br />
background-image: url(images/gbvs-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Granblue_Fantasy_Versus_Rising,.rootpage-GBVSR {<br />
background-image: url(images/gbvsr-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Dragon_Ball_FighterZ,.rootpage-DBFZ {<br />
background-image: url(images/dbfz-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Persona_4_Arena_Ultimax_Remaster,.rootpage-P4U2R {<br />
background-image: url(images/p4u2r-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-BlazBlue_Central_Fiction,.rootpage-BBCF {<br />
background-image: url(images/bbcf-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Guilty_Gear_The_Missing_Link,.rootpage-GGML {<br />
background-image: url(images/ggml-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-BlazBlue_Cross_Tag_Battle,.rootpage-BBTag {<br />
background-image: url(images/bbtag-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Hokuto_no_Ken,.rootpage-HNK {<br />
background-image: url(images/hnk-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-DNF_Duel,.rootpage-DNFD {<br />
background-image: url(images/dnfd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Sailor_Moon_S,.rootpage-SMS {<br />
background-image: url(images/sms-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Sengoku_Basara_X,.rootpage-SBX {<br />
background-image: url(images/sbx-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Guilty_Gear_Xrd_REV_2,.rootpage-GGXRD-R2 {<br />
background-image: url(images/ggxrd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Battle_Fantasia,.rootpage-BatFan {<br />
background-image: url(images/batfan-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
.page-King_s_Field_4,.rootpage-KF4 {<br />
background-image: url(images/kf4-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Limbus_Company,.rootpage-LCB {<br />
background-image: url(images/lcb-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
<br />
.responsive-imagemap img { width: 100%; height: auto; }<br />
.responsive-img img { width: 100%; height: auto; }<br />
.big-pixly-image .image {width: 100%; height: auto; }<br />
.big-pixly-image img { width: 100%; height: auto; image-rendering: pixelated; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Rules<br />
----------------------------------------------------------------------------- */<br />
/* disable the tfoot which dupes thead */<br />
<br />
table.dataTable tfoot {<br />
display: none;<br />
}<br />
<br />
/* move images to start of line. else they will be at end of line when there are notes */<br />
table.dataTable div.tright {<br />
float: left;<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd) {<br />
background-color: var(--color-surface-1);<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd):hover {<br />
background-color: var(--color-surface-3);<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Tier List Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
@media (min-width: 900px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
/* box-shadow: var(--card-shadow-dlw); */<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-2);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
@media (max-width: 899px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
box-shadow: var(--card-shadow-dlw);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-1);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
.tierHeader {<br />
display: flex;<br />
align-items: center;<br />
justify-content: center;<br />
text-align: center;<br />
padding: 1em 2px;<br />
font-size: 1em;<br />
font-weight: 600;<br />
color: black;<br />
}<br />
.tierGroup {<br />
display: flex;<br />
flex-direction: row;<br />
flex-wrap: wrap;<br />
align-items: center;<br />
}<br />
.tierUnderline {<br />
border-bottom: 1px solid var(--border-color-base--darker);<br />
}<br />
.generalUnderline {<br />
border-bottom: 1px solid var(--border-color-base);<br />
}<br />
.tierGroup>div {<br />
margin: 4px 10px;<br />
}<br />
.CharaInfoLabel {<br />
text-align: right;<br />
width: 50%;<br />
vertical-align: text-top;<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
ColumnList Specific Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
.columns2 {<br />
-webkit-columns: 16em 2;<br />
-moz-columns: 16em 2;<br />
columns: 16em 2;<br />
}<br />
<br />
<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Based Move Boxes Styling<br />
----------------------------------------------------------------------------- */<br />
<br />
.grid-container {<br />
display: grid;<br />
grid-template-columns: 210px auto;<br />
grid-template-rows: auto auto;<br />
gap: 0px 0px;<br />
grid-template-areas: "name data" "gallery description";<br />
}<br />
.move-box {<br />
box-shadow: var(--CardShadow);<br />
border-radius: var(--StandardBorderCurve);<br />
}<br />
.name {<br />
display: grid;<br />
grid-template-columns: auto;<br />
grid-template-rows: auto;<br />
height: 1em;<br />
gap: 0px 0px;<br />
grid-template-areas: ".";<br />
grid-area: name;<br />
text-align: center;<br />
}<br />
#moveName {<br />
font-weight: bold;<br />
font-size: 20px;<br />
line-height: 1.1em;<br />
}<br />
.gallery {<br />
grid-area: gallery;<br />
align-content: center;<br />
text-align: center;<br />
overflow: hidden;<br />
}<br />
.description {<br />
grid-area: description;<br />
padding: 0.25em 1em;<br />
}<br />
.data {<br />
display: grid;<br />
grid-template-columns: repeat(8, 1fr);<br />
grid-template-rows: repeat(2, 1fr);<br />
gap: 0px 0px;<br />
grid-template-areas: ". . . . . . . ." ". . . . . . . .";<br />
grid-area: data;<br />
text-align: center;<br />
border-bottom: 1px solid grey;<br />
}<br />
.data-cell {<br />
font-size: 20px;<br />
}<br />
#startup {<br />
color: #4caf50;<br />
}<br />
#active {<br />
color: #f44336;<br />
}<br />
#recovery {<br />
color: #2196f3;<br />
}<br />
<br />
/* Movelist Toggles */<br />
.movelist-toggles {<br />
display: flex;<br />
justify-content: center;<br />
box-shadow: var(--card-shadow-dlw);<br />
background-color: var(--color-surface-1);<br />
border-radius: var(--border-radius--small);<br />
}<br />
<br />
.movelist-toggle-button {<br />
display: inline-flex;<br />
align-items: center;<br />
padding: 18px;<br />
font-weight: bold;<br />
scroll-snap-align: start;<br />
text-decoration: none;<br />
white-space: nowrap;<br />
cursor: pointer;<br />
color: var(--color-base--subtle);<br />
}<br />
.movelist-toggle-button:hover {<br />
background-color: var(--color-surface-3);<br />
color: var(--color-base--emphasized);<br />
}<br />
<br />
.movelist-toggle-on {<br />
background-color: var(--color-surface-2);<br />
}<br />
<br />
/******************************* Gallery Module *******************************/<br />
@media all and (max-width: 720px) {<br />
.mod-gallery {<br />
width: 100% !important;<br />
}<br />
}<br />
<br />
.mod-gallery {<br />
display: table;<br />
}<br />
<br />
.mod-gallery-default {<br />
background: transparent;<br />
margin-top: 0.3em;<br />
}<br />
<br />
.mod-gallery-center {<br />
margin-left: auto;<br />
margin-right: auto;<br />
}<br />
<br />
.mod-gallery-left {<br />
float: left;<br />
}<br />
<br />
.mod-gallery-right {<br />
float: right;<br />
}<br />
<br />
.mod-gallery-none {<br />
float: none;<br />
}<br />
<br />
.mod-gallery-collapsible {<br />
width: 100%;<br />
}<br />
<br />
.mod-gallery .title,<br />
.mod-gallery .main,<br />
.mod-gallery .footer {<br />
display: table-row;<br />
}<br />
<br />
.mod-gallery .title > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: center;<br />
font-weight: bold;<br />
}<br />
<br />
.mod-gallery .main > div {<br />
display: table-cell;<br />
}<br />
<br />
.mod-gallery .gallery {<br />
line-height: 1.35em;<br />
}<br />
<br />
.mod-gallery .footer > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: right;<br />
font-size: 80%;<br />
line-height: 1em;<br />
}<br />
<br />
.mod-gallery .title > div *,<br />
.mod-gallery .footer > div * {<br />
overflow: visible;<br />
}<br />
<br />
.mod-gallery .gallerybox img {<br />
background: none !important;<br />
}<br />
<br />
.mod-gallery .bordered-images .thumb img {<br />
border: solid #eaecf0 1px;<br />
}<br />
<br />
.mod-gallery .whitebg .thumb {<br />
background: #fff !important;<br />
}<br />
<br />
/********************************** Tooltips **********************************/<br />
.tooltip {<br />
border-bottom: 1px dashed var(--color-base);<br />
white-space: nowrap;<br />
}<br />
.tooltiptext {<br />
display: none;<br />
}<br />
<br />
/******* CLR template styling added back until templatestyles bug is fixed *******/<br />
.colorful-text-1 { color: var(--color-pink); }<br />
.colorful-text-2 { color: var(--color-blue); }<br />
.colorful-text-3 { color: var(--color-green); }<br />
.colorful-text-4 { color: var(--color-red); }<br />
.colorful-text-5 { color: var(--color-orange); }<br />
.colorful-text-6 { color: var(--color-magenta); }<br />
<br />
/* balance badge template */<br />
.balance-badge {<br />
color: var(--balance-badge-font-color);<br />
border-radius: var(--border-radius--small);<br />
font-weight: var(--font-weight-bold);<br />
font-size: 0.75em;<br />
letter-spacing: -0.008em;<br />
padding: 2px 4px;<br />
}<br />
<br />
.balance-badge.added {<br />
background-color: LemonChiffon;<br />
}<br />
<br />
.balance-badge.new {<br />
background-color: PeachPuff;<br />
}<br />
<br />
.balance-badge.removed {<br />
background-color: Lavender;<br />
}<br />
<br />
.balance-badge.reworked {<br />
background-color: LightBlue;<br />
}<br />
<br />
.balance-badge.buff {<br />
background-color: DarkSeaGreen;<br />
}<br />
<br />
.balance-badge.nerf {<br />
background-color: LightPink;<br />
}<br />
<br />
/**** Character Label styling added back until templatestyles is fixed ****/<br />
.charaLabel {<br />
display: inline;<br />
}<br />
<br />
.charaLabel > img {<br />
color: transparent!important;<br />
font-size: 0!important;<br />
line-height: 0!important;<br />
vertical-align: middle!important;<br />
white-space: nowrap!important;<br />
--width: 0;<br />
--height: 16px;<br />
--small-scale: 0.75;<br />
--gap: 0;<br />
--base-gap: 2px;<br />
}<br />
<br />
/**** Input Badge styling added back until templatestyles is fixed ****/<br />
.input-badge {<br />
border: 1px solid;<br />
border-radius: var(--border-radius--small);<br />
border-color: var(--border-color-base);<br />
padding: .25em .35em;<br />
font-weight: bold;<br />
background-color: var( --color-surface-2 );<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Table alignment helper classes<br />
----------------------------------------------------------------------------- */<br />
<br />
table.col-1-center td:nth-child(1) { text-align: center; }<br />
table.col-2-center td:nth-child(2) { text-align: center; }<br />
table.col-3-center td:nth-child(3) { text-align: center; }<br />
table.col-4-center td:nth-child(4) { text-align: center; }<br />
table.col-5-center td:nth-child(5) { text-align: center; }<br />
table.col-6-center td:nth-child(6) { text-align: center; }<br />
table.col-7-center td:nth-child(7) { text-align: center; }<br />
table.col-8-center td:nth-child(8) { text-align: center; }<br />
table.col-9-center td:nth-child(9) { text-align: center; }<br />
<br />
table.col-1-right td:nth-child(1) { text-align: right; }<br />
table.col-2-right td:nth-child(2) { text-align: right; }<br />
table.col-3-right td:nth-child(3) { text-align: right; }<br />
table.col-4-right td:nth-child(4) { text-align: right; }<br />
table.col-5-right td:nth-child(5) { text-align: right; }<br />
table.col-6-right td:nth-child(6) { text-align: right; }<br />
table.col-7-right td:nth-child(7) { text-align: right; }<br />
table.col-8-right td:nth-child(8) { text-align: right; }<br />
table.col-9-right td:nth-child(9) { text-align: right; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Template:RainbowText styles<br />
----------------------------------------------------------------------------- */<br />
/* In Common.css for Cargo compatibility. */<br />
<br />
.rainbow-shadow {<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -1px 1px #ef3550,<br />
-2px 2px #f48fb1,<br />
-3px 3px #7e57c2,<br />
-4px 4px #2196f3,<br />
-5px 5px #26c6da,<br />
-6px 6px #43a047,<br />
-7px 7px #eeff41;<br />
}<br />
<br />
.rainbow-shadow-huge {<br />
font-weight: 900;<br />
font-size: 6em;<br />
padding-left: 1.8rem;<br />
padding-bottom: 0.8rem;<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -4px 4px #ef3550,<br />
-8px 8px #f48fb1,<br />
-12px 12px #7e57c2,<br />
-16px 16px #2196f3,<br />
-20px 20px #26c6da,<br />
-24px 24px #43a047,<br />
-28px 28px #eeff41,<br />
-32px 32px #f9a825,<br />
-36px 36px #ff5722;<br />
}<br />
<br />
<br />
/*------------------------------ Tippy Tooltips ------------------------------*/<br />
.tippy-box {<br />
background-color: var(--color-surface-2);<br />
color: var(--color-base);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875rem;<br />
line-height: var(--line-height-sm);<br />
outline: 0;<br />
box-shadow: var(--card-shadow-dlw), rgba(255, 255, 255, 0.067) 0px 1px 0px inset;<br />
}<br />
.tippy-content {<br />
text-align: center;<br />
padding: var(--space-sm) var(--space-md);<br />
}<br />
.tippy-arrow {<br />
color: var(--color-surface-2);<br />
}<br />
.tooltip-dashed-underline {<br />
text-decoration: dashed underline;<br />
text-underline-offset: 0.2em;<br />
text-decoration-thickness: from-font;<br />
}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=MediaWiki:Common.css&diff=448342MediaWiki:Common.css2024-03-05T23:14:31Z<p>PrivateTarkus: </p>
<hr />
<div>/* CSS placed in this file will be applied to all skins */<br />
/* Hide title and edit tools on main page */<br />
.page-Main_Page .mw-side,<br />
.page-Main_Page .firstHeading,<br />
.page-Main_Page #siteSub {<br />
display: none!important;<br />
}<br />
t<br />
/* per-game banner images */<br />
body {<br />
background-image: url(images/background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Guilty_Gear_XX_Accent_Core_Plus_R,.rootpage-GGACR {<br />
background-image: url(images/ggacr-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Granblue_Fantasy_Versus,.rootpage-GBVS {<br />
background-image: url(images/gbvs-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Granblue_Fantasy_Versus_Rising,.rootpage-GBVSR {<br />
background-image: url(images/gbvsr-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Dragon_Ball_FighterZ,.rootpage-DBFZ {<br />
background-image: url(images/dbfz-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Persona_4_Arena_Ultimax_Remaster,.rootpage-P4U2R {<br />
background-image: url(images/p4u2r-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-BlazBlue_Central_Fiction,.rootpage-BBCF {<br />
background-image: url(images/bbcf-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Guilty_Gear_The_Missing_Link,.rootpage-GGML {<br />
background-image: url(images/ggml-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-BlazBlue_Cross_Tag_Battle,.rootpage-BBTag {<br />
background-image: url(images/bbtag-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Hokuto_no_Ken,.rootpage-HNK {<br />
background-image: url(images/hnk-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-DNF_Duel,.rootpage-DNFD {<br />
background-image: url(images/dnfd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Sailor_Moon_S,.rootpage-SMS {<br />
background-image: url(images/sms-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Sengoku_Basara_X,.rootpage-SBX {<br />
background-image: url(images/sbx-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Guilty_Gear_Xrd_REV_2,.rootpage-GGXRD-R2 {<br />
background-image: url(images/ggxrd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Battle_Fantasia,.rootpage-BatFan {<br />
background-image: url(images/batfan-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
.page-King_s_Field_4,.rootpage-KF4 {<br />
background-image: url(images/kf4-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
.page-Limbus_Company,.rootpage-LCB {<br />
background-image: url(images/lcb-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
<br />
.responsive-imagemap img { width: 100%; height: auto; }<br />
.responsive-img img { width: 100%; height: auto; }<br />
.big-pixly-image .image {width: 100%; height: auto; }<br />
.big-pixly-image img { width: 100%; height: auto; image-rendering: pixelated; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Rules<br />
----------------------------------------------------------------------------- */<br />
/* disable the tfoot which dupes thead */<br />
<br />
table.dataTable tfoot {<br />
display: none;<br />
}<br />
<br />
/* move images to start of line. else they will be at end of line when there are notes */<br />
table.dataTable div.tright {<br />
float: left;<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd) {<br />
background-color: var(--color-surface-1);<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd):hover {<br />
background-color: var(--color-surface-3);<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Tier List Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
@media (min-width: 900px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
/* box-shadow: var(--card-shadow-dlw); */<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-2);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
@media (max-width: 899px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
box-shadow: var(--card-shadow-dlw);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-1);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
.tierHeader {<br />
display: flex;<br />
align-items: center;<br />
justify-content: center;<br />
text-align: center;<br />
padding: 1em 2px;<br />
font-size: 1em;<br />
font-weight: 600;<br />
color: black;<br />
}<br />
.tierGroup {<br />
display: flex;<br />
flex-direction: row;<br />
flex-wrap: wrap;<br />
align-items: center;<br />
}<br />
.tierUnderline {<br />
border-bottom: 1px solid var(--border-color-base--darker);<br />
}<br />
.generalUnderline {<br />
border-bottom: 1px solid var(--border-color-base);<br />
}<br />
.tierGroup>div {<br />
margin: 4px 10px;<br />
}<br />
.CharaInfoLabel {<br />
text-align: right;<br />
width: 50%;<br />
vertical-align: text-top;<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
ColumnList Specific Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
.columns2 {<br />
-webkit-columns: 16em 2;<br />
-moz-columns: 16em 2;<br />
columns: 16em 2;<br />
}<br />
<br />
<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Based Move Boxes Styling<br />
----------------------------------------------------------------------------- */<br />
<br />
.grid-container {<br />
display: grid;<br />
grid-template-columns: 210px auto;<br />
grid-template-rows: auto auto;<br />
gap: 0px 0px;<br />
grid-template-areas: "name data" "gallery description";<br />
}<br />
.move-box {<br />
box-shadow: var(--CardShadow);<br />
border-radius: var(--StandardBorderCurve);<br />
}<br />
.name {<br />
display: grid;<br />
grid-template-columns: auto;<br />
grid-template-rows: auto;<br />
height: 1em;<br />
gap: 0px 0px;<br />
grid-template-areas: ".";<br />
grid-area: name;<br />
text-align: center;<br />
}<br />
#moveName {<br />
font-weight: bold;<br />
font-size: 20px;<br />
line-height: 1.1em;<br />
}<br />
.gallery {<br />
grid-area: gallery;<br />
align-content: center;<br />
text-align: center;<br />
overflow: hidden;<br />
}<br />
.description {<br />
grid-area: description;<br />
padding: 0.25em 1em;<br />
}<br />
.data {<br />
display: grid;<br />
grid-template-columns: repeat(8, 1fr);<br />
grid-template-rows: repeat(2, 1fr);<br />
gap: 0px 0px;<br />
grid-template-areas: ". . . . . . . ." ". . . . . . . .";<br />
grid-area: data;<br />
text-align: center;<br />
border-bottom: 1px solid grey;<br />
}<br />
.data-cell {<br />
font-size: 20px;<br />
}<br />
#startup {<br />
color: #4caf50;<br />
}<br />
#active {<br />
color: #f44336;<br />
}<br />
#recovery {<br />
color: #2196f3;<br />
}<br />
<br />
/* Movelist Toggles */<br />
.movelist-toggles {<br />
display: flex;<br />
justify-content: center;<br />
box-shadow: var(--card-shadow-dlw);<br />
background-color: var(--color-surface-1);<br />
border-radius: var(--border-radius--small);<br />
}<br />
<br />
.movelist-toggle-button {<br />
display: inline-flex;<br />
align-items: center;<br />
padding: 18px;<br />
font-weight: bold;<br />
scroll-snap-align: start;<br />
text-decoration: none;<br />
white-space: nowrap;<br />
cursor: pointer;<br />
color: var(--color-base--subtle);<br />
}<br />
.movelist-toggle-button:hover {<br />
background-color: var(--color-surface-3);<br />
color: var(--color-base--emphasized);<br />
}<br />
<br />
.movelist-toggle-on {<br />
background-color: var(--color-surface-2);<br />
}<br />
<br />
/******************************* Gallery Module *******************************/<br />
@media all and (max-width: 720px) {<br />
.mod-gallery {<br />
width: 100% !important;<br />
}<br />
}<br />
<br />
.mod-gallery {<br />
display: table;<br />
}<br />
<br />
.mod-gallery-default {<br />
background: transparent;<br />
margin-top: 0.3em;<br />
}<br />
<br />
.mod-gallery-center {<br />
margin-left: auto;<br />
margin-right: auto;<br />
}<br />
<br />
.mod-gallery-left {<br />
float: left;<br />
}<br />
<br />
.mod-gallery-right {<br />
float: right;<br />
}<br />
<br />
.mod-gallery-none {<br />
float: none;<br />
}<br />
<br />
.mod-gallery-collapsible {<br />
width: 100%;<br />
}<br />
<br />
.mod-gallery .title,<br />
.mod-gallery .main,<br />
.mod-gallery .footer {<br />
display: table-row;<br />
}<br />
<br />
.mod-gallery .title > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: center;<br />
font-weight: bold;<br />
}<br />
<br />
.mod-gallery .main > div {<br />
display: table-cell;<br />
}<br />
<br />
.mod-gallery .gallery {<br />
line-height: 1.35em;<br />
}<br />
<br />
.mod-gallery .footer > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: right;<br />
font-size: 80%;<br />
line-height: 1em;<br />
}<br />
<br />
.mod-gallery .title > div *,<br />
.mod-gallery .footer > div * {<br />
overflow: visible;<br />
}<br />
<br />
.mod-gallery .gallerybox img {<br />
background: none !important;<br />
}<br />
<br />
.mod-gallery .bordered-images .thumb img {<br />
border: solid #eaecf0 1px;<br />
}<br />
<br />
.mod-gallery .whitebg .thumb {<br />
background: #fff !important;<br />
}<br />
<br />
/********************************** Tooltips **********************************/<br />
.tooltip {<br />
border-bottom: 1px dashed var(--color-base);<br />
white-space: nowrap;<br />
}<br />
.tooltiptext {<br />
display: none;<br />
}<br />
<br />
/******* CLR template styling added back until templatestyles bug is fixed *******/<br />
.colorful-text-1 { color: var(--color-pink); }<br />
.colorful-text-2 { color: var(--color-blue); }<br />
.colorful-text-3 { color: var(--color-green); }<br />
.colorful-text-4 { color: var(--color-red); }<br />
.colorful-text-5 { color: var(--color-orange); }<br />
.colorful-text-6 { color: var(--color-magenta); }<br />
<br />
/* balance badge template */<br />
.balance-badge {<br />
color: var(--balance-badge-font-color);<br />
border-radius: var(--border-radius--small);<br />
font-weight: var(--font-weight-bold);<br />
font-size: 0.75em;<br />
letter-spacing: -0.008em;<br />
padding: 2px 4px;<br />
}<br />
<br />
.balance-badge.added {<br />
background-color: LemonChiffon;<br />
}<br />
<br />
.balance-badge.new {<br />
background-color: PeachPuff;<br />
}<br />
<br />
.balance-badge.removed {<br />
background-color: Lavender;<br />
}<br />
<br />
.balance-badge.reworked {<br />
background-color: LightBlue;<br />
}<br />
<br />
.balance-badge.buff {<br />
background-color: DarkSeaGreen;<br />
}<br />
<br />
.balance-badge.nerf {<br />
background-color: LightPink;<br />
}<br />
<br />
/**** Character Label styling added back until templatestyles is fixed ****/<br />
.charaLabel {<br />
display: inline;<br />
}<br />
<br />
.charaLabel > img {<br />
color: transparent!important;<br />
font-size: 0!important;<br />
line-height: 0!important;<br />
vertical-align: middle!important;<br />
white-space: nowrap!important;<br />
--width: 0;<br />
--height: 16px;<br />
--small-scale: 0.75;<br />
--gap: 0;<br />
--base-gap: 2px;<br />
}<br />
<br />
/**** Input Badge styling added back until templatestyles is fixed ****/<br />
.input-badge {<br />
border: 1px solid;<br />
border-radius: var(--border-radius--small);<br />
border-color: var(--border-color-base);<br />
padding: .25em .35em;<br />
font-weight: bold;<br />
background-color: var( --color-surface-2 );<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Table alignment helper classes<br />
----------------------------------------------------------------------------- */<br />
<br />
table.col-1-center td:nth-child(1) { text-align: center; }<br />
table.col-2-center td:nth-child(2) { text-align: center; }<br />
table.col-3-center td:nth-child(3) { text-align: center; }<br />
table.col-4-center td:nth-child(4) { text-align: center; }<br />
table.col-5-center td:nth-child(5) { text-align: center; }<br />
table.col-6-center td:nth-child(6) { text-align: center; }<br />
table.col-7-center td:nth-child(7) { text-align: center; }<br />
table.col-8-center td:nth-child(8) { text-align: center; }<br />
table.col-9-center td:nth-child(9) { text-align: center; }<br />
<br />
table.col-1-right td:nth-child(1) { text-align: right; }<br />
table.col-2-right td:nth-child(2) { text-align: right; }<br />
table.col-3-right td:nth-child(3) { text-align: right; }<br />
table.col-4-right td:nth-child(4) { text-align: right; }<br />
table.col-5-right td:nth-child(5) { text-align: right; }<br />
table.col-6-right td:nth-child(6) { text-align: right; }<br />
table.col-7-right td:nth-child(7) { text-align: right; }<br />
table.col-8-right td:nth-child(8) { text-align: right; }<br />
table.col-9-right td:nth-child(9) { text-align: right; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Template:RainbowText styles<br />
----------------------------------------------------------------------------- */<br />
/* In Common.css for Cargo compatibility. */<br />
<br />
.rainbow-shadow {<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -1px 1px #ef3550,<br />
-2px 2px #f48fb1,<br />
-3px 3px #7e57c2,<br />
-4px 4px #2196f3,<br />
-5px 5px #26c6da,<br />
-6px 6px #43a047,<br />
-7px 7px #eeff41;<br />
}<br />
<br />
.rainbow-shadow-huge {<br />
font-weight: 900;<br />
font-size: 6em;<br />
padding-left: 1.8rem;<br />
padding-bottom: 0.8rem;<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -4px 4px #ef3550,<br />
-8px 8px #f48fb1,<br />
-12px 12px #7e57c2,<br />
-16px 16px #2196f3,<br />
-20px 20px #26c6da,<br />
-24px 24px #43a047,<br />
-28px 28px #eeff41,<br />
-32px 32px #f9a825,<br />
-36px 36px #ff5722;<br />
}<br />
<br />
<br />
/*------------------------------ Tippy Tooltips ------------------------------*/<br />
.tippy-box {<br />
background-color: var(--color-surface-2);<br />
color: var(--color-base);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875rem;<br />
line-height: var(--line-height-sm);<br />
outline: 0;<br />
box-shadow: var(--card-shadow-dlw), rgba(255, 255, 255, 0.067) 0px 1px 0px inset;<br />
}<br />
.tippy-content {<br />
text-align: center;<br />
padding: var(--space-sm) var(--space-md);<br />
}<br />
.tippy-arrow {<br />
color: var(--color-surface-2);<br />
}<br />
.tooltip-dashed-underline {<br />
text-decoration: dashed underline;<br />
text-underline-offset: 0.2em;<br />
text-decoration-thickness: from-font;<br />
}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=MediaWiki:Common.css&diff=448183MediaWiki:Common.css2024-03-04T20:14:44Z<p>PrivateTarkus: </p>
<hr />
<div>/* CSS placed in this file will be applied to all skins */<br />
/* Hide title and edit tools on main page */<br />
.page-Main_Page .mw-side,<br />
.page-Main_Page .firstHeading,<br />
.page-Main_Page #siteSub {<br />
display: none!important;<br />
}<br />
t<br />
/* per-game banner images */<br />
body {<br />
background-image: url(images/background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_XX_Accent_Core_Plus_R,body.rootpage-GGACR {<br />
background-image: url(images/ggacr-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Granblue_Fantasy_Versus,body.rootpage-GBVS {<br />
background-image: url(images/gbvs-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Granblue_Fantasy_Versus_Rising,body.rootpage-GBVSR {<br />
background-image: url(images/gbvsr-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Dragon_Ball_FighterZ,body.rootpage-DBFZ {<br />
background-image: url(images/dbfz-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Persona_4_Arena_Ultimax_Remaster,body.rootpage-P4U2R {<br />
background-image: url(images/p4u2r-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-BlazBlue_Central_Fiction,body.rootpage-BBCF {<br />
background-image: url(images/bbcf-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_The_Missing_Link,body.rootpage-GGML {<br />
background-image: url(images/ggml-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-BlazBlue_Cross_Tag_Battle,body.rootpage-BBTag {<br />
background-image: url(images/bbtag-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Hokuto_no_Ken,body.rootpage-HNK {<br />
background-image: url(images/hnk-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-DNF_Duel,body.rootpage-DNFD {<br />
background-image: url(images/dnfd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Sailor_Moon_S,body.rootpage-SMS {<br />
background-image: url(images/sms-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Sengoku_Basara_X,body.rootpage-SBX {<br />
background-image: url(images/sbx-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_Xrd_REV_2,body.rootpage-GGXRD-R2 {<br />
background-image: url(images/ggxrd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Battle_Fantasia,body.rootpage-BatFan {<br />
background-image: url(images/batfan-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-King_s_Field_4,body.rootpage-KF4 {<br />
background-image: url(images/kf4-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Limbus_Company,body.rootpage-LCB {<br />
background-image: url(images/lcb-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
<br />
.responsive-imagemap img { width: 100%; height: auto; }<br />
.responsive-img img { width: 100%; height: auto; }<br />
.big-pixly-image .image {width: 100%; height: auto; }<br />
.big-pixly-image img { width: 100%; height: auto; image-rendering: pixelated; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Rules<br />
----------------------------------------------------------------------------- */<br />
/* disable the tfoot which dupes thead */<br />
<br />
table.dataTable tfoot {<br />
display: none;<br />
}<br />
<br />
/* move images to start of line. else they will be at end of line when there are notes */<br />
table.dataTable div.tright {<br />
float: left;<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd) {<br />
background-color: var(--color-surface-1);<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd):hover {<br />
background-color: var(--color-surface-3);<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Tier List Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
@media (min-width: 900px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
/* box-shadow: var(--card-shadow-dlw); */<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-2);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
@media (max-width: 899px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
box-shadow: var(--card-shadow-dlw);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-1);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
.tierHeader {<br />
display: flex;<br />
align-items: center;<br />
justify-content: center;<br />
text-align: center;<br />
padding: 1em 2px;<br />
font-size: 1em;<br />
font-weight: 600;<br />
color: black;<br />
}<br />
.tierGroup {<br />
display: flex;<br />
flex-direction: row;<br />
flex-wrap: wrap;<br />
align-items: center;<br />
}<br />
.tierUnderline {<br />
border-bottom: 1px solid var(--border-color-base--darker);<br />
}<br />
.generalUnderline {<br />
border-bottom: 1px solid var(--border-color-base);<br />
}<br />
.tierGroup>div {<br />
margin: 4px 10px;<br />
}<br />
.CharaInfoLabel {<br />
text-align: right;<br />
width: 50%;<br />
vertical-align: text-top;<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
ColumnList Specific Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
.columns2 {<br />
-webkit-columns: 16em 2;<br />
-moz-columns: 16em 2;<br />
columns: 16em 2;<br />
}<br />
<br />
<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Based Move Boxes Styling<br />
----------------------------------------------------------------------------- */<br />
<br />
.grid-container {<br />
display: grid;<br />
grid-template-columns: 210px auto;<br />
grid-template-rows: auto auto;<br />
gap: 0px 0px;<br />
grid-template-areas: "name data" "gallery description";<br />
}<br />
.move-box {<br />
box-shadow: var(--CardShadow);<br />
border-radius: var(--StandardBorderCurve);<br />
}<br />
.name {<br />
display: grid;<br />
grid-template-columns: auto;<br />
grid-template-rows: auto;<br />
height: 1em;<br />
gap: 0px 0px;<br />
grid-template-areas: ".";<br />
grid-area: name;<br />
text-align: center;<br />
}<br />
#moveName {<br />
font-weight: bold;<br />
font-size: 20px;<br />
line-height: 1.1em;<br />
}<br />
.gallery {<br />
grid-area: gallery;<br />
align-content: center;<br />
text-align: center;<br />
overflow: hidden;<br />
}<br />
.description {<br />
grid-area: description;<br />
padding: 0.25em 1em;<br />
}<br />
.data {<br />
display: grid;<br />
grid-template-columns: repeat(8, 1fr);<br />
grid-template-rows: repeat(2, 1fr);<br />
gap: 0px 0px;<br />
grid-template-areas: ". . . . . . . ." ". . . . . . . .";<br />
grid-area: data;<br />
text-align: center;<br />
border-bottom: 1px solid grey;<br />
}<br />
.data-cell {<br />
font-size: 20px;<br />
}<br />
#startup {<br />
color: #4caf50;<br />
}<br />
#active {<br />
color: #f44336;<br />
}<br />
#recovery {<br />
color: #2196f3;<br />
}<br />
<br />
/* Movelist Toggles */<br />
.movelist-toggles {<br />
display: flex;<br />
justify-content: center;<br />
box-shadow: var(--card-shadow-dlw);<br />
background-color: var(--color-surface-1);<br />
border-radius: var(--border-radius--small);<br />
}<br />
<br />
.movelist-toggle-button {<br />
display: inline-flex;<br />
align-items: center;<br />
padding: 18px;<br />
font-weight: bold;<br />
scroll-snap-align: start;<br />
text-decoration: none;<br />
white-space: nowrap;<br />
cursor: pointer;<br />
color: var(--color-base--subtle);<br />
}<br />
.movelist-toggle-button:hover {<br />
background-color: var(--color-surface-3);<br />
color: var(--color-base--emphasized);<br />
}<br />
<br />
.movelist-toggle-on {<br />
background-color: var(--color-surface-2);<br />
}<br />
<br />
/******************************* Gallery Module *******************************/<br />
@media all and (max-width: 720px) {<br />
.mod-gallery {<br />
width: 100% !important;<br />
}<br />
}<br />
<br />
.mod-gallery {<br />
display: table;<br />
}<br />
<br />
.mod-gallery-default {<br />
background: transparent;<br />
margin-top: 0.3em;<br />
}<br />
<br />
.mod-gallery-center {<br />
margin-left: auto;<br />
margin-right: auto;<br />
}<br />
<br />
.mod-gallery-left {<br />
float: left;<br />
}<br />
<br />
.mod-gallery-right {<br />
float: right;<br />
}<br />
<br />
.mod-gallery-none {<br />
float: none;<br />
}<br />
<br />
.mod-gallery-collapsible {<br />
width: 100%;<br />
}<br />
<br />
.mod-gallery .title,<br />
.mod-gallery .main,<br />
.mod-gallery .footer {<br />
display: table-row;<br />
}<br />
<br />
.mod-gallery .title > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: center;<br />
font-weight: bold;<br />
}<br />
<br />
.mod-gallery .main > div {<br />
display: table-cell;<br />
}<br />
<br />
.mod-gallery .gallery {<br />
line-height: 1.35em;<br />
}<br />
<br />
.mod-gallery .footer > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: right;<br />
font-size: 80%;<br />
line-height: 1em;<br />
}<br />
<br />
.mod-gallery .title > div *,<br />
.mod-gallery .footer > div * {<br />
overflow: visible;<br />
}<br />
<br />
.mod-gallery .gallerybox img {<br />
background: none !important;<br />
}<br />
<br />
.mod-gallery .bordered-images .thumb img {<br />
border: solid #eaecf0 1px;<br />
}<br />
<br />
.mod-gallery .whitebg .thumb {<br />
background: #fff !important;<br />
}<br />
<br />
/********************************** Tooltips **********************************/<br />
.tooltip {<br />
border-bottom: 1px dashed var(--color-base);<br />
white-space: nowrap;<br />
}<br />
.tooltiptext {<br />
display: none;<br />
}<br />
<br />
/******* CLR template styling added back until templatestyles bug is fixed *******/<br />
.colorful-text-1 { color: var(--color-pink); }<br />
.colorful-text-2 { color: var(--color-blue); }<br />
.colorful-text-3 { color: var(--color-green); }<br />
.colorful-text-4 { color: var(--color-red); }<br />
.colorful-text-5 { color: var(--color-orange); }<br />
.colorful-text-6 { color: var(--color-magenta); }<br />
<br />
/* balance badge template */<br />
.balance-badge {<br />
color: var(--balance-badge-font-color);<br />
border-radius: var(--border-radius--small);<br />
font-weight: var(--font-weight-bold);<br />
font-size: 0.75em;<br />
letter-spacing: -0.008em;<br />
padding: 2px 4px;<br />
}<br />
<br />
.balance-badge.added {<br />
background-color: LemonChiffon;<br />
}<br />
<br />
.balance-badge.new {<br />
background-color: PeachPuff;<br />
}<br />
<br />
.balance-badge.removed {<br />
background-color: Lavender;<br />
}<br />
<br />
.balance-badge.reworked {<br />
background-color: LightBlue;<br />
}<br />
<br />
.balance-badge.buff {<br />
background-color: DarkSeaGreen;<br />
}<br />
<br />
.balance-badge.nerf {<br />
background-color: LightPink;<br />
}<br />
<br />
/**** Character Label styling added back until templatestyles is fixed ****/<br />
.charaLabel {<br />
display: inline;<br />
}<br />
<br />
.charaLabel > img {<br />
color: transparent!important;<br />
font-size: 0!important;<br />
line-height: 0!important;<br />
vertical-align: middle!important;<br />
white-space: nowrap!important;<br />
--width: 0;<br />
--height: 16px;<br />
--small-scale: 0.75;<br />
--gap: 0;<br />
--base-gap: 2px;<br />
}<br />
<br />
/**** Input Badge styling added back until templatestyles is fixed ****/<br />
.input-badge {<br />
border: 1px solid;<br />
border-radius: var(--border-radius--small);<br />
border-color: var(--border-color-base);<br />
padding: .25em .35em;<br />
font-weight: bold;<br />
background-color: var( --color-surface-2 );<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Table alignment helper classes<br />
----------------------------------------------------------------------------- */<br />
<br />
table.col-1-center td:nth-child(1) { text-align: center; }<br />
table.col-2-center td:nth-child(2) { text-align: center; }<br />
table.col-3-center td:nth-child(3) { text-align: center; }<br />
table.col-4-center td:nth-child(4) { text-align: center; }<br />
table.col-5-center td:nth-child(5) { text-align: center; }<br />
table.col-6-center td:nth-child(6) { text-align: center; }<br />
table.col-7-center td:nth-child(7) { text-align: center; }<br />
table.col-8-center td:nth-child(8) { text-align: center; }<br />
table.col-9-center td:nth-child(9) { text-align: center; }<br />
<br />
table.col-1-right td:nth-child(1) { text-align: right; }<br />
table.col-2-right td:nth-child(2) { text-align: right; }<br />
table.col-3-right td:nth-child(3) { text-align: right; }<br />
table.col-4-right td:nth-child(4) { text-align: right; }<br />
table.col-5-right td:nth-child(5) { text-align: right; }<br />
table.col-6-right td:nth-child(6) { text-align: right; }<br />
table.col-7-right td:nth-child(7) { text-align: right; }<br />
table.col-8-right td:nth-child(8) { text-align: right; }<br />
table.col-9-right td:nth-child(9) { text-align: right; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Template:RainbowText styles<br />
----------------------------------------------------------------------------- */<br />
/* In Common.css for Cargo compatibility. */<br />
<br />
.rainbow-shadow {<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -1px 1px #ef3550,<br />
-2px 2px #f48fb1,<br />
-3px 3px #7e57c2,<br />
-4px 4px #2196f3,<br />
-5px 5px #26c6da,<br />
-6px 6px #43a047,<br />
-7px 7px #eeff41;<br />
}<br />
<br />
.rainbow-shadow-huge {<br />
font-weight: 900;<br />
font-size: 6em;<br />
padding-left: 1.8rem;<br />
padding-bottom: 0.8rem;<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -4px 4px #ef3550,<br />
-8px 8px #f48fb1,<br />
-12px 12px #7e57c2,<br />
-16px 16px #2196f3,<br />
-20px 20px #26c6da,<br />
-24px 24px #43a047,<br />
-28px 28px #eeff41,<br />
-32px 32px #f9a825,<br />
-36px 36px #ff5722;<br />
}<br />
<br />
<br />
/*------------------------------ Tippy Tooltips ------------------------------*/<br />
.tippy-box {<br />
background-color: var(--color-surface-2);<br />
color: var(--color-base);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875rem;<br />
line-height: var(--line-height-sm);<br />
outline: 0;<br />
box-shadow: var(--card-shadow-dlw), rgba(255, 255, 255, 0.067) 0px 1px 0px inset;<br />
}<br />
.tippy-content {<br />
text-align: center;<br />
padding: var(--space-sm) var(--space-md);<br />
}<br />
.tippy-arrow {<br />
color: var(--color-surface-2);<br />
}<br />
.tooltip-dashed-underline {<br />
text-decoration: dashed underline;<br />
text-underline-offset: 0.2em;<br />
text-decoration-thickness: from-font;<br />
}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=MediaWiki:Common.css&diff=448182MediaWiki:Common.css2024-03-04T20:14:10Z<p>PrivateTarkus: </p>
<hr />
<div>/* CSS placed in this file will be applied to all skins */<br />
/* Hide title and edit tools on main page */<br />
.page-Main_Page .mw-side,<br />
.page-Main_Page .firstHeading,<br />
.page-Main_Page #siteSub {<br />
display: none!important;<br />
}<br />
t<br />
/* per-game banner images */<br />
body {<br />
background-image: url(images/background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_XX_Accent_Core_Plus_R,body.rootpage-GGACR {<br />
background-image: url(images/ggacr-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Granblue_Fantasy_Versus,body.rootpage-GBVS {<br />
background-image: url(images/gbvs-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Granblue_Fantasy_Versus_Rising,body.rootpage-GBVSR {<br />
background-image: url(images/gbvsr-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Dragon_Ball_FighterZ,body.rootpage-DBFZ {<br />
background-image: url(images/dbfz-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Persona_4_Arena_Ultimax_Remaster,body.rootpage-P4U2R {<br />
background-image: url(images/p4u2r-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-BlazBlue_Central_Fiction,body.rootpage-BBCF {<br />
background-image: url(images/bbcf-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_The_Missing_Link,body.rootpage-GGML {<br />
background-image: url(images/ggml-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-BlazBlue_Cross_Tag_Battle,body.rootpage-BBTag {<br />
background-image: url(images/bbtag-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Hokuto_no_Ken,body.rootpage-HNK {<br />
background-image: url(images/hnk-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-DNF_Duel,body.rootpage-DNFD {<br />
background-image: url(images/dnfd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Sailor_Moon_S,body.rootpage-SMS {<br />
background-image: url(images/sms-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Sengoku_Basara_X,body.rootpage-SBX {<br />
background-image: url(images/sbx-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_Xrd_REV_2,body.rootpage-GGXRD-R2 {<br />
background-image: url(images/ggxrd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Battle_Fantasia,body.rootpage-BatFan {<br />
background-image: url(images/batfan-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-King_s_Field_4,body.rootpage-KF4 {<br />
background-image: url(images/kf4-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Limbus_Company,body.rootpage-LCB {<br />
background-image: url(images/lcb-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
<br />
.responsive-imagemap img { width: 100%; height: auto; }<br />
.responsive-img img { width: 100%; height: auto; }<br />
.big-pixly-image .image {width: 100%; height: auto; }<br />
.big-pixly-image img { width: 100%; height: auto; image-rendering: pixelated; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Rules<br />
----------------------------------------------------------------------------- */<br />
/* disable the tfoot which dupes thead */<br />
<br />
table.dataTable tfoot {<br />
display: none;<br />
}<br />
<br />
/* move images to start of line. else they will be at end of line when there are notes */<br />
table.dataTable div.tright {<br />
float: left;<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd) {<br />
background-color: var(--color-surface-1);<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd):hover {<br />
background-color: var(--color-surface-3);<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Tier List Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
@media (min-width: 900px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
/* box-shadow: var(--card-shadow-dlw); */<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-2);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
@media (max-width: 899px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
box-shadow: var(--card-shadow-dlw);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-1);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
.tierHeader {<br />
display: flex;<br />
align-items: center;<br />
justify-content: center;<br />
text-align: center;<br />
padding: 1em 2px;<br />
font-size: 1em;<br />
font-weight: 600;<br />
color: black;<br />
}<br />
.tierGroup {<br />
display: flex;<br />
flex-direction: row;<br />
flex-wrap: wrap;<br />
align-items: center;<br />
}<br />
.tierUnderline {<br />
border-bottom: 1px solid var(--border-color-base--darker);<br />
}<br />
.generalUnderline {<br />
border-bottom: 1px solid var(--border-color-base);<br />
}<br />
.tierGroup>div {<br />
margin: 4px 10px;<br />
}<br />
.CharaInfoLabel {<br />
text-align: right;<br />
width: 50%;<br />
vertical-align: text-top;<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
ColumnList Specific Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
.columns2 {<br />
-webkit-columns: 16em 2;<br />
-moz-columns: 16em 2;<br />
columns: 16em 2;<br />
}<br />
<br />
<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Based Move Boxes Styling<br />
----------------------------------------------------------------------------- */<br />
<br />
.grid-container {<br />
display: grid;<br />
grid-template-columns: 210px auto;<br />
grid-template-rows: auto auto;<br />
gap: 0px 0px;<br />
grid-template-areas: "name data" "gallery description";<br />
}<br />
.move-box {<br />
box-shadow: var(--CardShadow);<br />
border-radius: var(--StandardBorderCurve);<br />
}<br />
.name {<br />
display: grid;<br />
grid-template-columns: auto;<br />
grid-template-rows: auto;<br />
height: 1em;<br />
gap: 0px 0px;<br />
grid-template-areas: ".";<br />
grid-area: name;<br />
text-align: center;<br />
}<br />
#moveName {<br />
font-weight: bold;<br />
font-size: 20px;<br />
line-height: 1.1em;<br />
}<br />
.gallery {<br />
grid-area: gallery;<br />
align-content: center;<br />
text-align: center;<br />
overflow: hidden;<br />
}<br />
.description {<br />
grid-area: description;<br />
padding: 0.25em 1em;<br />
}<br />
.data {<br />
display: grid;<br />
grid-template-columns: repeat(8, 1fr);<br />
grid-template-rows: repeat(2, 1fr);<br />
gap: 0px 0px;<br />
grid-template-areas: ". . . . . . . ." ". . . . . . . .";<br />
grid-area: data;<br />
text-align: center;<br />
border-bottom: 1px solid grey;<br />
}<br />
.data-cell {<br />
font-size: 20px;<br />
}<br />
#startup {<br />
color: #4caf50;<br />
}<br />
#active {<br />
color: #f44336;<br />
}<br />
#recovery {<br />
color: #2196f3;<br />
}<br />
<br />
/* Movelist Toggles */<br />
.movelist-toggles {<br />
display: flex;<br />
justify-content: center;<br />
box-shadow: var(--card-shadow-dlw);<br />
background-color: var(--color-surface-1);<br />
border-radius: var(--border-radius--small);<br />
}<br />
<br />
.movelist-toggle-button {<br />
display: inline-flex;<br />
align-items: center;<br />
padding: 18px;<br />
font-weight: bold;<br />
scroll-snap-align: start;<br />
text-decoration: none;<br />
white-space: nowrap;<br />
cursor: pointer;<br />
color: var(--color-base--subtle);<br />
}<br />
.movelist-toggle-button:hover {<br />
background-color: var(--color-surface-3);<br />
color: var(--color-base--emphasized);<br />
}<br />
<br />
.movelist-toggle-on {<br />
background-color: var(--color-surface-2);<br />
}<br />
<br />
/******************************* Gallery Module *******************************/<br />
@media all and (max-width: 720px) {<br />
.mod-gallery {<br />
width: 100% !important;<br />
}<br />
}<br />
<br />
.mod-gallery {<br />
display: table;<br />
}<br />
<br />
.mod-gallery-default {<br />
background: transparent;<br />
margin-top: 0.3em;<br />
}<br />
<br />
.mod-gallery-center {<br />
margin-left: auto;<br />
margin-right: auto;<br />
}<br />
<br />
.mod-gallery-left {<br />
float: left;<br />
}<br />
<br />
.mod-gallery-right {<br />
float: right;<br />
}<br />
<br />
.mod-gallery-none {<br />
float: none;<br />
}<br />
<br />
.mod-gallery-collapsible {<br />
width: 100%;<br />
}<br />
<br />
.mod-gallery .title,<br />
.mod-gallery .main,<br />
.mod-gallery .footer {<br />
display: table-row;<br />
}<br />
<br />
.mod-gallery .title > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: center;<br />
font-weight: bold;<br />
}<br />
<br />
.mod-gallery .main > div {<br />
display: table-cell;<br />
}<br />
<br />
.mod-gallery .gallery {<br />
line-height: 1.35em;<br />
}<br />
<br />
.mod-gallery .footer > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: right;<br />
font-size: 80%;<br />
line-height: 1em;<br />
}<br />
<br />
.mod-gallery .title > div *,<br />
.mod-gallery .footer > div * {<br />
overflow: visible;<br />
}<br />
<br />
.mod-gallery .gallerybox img {<br />
background: none !important;<br />
}<br />
<br />
.mod-gallery .bordered-images .thumb img {<br />
border: solid #eaecf0 1px;<br />
}<br />
<br />
.mod-gallery .whitebg .thumb {<br />
background: #fff !important;<br />
}<br />
<br />
/********************************** Tooltips **********************************/<br />
.tooltip {<br />
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<br />
/******* CLR template styling added back until templatestyles bug is fixed *******/<br />
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<br />
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<br />
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<br />
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}<br />
<br />
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background-color: LightBlue;<br />
}<br />
<br />
.balance-badge.buff {<br />
background-color: DarkSeaGreen;<br />
}<br />
<br />
.balance-badge.nerf {<br />
background-color: LightPink;<br />
}<br />
<br />
/**** Character Label styling added back until templatestyles is fixed ****/<br />
.charaLabel {<br />
display: inline;<br />
}<br />
<br />
.charaLabel > img {<br />
color: transparent!important;<br />
font-size: 0!important;<br />
line-height: 0!important;<br />
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white-space: nowrap!important;<br />
--width: 0;<br />
--height: 16px;<br />
--small-scale: 0.75;<br />
--gap: 0;<br />
--base-gap: 2px;<br />
}<br />
<br />
/**** Input Badge styling added back until templatestyles is fixed ****/<br />
.input-badge {<br />
border: 1px solid;<br />
border-radius: var(--border-radius--small);<br />
border-color: var(--border-color-base);<br />
padding: .25em .35em;<br />
font-weight: bold;<br />
background-color: var( --color-surface-2 );<br />
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<br />
/* -----------------------------------------------------------------------------<br />
Table alignment helper classes<br />
----------------------------------------------------------------------------- */<br />
<br />
table.col-1-center td:nth-child(1) { text-align: center; }<br />
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table.col-6-right td:nth-child(6) { text-align: right; }<br />
table.col-7-right td:nth-child(7) { text-align: right; }<br />
table.col-8-right td:nth-child(8) { text-align: right; }<br />
table.col-9-right td:nth-child(9) { text-align: right; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Template:RainbowText styles<br />
----------------------------------------------------------------------------- */<br />
/* In Common.css for Cargo compatibility. */<br />
<br />
.rainbow-shadow {<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -1px 1px #ef3550,<br />
-2px 2px #f48fb1,<br />
-3px 3px #7e57c2,<br />
-4px 4px #2196f3,<br />
-5px 5px #26c6da,<br />
-6px 6px #43a047,<br />
-7px 7px #eeff41;<br />
}<br />
<br />
.rainbow-shadow-huge {<br />
font-weight: 900;<br />
font-size: 6em;<br />
padding-left: 1.8rem;<br />
padding-bottom: 0.8rem;<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -4px 4px #ef3550,<br />
-8px 8px #f48fb1,<br />
-12px 12px #7e57c2,<br />
-16px 16px #2196f3,<br />
-20px 20px #26c6da,<br />
-24px 24px #43a047,<br />
-28px 28px #eeff41,<br />
-32px 32px #f9a825,<br />
-36px 36px #ff5722;<br />
}<br />
<br />
<br />
/*------------------------------ Tippy Tooltips ------------------------------*/<br />
.tippy-box {<br />
background-color: var(--color-surface-2);<br />
color: var(--color-base);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875rem;<br />
line-height: var(--line-height-sm);<br />
outline: 0;<br />
box-shadow: var(--card-shadow-dlw), rgba(255, 255, 255, 0.067) 0px 1px 0px inset;<br />
}<br />
.tippy-content {<br />
text-align: center;<br />
padding: var(--space-sm) var(--space-md);<br />
}<br />
.tippy-arrow {<br />
color: var(--color-surface-2);<br />
}<br />
.tooltip-dashed-underline {<br />
text-decoration: dashed underline;<br />
text-underline-offset: 0.2em;<br />
text-decoration-thickness: from-font;<br />
}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=BatFan&diff=448181BatFan2024-03-04T20:10:39Z<p>PrivateTarkus: </p>
<hr />
<div>{{Card|width={{{width|1}}}|height={{{height|1}}}<br />
|content=<div class="home-card__label">Characters</div><br />
<div style="width:100%; margin: 0 auto; text-align:center;"><br />
[[File:BatFan Urs Icon.png|link=BatFan/Urs|64px]][[File:BatFan Marco Icon.png|link=BatFan/Marco|64px]]<br>[[File:BatFan Cedric Icon.png|link=BatFan/Cedric|64px]][[File:BatFan Ashley Icon.png|link=BatFan/Ashley|64px]][[File:BatFan Olivia Icon.png|link=BatFan/Olivia|64px]][[File:BatFan Watson Icon.png|link=BatFan/Watson|64px]]<br>[[File:BatFan Freed Icon.png|link=BatFan/Freed|64px]][[File:BatFan Donvalve Icon.png|link=BatFan/Donvalve|64px]][[File:BatFan Coyori Icon.png|link=BatFan/Coyori|64px]][[File:BatFan Face Icon.png|link=BatFan/Face|64px]]<br>[[File:BatFan Deathbringer Icon.png|link=BatFan/Deathbringer|64px]][[File:BatFan Odile & Dokurod Icon.png|link=BatFan/Odile & Dokurod|64px]]<br />
</div><br />
}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=3<br />
|content='''Battle Fantasia''' is a fighting game with a more traditional set of mechanics similar to Street Fighter 2 and 3 rather than the "new-school" sensibilities of Arc System Works' other fighting games. A Steam version of the game was released on July 7th, 2015.<br />
<br />
The art style of the game is that of a Fantasy RPG setting with knights, pirates, rabbits, and more.<br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">System Links</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[[BatFan/Controls|Controls]]</div><br />
<div class="home-link__button">[[BatFan/Damage|Damage Data]]</div><br />
<div class="home-link__button">[[BatFan/Defense|Defense]]</div><br />
<div class="home-link__button">[[BatFan/Offense|Offense]]</div><br />
<div class="home-link__button">[[BatFan/Gauges|Gauges]]</div><br />
<div class="home-link__button">[[BatFan/Movement|Movement]]</div><br />
<div class="home-link__button">[[BatFan/HUD|HUD]]</div><br />
<div class="home-link__button">[[BatFan/Miscellaneous|Misc.]]</div><br />
</div><br />
}}<br />
{{card|width=2|height=2<br />
|header=About Battle Fantasia<br />
|content=<div style="width: 100%; text-align: center;"><br />
<div class="gameinfo-logo">[[File:BattleFantasia_Logo.png]]</div><br />
<div class="gameinfo-row-header">Publisher</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arc System Works|japan|Right}}<br />
: {{IconText|Aksys Games|USA|Right}}<br />
: {{IconText|PQube|international|Right}}<br />
</div><br />
<div class="gameinfo-row-header">Release Dates</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arcade|japan|Right}}: April 2007<br />
: {{IconText|Console|japan|Right}}: May 2008<br />
: {{IconText|Console (X360)|international|Right}} September 2008 <br />
: {{IconText|Console (PS3)|international|Right}} December 2009 <br />
: {{IconText|Arcade|japan|Right}} NESiCAxLive: ???<br />
: {{IconText|PC|Steam|Right}}: July 7, 2015<br />
</div><br />
</div><br />
}}<br />
{{card|width=3<br />
|content=<br />
<div class="home-card__label">Community Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Discord</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://discord.gg/UFQAJ7T EN Discord Server]</div><br />
<div class="home-link__button">[https://discord.gg/fTWy2suXVJ JP Discord Server]</div><br />
</div><br />
<div class="home-card-title-large">Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[http://wiki.livedoor.jp/fujipyon/d/FrontPage 2014 Japanese Wiki]</div><br />
<div class="home-link__button">[https://w.atwiki.jp/bfwiki/pages/1.html New Japanese Wiki (Under Construction)]</div><br />
<div class="home-link__button">[http://dustloop.com/guides/batfan/tech.php Old Battle Fantasia Complete Guide]</div><br />
<div class="home-link__button">[http://www.dustloop.com/forums/index.php?/forums/topic/722-battle-fantasia-combos-strategy-discussion/ Dustloop Forum Thread]</div><br />
<div class="home-link__button">[https://www.reddit.com/r/BattleFantasia/ Battle Fantasia Reddit Page]</div><br />
<div class="home-link__button">[[BatFan/Tier Lists|Tier Lists]]</div><br />
</div><br />
</div><br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">Extra Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Official Sites</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/bf/ Original Release (JP)]</div><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/steam/battlefantasia-re/en/ Revised Edition (EN)]</div><br />
</div><br />
<div class="home-card-title-large">Video Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.youtube.com/watch?v=JNK3rIEh33U IdolismJ's Competitive Primer (EN)]</div><br />
<div class="home-link__button">[https://sp.nicovideo.jp/user/554439/video?ref=user_top Sukeharu's NicoNico channel (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/playlist?list=PLN3TULf0oYURqQTqOcGBUtWrbKN8k_0HR/ Footage from Gamecenter arcade (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/channel/UC0FUgeZETFjLWKt6UJC-DHQ/videos/ JP Discord matches and analysis (JP)]</div><br />
</div><br />
</div><br />
}}<br />
</div><br />
=={{InvisibleText|Navigation}}==<br />
{{Navbar-BatFan}}<br />
<templatestyles src="Template:Gameinfo/shared/styles.css" /><br />
<templatestyles src="Template:Main page/shared/styles.css" /></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=BatFan/Tier_Lists&diff=448180BatFan/Tier Lists2024-03-04T20:09:50Z<p>PrivateTarkus: Created page with "{{Tier List Disclaimer}} ==Japanese Wiki Tier List== {{:Battle Fantasia/Tier_List}}"</p>
<hr />
<div>{{Tier List Disclaimer}}<br />
<br />
==Japanese Wiki Tier List==<br />
{{:Battle Fantasia/Tier_List}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=BatFan&diff=448179BatFan2024-03-04T20:09:31Z<p>PrivateTarkus: </p>
<hr />
<div>{{Card|width={{{width|1}}}|height={{{height|1}}}<br />
|content=<div class="home-card__label">Characters</div><br />
<div style="width:100%; margin: 0 auto; text-align:center;"><br />
[[File:BatFan Urs Icon.png|link=BatFan/Urs|64px]][[File:BatFan Marco Icon.png|link=BatFan/Marco|64px]]<br>[[File:BatFan Cedric Icon.png|link=BatFan/Cedric|64px]][[File:BatFan Ashley Icon.png|link=BatFan/Ashley|64px]][[File:BatFan Olivia Icon.png|link=BatFan/Olivia|64px]][[File:BatFan Watson Icon.png|link=BatFan/Watson|64px]]<br>[[File:BatFan Freed Icon.png|link=BatFan/Freed|64px]][[File:BatFan Donvalve Icon.png|link=BatFan/Donvalve|64px]][[File:BatFan Coyori Icon.png|link=BatFan/Coyori|64px]][[File:BatFan Face Icon.png|link=BatFan/Face|64px]]<br>[[File:BatFan Deathbringer Icon.png|link=BatFan/Deathbringer|64px]][[File:BatFan Odile & Dokurod Icon.png|link=BatFan/Odile & Dokurod|64px]]<br />
</div><br />
}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=3<br />
|content='''Battle Fantasia''' is a fighting game with a more traditional set of mechanics similar to Street Fighter 2 and 3 rather than the "new-school" sensibilities of Arc System Works' other fighting games. A Steam version of the game was released on July 7th, 2015.<br />
<br />
The art style of the game is that of a Fantasy RPG setting with knights, pirates, rabbits, and more.<br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">System Links</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[[BatFan/Controls|Controls]]</div><br />
<div class="home-link__button">[[BatFan/Damage|Damage Data]]</div><br />
<div class="home-link__button">[[BatFan/Defense|Defense]]</div><br />
<div class="home-link__button">[[BatFan/Offense|Offense]]</div><br />
<div class="home-link__button">[[BatFan/Gauges|Gauges]]</div><br />
<div class="home-link__button">[[BatFan/Movement|Movement]]</div><br />
<div class="home-link__button">[[BatFan/HUD|HUD]]</div><br />
<div class="home-link__button">[[BatFan/Miscellaneous|Misc.]]</div><br />
</div><br />
}}<br />
{{card|width=2|height=2<br />
|header=About Battle Fantasia<br />
|content=<div style="width: 100%; text-align: center;"><br />
<div class="gameinfo-logo">[[File:BattleFantasia_Logo.png]]</div><br />
<div class="gameinfo-row-header">Publisher</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arc System Works|japan|Right}}<br />
: {{IconText|Aksys Games|USA|Right}}<br />
: {{IconText|PQube|international|Right}}<br />
</div><br />
<div class="gameinfo-row-header">Release Dates</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arcade|japan|Right}}: April 2007<br />
: {{IconText|Console|japan|Right}}: May 2008<br />
: {{IconText|Console (X360)|international|Right}} September 2008 <br />
: {{IconText|Console (PS3)|international|Right}} December 2009 <br />
: {{IconText|Arcade|japan|Right}} NESiCAxLive: ???<br />
: {{IconText|PC|Steam|Right}}: July 7, 2015<br />
</div><br />
</div><br />
}}<br />
{{card|width=3<br />
|content=<br />
<div class="home-card__label">Community Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Discord</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://discord.gg/UFQAJ7T EN Discord Server]</div><br />
<div class="home-link__button">[https://discord.gg/fTWy2suXVJ JP Discord Server]</div><br />
</div><br />
<div class="home-card-title-large">Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[http://wiki.livedoor.jp/fujipyon/d/FrontPage 2014 Japanese Wiki]</div><br />
<div class="home-link__button">[https://w.atwiki.jp/bfwiki/pages/1.html New Japanese Wiki (Under Construction)]</div><br />
<div class="home-link__button">[http://dustloop.com/guides/batfan/tech.php Old Battle Fantasia Complete Guide]</div><br />
<div class="home-link__button">[http://www.dustloop.com/forums/index.php?/forums/topic/722-battle-fantasia-combos-strategy-discussion/ Dustloop Forum Thread]</div><br />
<div class="home-link__button">[https://www.reddit.com/r/BattleFantasia/ Battle Fantasia Reddit Page]</div><br />
</div><br />
</div><br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">Extra Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Official Sites</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/bf/ Original Release (JP)]</div><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/steam/battlefantasia-re/en/ Revised Edition (EN)]</div><br />
</div><br />
<div class="home-card-title-large">Video Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.youtube.com/watch?v=JNK3rIEh33U IdolismJ's Competitive Primer (EN)]</div><br />
<div class="home-link__button">[https://sp.nicovideo.jp/user/554439/video?ref=user_top Sukeharu's NicoNico channel (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/playlist?list=PLN3TULf0oYURqQTqOcGBUtWrbKN8k_0HR/ Footage from Gamecenter arcade (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/channel/UC0FUgeZETFjLWKt6UJC-DHQ/videos/ JP Discord matches and analysis (JP)]</div><br />
</div><br />
</div><br />
}}<br />
</div><br />
=={{InvisibleText|Navigation}}==<br />
{{Navbar-BatFan}}<br />
<templatestyles src="Template:Gameinfo/shared/styles.css" /><br />
<templatestyles src="Template:Main page/shared/styles.css" /></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=BatFan&diff=448178BatFan2024-03-04T20:08:48Z<p>PrivateTarkus: </p>
<hr />
<div>{{Card|width={{{width|1}}}|height={{{height|1}}}<br />
|content=<div class="home-card__label">Characters</div><br />
<div style="width:100%; margin: 0 auto; text-align:center;"><br />
[[File:BatFan Urs Icon.png|link=BatFan/Urs|64px]][[File:BatFan Marco Icon.png|link=BatFan/Marco|64px]]<br>[[File:BatFan Cedric Icon.png|link=BatFan/Cedric|64px]][[File:BatFan Ashley Icon.png|link=BatFan/Ashley|64px]][[File:BatFan Olivia Icon.png|link=BatFan/Olivia|64px]][[File:BatFan Watson Icon.png|link=BatFan/Watson|64px]]<br>[[File:BatFan Freed Icon.png|link=BatFan/Freed|64px]][[File:BatFan Donvalve Icon.png|link=BatFan/Donvalve|64px]][[File:BatFan Coyori Icon.png|link=BatFan/Coyori|64px]][[File:BatFan Face Icon.png|link=BatFan/Face|64px]]<br>[[File:BatFan Deathbringer Icon.png|link=BatFan/Deathbringer|64px]][[File:BatFan Odile & Dokurod Icon.png|link=BatFan/Odile & Dokurod|64px]]<br />
</div><br />
}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=3<br />
|content='''Battle Fantasia''' is a fighting game with a more traditional set of mechanics similar to Street Fighter 2 and 3 rather than the "new-school" sensibilities of Arc System Works' other fighting games. A Steam version of the game was released on July 7th, 2015.<br />
<br />
The art style of the game is that of a Fantasy RPG setting with knights, pirates, rabbits, and more.<br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">System Links</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[[BatFan/Controls|Controls]]</div><br />
<div class="home-link__button">[[BatFan/Damage|Damage Data]]</div><br />
<div class="home-link__button">[[BatFan/Defense|Defense]]</div><br />
<div class="home-link__button">[[BatFan/Offense|Offense]]</div><br />
<div class="home-link__button">[[BatFan/Gauges|Gauges]]</div><br />
<div class="home-link__button">[[BatFan/Movement|Movement]]</div><br />
<div class="home-link__button">[[BatFan/HUD|HUD]]</div><br />
<div class="home-link__button">[[BatFan/Miscellaneous|Misc.]]</div><br />
</div><br />
}}<br />
{{card|width=2|height=2<br />
|header=About Battle Fantasia<br />
|content=<div style="width: 100%; text-align: center;"><br />
<div class="gameinfo-logo">[[File:BattleFantasia_Logo.png]]</div><br />
<div class="gameinfo-row-header">Publisher</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arc System Works|japan|Right}}<br />
: {{IconText|Aksys Games|USA|Right}}<br />
: {{IconText|PQube|international|Right}}<br />
</div><br />
<div class="gameinfo-row-header">Release Dates</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arcade|japan|Right}}: April 2007<br />
: {{IconText|Console|japan|Right}}: May 2008<br />
: {{IconText|Console (X360)|international|Right}} September 2008 <br />
: {{IconText|Console (PS3)|international|Right}} December 2009 <br />
: {{IconText|Arcade|japan|Right}} NESiCAxLive: ???<br />
: {{IconText|PC|Steam|Right}}: July 7, 2015<br />
</div><br />
</div><br />
}}<br />
{{card|width=3<br />
|content=<br />
<div class="home-card__label">Community Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Discord</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://discord.gg/UFQAJ7T EN Discord Server]</div><br />
<div class="home-link__button">[https://discord.gg/fTWy2suXVJ JP Discord Server]</div><br />
</div><br />
<div class="home-card-title-large">Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[http://wiki.livedoor.jp/fujipyon/d/FrontPage 2014 Japanese Wiki]</div><br />
<div class="home-link__button">[https://w.atwiki.jp/bfwiki/pages/1.html New Japanese Wiki (Under Construction)]</div><br />
<div class="home-link__button">[http://dustloop.com/guides/batfan/tech.php Old Battle Fantasia Complete Guide]</div><br />
<div class="home-link__button">[http://www.dustloop.com/forums/index.php?/forums/topic/722-battle-fantasia-combos-strategy-discussion/ Dustloop Forum Thread]</div><br />
<div class="home-link__button">[https://www.reddit.com/r/BattleFantasia/ Battle Fantasia Reddit Page]</div><br />
</div><br />
</div><br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">Extra Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Official Sites</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/bf/ Original Release (JP)]</div><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/steam/battlefantasia-re/en/ Revised Edition (EN)]</div><br />
</div><br />
<div class="home-card-title-large">Video Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.youtube.com/watch?v=JNK3rIEh33U IdolismJ's Competitive Primer (EN)]</div><br />
<div class="home-link__button">[https://sp.nicovideo.jp/user/554439/video?ref=user_top Sukeharu's NicoNico channel (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/playlist?list=PLN3TULf0oYURqQTqOcGBUtWrbKN8k_0HR/ Footage from Gamecenter arcade (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/channel/UC0FUgeZETFjLWKt6UJC-DHQ/videos/ JP Discord matches and analysis (JP)]</div><br />
</div><br />
</div><br />
}}<br />
{{card|width=3<br />
|header=Tier List<br />
|content={{:Battle Fantasia/Tier_List}}<br />
}}<br />
</div><br />
=={{InvisibleText|Navigation}}==<br />
{{Navbar-BatFan}}<br />
<templatestyles src="Template:Gameinfo/shared/styles.css" /><br />
<templatestyles src="Template:Main page/shared/styles.css" /></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=BatFan&diff=448177BatFan2024-03-04T20:04:24Z<p>PrivateTarkus: </p>
<hr />
<div>{{Card|width={{{width|1}}}|height={{{height|1}}}<br />
|content=<div class="home-card__label">Characters</div><br />
<div style="width:100%; margin: 0 auto; text-align:center;"><br />
[[File:BatFan Urs Icon.png|link=BatFan/Urs|64px]][[File:BatFan Marco Icon.png|link=BatFan/Marco|64px]]<br>[[File:BatFan Cedric Icon.png|link=BatFan/Cedric|64px]][[File:BatFan Ashley Icon.png|link=BatFan/Ashley|64px]][[File:BatFan Olivia Icon.png|link=BatFan/Olivia|64px]][[File:BatFan Watson Icon.png|link=BatFan/Watson|64px]]<br>[[File:BatFan Freed Icon.png|link=BatFan/Freed|64px]][[File:BatFan Donvalve Icon.png|link=BatFan/Donvalve|64px]][[File:BatFan Coyori Icon.png|link=BatFan/Coyori|64px]][[File:BatFan Face Icon.png|link=BatFan/Face|64px]]<br>[[File:BatFan Deathbringer Icon.png|link=BatFan/Deathbringer|64px]][[File:BatFan Odile & Dokurod Icon.png|link=BatFan/Odile & Dokurod|64px]]<br />
</div><br />
}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=3<br />
|content='''Battle Fantasia''' is a fighting game with a more traditional set of mechanics similar to Street Fighter 2 and 3 rather than the "new-school" sensibilities of Arc System Works' other fighting games. A Steam version of the game was released on July 7th, 2015.<br />
<br />
The art style of the game is that of a Fantasy RPG setting with knights, pirates, rabbits, and more.<br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">System Links</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[[BatFan/Controls|Controls]]</div><br />
<div class="home-link__button">[[BatFan/Damage|Damage Data]]</div><br />
<div class="home-link__button">[[BatFan/Defense|Defense]]</div><br />
<div class="home-link__button">[[BatFan/Offense|Offense]]</div><br />
<div class="home-link__button">[[BatFan/Gauges|Gauges]]</div><br />
<div class="home-link__button">[[BatFan/Movement|Movement]]</div><br />
<div class="home-link__button">[[BatFan/HUD|HUD]]</div><br />
<div class="home-link__button">[[BatFan/Miscellaneous|Misc.]]</div><br />
</div><br />
}}<br />
{{card|width=2|height=2<br />
|header=About Battle Fantasia<br />
|content=<div style="width: 100%; text-align: center;"><br />
<div class="gameinfo-logo">[[File:BattleFantasia_Logo.png]]</div><br />
<div class="gameinfo-row-header">Publisher</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arc System Works|japan|Right}}<br />
: {{IconText|Aksys Games|USA|Right}}<br />
: {{IconText|PQube|international|Right}}<br />
</div><br />
<div class="gameinfo-row-header">Release Dates</div><br />
<div class="gameinfo-data"><br />
: {{IconText|Arcade|japan|Right}}: April 2007<br />
: {{IconText|Console|japan|Right}}: May 2008<br />
: {{IconText|Console (X360)|international|Right}} September 2008 <br />
: {{IconText|Console (PS3)|international|Right}} December 2009 <br />
: {{IconText|Arcade|japan|Right}} NESiCAxLive: ???<br />
: {{IconText|PC|Steam|Right}}: July 7, 2015<br />
</div><br />
</div><br />
}}<br />
{{card|width=3<br />
|header=Tier List<br />
|content={{:Battle Fantasia/Tier_List}}<br />
}}<br />
{{card|width=2<br />
|content=<br />
<div class="home-card__label">Extra Links</div><br />
<div style="text-align: left;"><br />
<div class="home-card-title-large">Official Sites</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/bf/ Original Release (JP)]</div><br />
<div class="home-link__button">[https://www.arcsystemworks.jp/steam/battlefantasia-re/en/ Revised Edition (EN)]</div><br />
</div><br />
<div class="home-card-title-large">Video Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://www.youtube.com/watch?v=JNK3rIEh33U IdolismJ's Competitive Primer (EN)]</div><br />
<div class="home-link__button">[https://sp.nicovideo.jp/user/554439/video?ref=user_top Sukeharu's NicoNico channel (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/playlist?list=PLN3TULf0oYURqQTqOcGBUtWrbKN8k_0HR/ Footage from Gamecenter arcade (JP)]</div><br />
<div class="home-link__button">[https://www.youtube.com/channel/UC0FUgeZETFjLWKt6UJC-DHQ/videos/ JP Discord matches and analysis (JP)]</div><br />
</div><br />
<div class="home-card-title-large">Discord</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[https://discord.gg/UFQAJ7T EN Discord Server]</div><br />
<div class="home-link__button">[https://discord.gg/fTWy2suXVJ JP Discord Server]</div><br />
</div><br />
<div class="home-card-title-large">Resources</div><br />
<div class="home-link home-grid--col2"><br />
<div class="home-link__button">[http://wiki.livedoor.jp/fujipyon/d/FrontPage 2014 Japanese Wiki]</div><br />
<div class="home-link__button">[https://w.atwiki.jp/bfwiki/pages/1.html New Japanese Wiki (Under Construction)]</div><br />
<div class="home-link__button">[http://dustloop.com/guides/batfan/tech.php Old Battle Fantasia Complete Guide]</div><br />
<div class="home-link__button">[http://www.dustloop.com/forums/index.php?/forums/topic/722-battle-fantasia-combos-strategy-discussion/ Dustloop Forum Thread]</div><br />
<div class="home-link__button">[https://www.reddit.com/r/BattleFantasia/ Battle Fantasia Reddit Page]</div><br />
</div><br />
</div><br />
}}<br />
</div><br />
=={{InvisibleText|Navigation}}==<br />
{{Navbar-BatFan}}<br />
<templatestyles src="Template:Gameinfo/shared/styles.css" /><br />
<templatestyles src="Template:Main page/shared/styles.css" /></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Template:Main_page/maingames&diff=448176Template:Main page/maingames2024-03-04T19:58:35Z<p>PrivateTarkus: </p>
<hr />
<div><div id="home-card-onthewiki" class="home-card Main-Games"><br />
<div class="home-card__label">ArcSys Fighters</div><br />
<div class="home-link home-grid--col3 logo-nav-menu"><br />
<div class="home-link__button">[[File:GBVSR Logo.png|link=Granblue Fantasy Versus: Rising]]</div><br />
<div class="home-link__button">[[File:DNFD Logo.png|link=DNF Duel]]</div><br />
<div class="home-link__button">[[File:GGST Logo.png|link=Guilty Gear -Strive-]]</div><br />
<div class="home-link__button">[[File:DBFZ Logo.png|link=Dragon Ball FighterZ]]</div><br />
<div class="home-link__button">[[File:BBTag Logo.png|link=BlazBlue: Cross Tag Battle]]</div><br />
<div class="home-link__button">[[File:GGXRD-R2 Logo.png|link=Guilty Gear Xrd REV 2]]</div><br />
<div class="home-link__button">[[File:BBCF_Logo.png|link=BlazBlue: Central Fiction]]</div><br />
<div class="home-link__button">[[File:P4U2 Logo.png|link=Persona 4: Arena Ultimax Remaster]]</div><br />
<div class="home-link__button">[[File:GGACR logo.png|link=Guilty Gear XX Accent Core Plus R]]</div><br />
<div class="home-link__button">[[File:SBX_Logo.png|link=Sengoku Basara X]]</div><br />
<div class="home-link__button">[[File:BattleFantasia_Logo.png|link=Battle Fantasia]]</div><br />
<div class="home-link__button">[[File:HNK Logo.png|link=Hokuto no Ken]]</div><br />
<div class="home-link__button">[[File:GGML_Logo.png|link=Guilty Gear: The Missing Link]]</div><br />
<div class="home-link__button">[[File:SMS_Logo.png|link=Sailor Moon S]]</div><br />
</div><br />
<div class="home-link home-grid--col1"><br />
<div class="home-link__button">[[List of Games|Full Games List]]</div><br />
</div><br />
</div><br />
<noinclude><!-- For preview only --><templatestyles src="Template:Main page/shared/styles.css" />{{doc}}</noinclude></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=MediaWiki:Common.css&diff=448078MediaWiki:Common.css2024-03-03T17:14:11Z<p>PrivateTarkus: </p>
<hr />
<div>/* CSS placed in this file will be applied to all skins */<br />
/* Hide title and edit tools on main page */<br />
.page-Main_Page .mw-side,<br />
.page-Main_Page .firstHeading,<br />
.page-Main_Page #siteSub {<br />
display: none!important;<br />
}<br />
t<br />
/* per-game banner images */<br />
body {<br />
background-image: url(images/background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_XX_Accent_Core_Plus_R,body.rootpage-GGACR {<br />
background-image: url(images/ggacr-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Granblue_Fantasy_Versus,body.rootpage-GBVS {<br />
background-image: url(images/gbvs-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Granblue_Fantasy_Versus_Rising,body.rootpage-GBVSR {<br />
background-image: url(images/gbvsr-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Dragon_Ball_FighterZ,body.rootpage-DBFZ {<br />
background-image: url(images/dbfz-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Persona_4_Arena_Ultimax_Remaster,body.rootpage-P4U2R {<br />
background-image: url(images/p4u2r-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-BlazBlue_Central_Fiction,body.rootpage-BBCF {<br />
background-image: url(images/bbcf-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_The_Missing_Link,body.rootpage-GGML {<br />
background-image: url(images/ggml-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-BlazBlue_Cross_Tag_Battle,body.rootpage-BBTag {<br />
background-image: url(images/bbtag-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Hokuto_no_Ken,body.rootpage-HNK {<br />
background-image: url(images/hnk-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-DNF_Duel,body.rootpage-DNFD {<br />
background-image: url(images/dnfd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Sailor_Moon_S,body.rootpage-SMS {<br />
background-image: url(images/sms-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Sengoku_Basara_X,body.rootpage-SBX {<br />
background-image: url(images/sbx-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Guilty_Gear_Xrd_REV_2,body.rootpage-GGXRD-R2 {<br />
background-image: url(images/ggxrd-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-King_s_Field_4,body.rootpage-KF4 {<br />
background-image: url(images/kf4-background.webp);<br />
background-repeat: no-repeat;<br />
}<br />
body.page-Limbus_Company,body.rootpage-LCB {<br />
background-image: url(images/lcb-background.png);<br />
background-repeat: no-repeat;<br />
}<br />
<br />
.responsive-imagemap img { width: 100%; height: auto; }<br />
.responsive-img img { width: 100%; height: auto; }<br />
.big-pixly-image .image {width: 100%; height: auto; }<br />
.big-pixly-image img { width: 100%; height: auto; image-rendering: pixelated; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Rules<br />
----------------------------------------------------------------------------- */<br />
/* disable the tfoot which dupes thead */<br />
<br />
table.dataTable tfoot {<br />
display: none;<br />
}<br />
<br />
/* move images to start of line. else they will be at end of line when there are notes */<br />
table.dataTable div.tright {<br />
float: left;<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd) {<br />
background-color: var(--color-surface-1);<br />
}<br />
<br />
.stripe tbody tr:nth-child(odd):hover {<br />
background-color: var(--color-surface-3);<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Tier List Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
@media (min-width: 900px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
/* box-shadow: var(--card-shadow-dlw); */<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-2);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
@media (max-width: 899px) {<br />
.tierList {<br />
display: grid;<br />
grid-template-columns: minmax(58px, auto) 1fr;<br />
grid-column-gap: 0px;<br />
grid-row-gap: 0px;<br />
box-shadow: var(--card-shadow-dlw);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875em;<br />
background-color:var(--color-surface-1);<br />
border-color: var(--border-color-base);<br />
overflow: hidden;<br />
}<br />
}<br />
.tierHeader {<br />
display: flex;<br />
align-items: center;<br />
justify-content: center;<br />
text-align: center;<br />
padding: 1em 2px;<br />
font-size: 1em;<br />
font-weight: 600;<br />
color: black;<br />
}<br />
.tierGroup {<br />
display: flex;<br />
flex-direction: row;<br />
flex-wrap: wrap;<br />
align-items: center;<br />
}<br />
.tierUnderline {<br />
border-bottom: 1px solid var(--border-color-base--darker);<br />
}<br />
.generalUnderline {<br />
border-bottom: 1px solid var(--border-color-base);<br />
}<br />
.tierGroup>div {<br />
margin: 4px 10px;<br />
}<br />
.CharaInfoLabel {<br />
text-align: right;<br />
width: 50%;<br />
vertical-align: text-top;<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
ColumnList Specific Rules<br />
----------------------------------------------------------------------------- */<br />
<br />
.columns2 {<br />
-webkit-columns: 16em 2;<br />
-moz-columns: 16em 2;<br />
columns: 16em 2;<br />
}<br />
<br />
<br />
<br />
/* -----------------------------------------------------------------------------<br />
Cargo Based Move Boxes Styling<br />
----------------------------------------------------------------------------- */<br />
<br />
.grid-container {<br />
display: grid;<br />
grid-template-columns: 210px auto;<br />
grid-template-rows: auto auto;<br />
gap: 0px 0px;<br />
grid-template-areas: "name data" "gallery description";<br />
}<br />
.move-box {<br />
box-shadow: var(--CardShadow);<br />
border-radius: var(--StandardBorderCurve);<br />
}<br />
.name {<br />
display: grid;<br />
grid-template-columns: auto;<br />
grid-template-rows: auto;<br />
height: 1em;<br />
gap: 0px 0px;<br />
grid-template-areas: ".";<br />
grid-area: name;<br />
text-align: center;<br />
}<br />
#moveName {<br />
font-weight: bold;<br />
font-size: 20px;<br />
line-height: 1.1em;<br />
}<br />
.gallery {<br />
grid-area: gallery;<br />
align-content: center;<br />
text-align: center;<br />
overflow: hidden;<br />
}<br />
.description {<br />
grid-area: description;<br />
padding: 0.25em 1em;<br />
}<br />
.data {<br />
display: grid;<br />
grid-template-columns: repeat(8, 1fr);<br />
grid-template-rows: repeat(2, 1fr);<br />
gap: 0px 0px;<br />
grid-template-areas: ". . . . . . . ." ". . . . . . . .";<br />
grid-area: data;<br />
text-align: center;<br />
border-bottom: 1px solid grey;<br />
}<br />
.data-cell {<br />
font-size: 20px;<br />
}<br />
#startup {<br />
color: #4caf50;<br />
}<br />
#active {<br />
color: #f44336;<br />
}<br />
#recovery {<br />
color: #2196f3;<br />
}<br />
<br />
/* Movelist Toggles */<br />
.movelist-toggles {<br />
display: flex;<br />
justify-content: center;<br />
box-shadow: var(--card-shadow-dlw);<br />
background-color: var(--color-surface-1);<br />
border-radius: var(--border-radius--small);<br />
}<br />
<br />
.movelist-toggle-button {<br />
display: inline-flex;<br />
align-items: center;<br />
padding: 18px;<br />
font-weight: bold;<br />
scroll-snap-align: start;<br />
text-decoration: none;<br />
white-space: nowrap;<br />
cursor: pointer;<br />
color: var(--color-base--subtle);<br />
}<br />
.movelist-toggle-button:hover {<br />
background-color: var(--color-surface-3);<br />
color: var(--color-base--emphasized);<br />
}<br />
<br />
.movelist-toggle-on {<br />
background-color: var(--color-surface-2);<br />
}<br />
<br />
/******************************* Gallery Module *******************************/<br />
@media all and (max-width: 720px) {<br />
.mod-gallery {<br />
width: 100% !important;<br />
}<br />
}<br />
<br />
.mod-gallery {<br />
display: table;<br />
}<br />
<br />
.mod-gallery-default {<br />
background: transparent;<br />
margin-top: 0.3em;<br />
}<br />
<br />
.mod-gallery-center {<br />
margin-left: auto;<br />
margin-right: auto;<br />
}<br />
<br />
.mod-gallery-left {<br />
float: left;<br />
}<br />
<br />
.mod-gallery-right {<br />
float: right;<br />
}<br />
<br />
.mod-gallery-none {<br />
float: none;<br />
}<br />
<br />
.mod-gallery-collapsible {<br />
width: 100%;<br />
}<br />
<br />
.mod-gallery .title,<br />
.mod-gallery .main,<br />
.mod-gallery .footer {<br />
display: table-row;<br />
}<br />
<br />
.mod-gallery .title > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: center;<br />
font-weight: bold;<br />
}<br />
<br />
.mod-gallery .main > div {<br />
display: table-cell;<br />
}<br />
<br />
.mod-gallery .gallery {<br />
line-height: 1.35em;<br />
}<br />
<br />
.mod-gallery .footer > div {<br />
display: table-cell;<br />
padding: 0.2em 0 0.6em 1.6em;<br />
text-align: right;<br />
font-size: 80%;<br />
line-height: 1em;<br />
}<br />
<br />
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.mod-gallery .footer > div * {<br />
overflow: visible;<br />
}<br />
<br />
.mod-gallery .gallerybox img {<br />
background: none !important;<br />
}<br />
<br />
.mod-gallery .bordered-images .thumb img {<br />
border: solid #eaecf0 1px;<br />
}<br />
<br />
.mod-gallery .whitebg .thumb {<br />
background: #fff !important;<br />
}<br />
<br />
/********************************** Tooltips **********************************/<br />
.tooltip {<br />
border-bottom: 1px dashed var(--color-base);<br />
white-space: nowrap;<br />
}<br />
.tooltiptext {<br />
display: none;<br />
}<br />
<br />
/******* CLR template styling added back until templatestyles bug is fixed *******/<br />
.colorful-text-1 { color: var(--color-pink); }<br />
.colorful-text-2 { color: var(--color-blue); }<br />
.colorful-text-3 { color: var(--color-green); }<br />
.colorful-text-4 { color: var(--color-red); }<br />
.colorful-text-5 { color: var(--color-orange); }<br />
.colorful-text-6 { color: var(--color-magenta); }<br />
<br />
/* balance badge template */<br />
.balance-badge {<br />
color: var(--balance-badge-font-color);<br />
border-radius: var(--border-radius--small);<br />
font-weight: var(--font-weight-bold);<br />
font-size: 0.75em;<br />
letter-spacing: -0.008em;<br />
padding: 2px 4px;<br />
}<br />
<br />
.balance-badge.added {<br />
background-color: LemonChiffon;<br />
}<br />
<br />
.balance-badge.new {<br />
background-color: PeachPuff;<br />
}<br />
<br />
.balance-badge.removed {<br />
background-color: Lavender;<br />
}<br />
<br />
.balance-badge.reworked {<br />
background-color: LightBlue;<br />
}<br />
<br />
.balance-badge.buff {<br />
background-color: DarkSeaGreen;<br />
}<br />
<br />
.balance-badge.nerf {<br />
background-color: LightPink;<br />
}<br />
<br />
/**** Character Label styling added back until templatestyles is fixed ****/<br />
.charaLabel {<br />
display: inline;<br />
}<br />
<br />
.charaLabel > img {<br />
color: transparent!important;<br />
font-size: 0!important;<br />
line-height: 0!important;<br />
vertical-align: middle!important;<br />
white-space: nowrap!important;<br />
--width: 0;<br />
--height: 16px;<br />
--small-scale: 0.75;<br />
--gap: 0;<br />
--base-gap: 2px;<br />
}<br />
<br />
/**** Input Badge styling added back until templatestyles is fixed ****/<br />
.input-badge {<br />
border: 1px solid;<br />
border-radius: var(--border-radius--small);<br />
border-color: var(--border-color-base);<br />
padding: .25em .35em;<br />
font-weight: bold;<br />
background-color: var( --color-surface-2 );<br />
}<br />
<br />
/* -----------------------------------------------------------------------------<br />
Table alignment helper classes<br />
----------------------------------------------------------------------------- */<br />
<br />
table.col-1-center td:nth-child(1) { text-align: center; }<br />
table.col-2-center td:nth-child(2) { text-align: center; }<br />
table.col-3-center td:nth-child(3) { text-align: center; }<br />
table.col-4-center td:nth-child(4) { text-align: center; }<br />
table.col-5-center td:nth-child(5) { text-align: center; }<br />
table.col-6-center td:nth-child(6) { text-align: center; }<br />
table.col-7-center td:nth-child(7) { text-align: center; }<br />
table.col-8-center td:nth-child(8) { text-align: center; }<br />
table.col-9-center td:nth-child(9) { text-align: center; }<br />
<br />
table.col-1-right td:nth-child(1) { text-align: right; }<br />
table.col-2-right td:nth-child(2) { text-align: right; }<br />
table.col-3-right td:nth-child(3) { text-align: right; }<br />
table.col-4-right td:nth-child(4) { text-align: right; }<br />
table.col-5-right td:nth-child(5) { text-align: right; }<br />
table.col-6-right td:nth-child(6) { text-align: right; }<br />
table.col-7-right td:nth-child(7) { text-align: right; }<br />
table.col-8-right td:nth-child(8) { text-align: right; }<br />
table.col-9-right td:nth-child(9) { text-align: right; }<br />
<br />
/* -----------------------------------------------------------------------------<br />
Template:RainbowText styles<br />
----------------------------------------------------------------------------- */<br />
/* In Common.css for Cargo compatibility. */<br />
<br />
.rainbow-shadow {<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -1px 1px #ef3550,<br />
-2px 2px #f48fb1,<br />
-3px 3px #7e57c2,<br />
-4px 4px #2196f3,<br />
-5px 5px #26c6da,<br />
-6px 6px #43a047,<br />
-7px 7px #eeff41;<br />
}<br />
<br />
.rainbow-shadow-huge {<br />
font-weight: 900;<br />
font-size: 6em;<br />
padding-left: 1.8rem;<br />
padding-bottom: 0.8rem;<br />
letter-spacing: 0.15rem;<br />
color: var(--rainbow-text-base-color);<br />
text-shadow: -4px 4px #ef3550,<br />
-8px 8px #f48fb1,<br />
-12px 12px #7e57c2,<br />
-16px 16px #2196f3,<br />
-20px 20px #26c6da,<br />
-24px 24px #43a047,<br />
-28px 28px #eeff41,<br />
-32px 32px #f9a825,<br />
-36px 36px #ff5722;<br />
}<br />
<br />
<br />
/*------------------------------ Tippy Tooltips ------------------------------*/<br />
.tippy-box {<br />
background-color: var(--color-surface-2);<br />
color: var(--color-base);<br />
border-radius: var(--border-radius--small);<br />
font-size: 0.875rem;<br />
line-height: var(--line-height-sm);<br />
outline: 0;<br />
box-shadow: var(--card-shadow-dlw), rgba(255, 255, 255, 0.067) 0px 1px 0px inset;<br />
}<br />
.tippy-content {<br />
text-align: center;<br />
padding: var(--space-sm) var(--space-md);<br />
}<br />
.tippy-arrow {<br />
color: var(--color-surface-2);<br />
}<br />
.tooltip-dashed-underline {<br />
text-decoration: dashed underline;<br />
text-underline-offset: 0.2em;<br />
text-decoration-thickness: from-font;<br />
}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=User:PrivateTarkus/sandbox2&diff=448077User:PrivateTarkus/sandbox22024-03-03T17:13:13Z<p>PrivateTarkus: </p>
<hr />
<div>{{#invoke:Tier List Test|drawTierList<br />
|GGACR<br />
|Very Hard;I-No,Zappa,Eddie<br />
|Hard;Baiken,Chipp,Johnny,Millia<br />
|Middling;Axl,Robo-Ky,Bridget,Slayer,Sol<br />
|Easy;Testament,Anji,Venom,May,Ky,Justice,Order-Sol<br />
|Very Easy;Dizzy,A.B.A,Kliff,Faust,Jam,Potemkin<br />
}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448075Module:Tier List Test2024-03-03T17:05:07Z<p>PrivateTarkus: </p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
--local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
local characterLabel = '[[File:' .. GAME .. '_' .. character .. "_Icon.png|64px|link=" .. GAME .. '/' .. character .. "]]"<br />
--wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
wikitext = wikitext .. characterLabel<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448074Module:Tier List Test2024-03-03T17:04:48Z<p>PrivateTarkus: </p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
--local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
local characterLabel = '[[File:' .. GAME .. '_' .. character .. "_Icon.png|64px|link=" .. GAME .. '_' .. character .. "]]"<br />
--wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
wikitext = wikitext .. characterLabel<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448073Module:Tier List Test2024-03-03T17:04:34Z<p>PrivateTarkus: </p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
--local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
local characterLabel = '[[File:' .. GAME .. '_' .. character .. "_Icon.png|64px|link=" .. GAME .. '_' .. character "]]"<br />
--wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
wikitext = wikitext .. characterLabel<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448072Module:Tier List Test2024-03-03T17:02:38Z<p>PrivateTarkus: </p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
--local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
local characterLabel = '[[File:' .. GAME .. '_' .. character .. "_Icon.png|64px]]"<br />
--wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
wikitext = wikitext .. characterLabel<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448071Module:Tier List Test2024-03-03T17:01:51Z<p>PrivateTarkus: </p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
--local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
local characterLabel = '[[File:' .. GAME .. '_' .. character .. "_Icon.png|50px]]"<br />
wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448070Module:Tier List Test2024-03-03T17:01:24Z<p>PrivateTarkus: </p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
--local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
local characterLabel = '[[File:' .. GAME .. '_' .. character .. "_icon.png|50px]]"<br />
wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=User:PrivateTarkus/sandbox2&diff=448069User:PrivateTarkus/sandbox22024-03-03T16:57:21Z<p>PrivateTarkus: </p>
<hr />
<div>{{#invoke:Tier List Test|drawTierList<br />
|GGACR<br />
|S;Testament,Zappa,Baiken<br />
|A+;Chipp,Dizzy,Millia,Faust,Jam,Axl<br />
|A;Anji,A.B.A,Johnny,Kliff,Slayer,Order-Sol,Potemkin<br />
|A-;I-No,Venom,May,Sol,Ky,Justice,Eddie<br />
|B+;Robo-Ky,Bridget<br />
}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Module:Tier_List_Test&diff=448068Module:Tier List Test2024-03-03T16:56:52Z<p>PrivateTarkus: Created page with "local p = {} function p.drawTierList(frame) local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg local character = "default" local numberOfTiers = tablelength(frame.args) local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors..."</p>
<hr />
<div>local p = {}<br />
<br />
function p.drawTierList(frame)<br />
local wikitext = "<div class=\"tierList\">" -- initialize the wikitext with the container for the list<br />
local GAME = frame.args[1]:gsub("%s+", "") -- capture the target game from the first arg<br />
local character = "default"<br />
local numberOfTiers = tablelength(frame.args)<br />
local colors = {'b8ff89', 'fdff89', 'ffdf7f', 'ffbf7f', 'e98d87', 'ff7ff0', 'd17fff', '7fbfff', '7feeff', '7fffc3' } -- an array of pre-defined colors<br />
<br />
<br />
for index=2,numberOfTiers do<br />
local currentTier = trim(frame.args[index]) -- use the argument at the current index as current tier data<br />
local tierLabel = string.match(currentTier, '(.*);') -- capture tier label from all characters before first ';'<br />
currentTier = string.match(currentTier, ";(.*)") -- remove the tier label from the current tier data<br />
<br />
--Inject tier label<br />
if index == 2 then -- first tier should have a rounded top corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[1] .. "; \">" .. tierLabel .. "</div>"<br />
elseif index == numberOfTiers then -- middle tiers are normal<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. "; \">" .. tierLabel .. "</div>"<br />
else -- final tier has a roudned bottom corner<br />
wikitext = wikitext .. "<div class=\"tierHeader\" style=\"background-color: #" .. colors[index-1] .. ";\">" .. tierLabel .. "</div>"<br />
end<br />
<br />
-- open a new tier container<br />
if index ~= numberOfTiers then <br />
wikitext = wikitext .. "<div class=\"tierGroup tierUnderline\">"<br />
else -- final tier does not have an underline<br />
wikitext = wikitext .. "<div class=\"tierGroup\">"<br />
end<br />
<br />
-- iterate over tokens in current tier, sperrated by ',' character<br />
for token in string.gmatch(currentTier, '([^,]+)') do<br />
character = token<br />
-- inject character label<br />
local characterLabel = frame:expandTemplate{ title = 'Character Label', args = { GAME, character, size='50px', label="&#32;" } }<br />
wikitext = wikitext .. "<div>" .. characterLabel .. "</div>"<br />
end<br />
<br />
-- close the current tier container<br />
wikitext = wikitext .. "</div>"<br />
<br />
end<br />
<br />
-- close the entire tier list<br />
wikitext = wikitext .. "</div>"<br />
<br />
return wikitext<br />
end<br />
<br />
-- Return the size of a table by iterating over it and counting<br />
function tablelength(T)<br />
local count = 0<br />
for _ in pairs(T) do count = count + 1 end<br />
return count<br />
end<br />
<br />
function trim(s)<br />
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))<br />
end<br />
<br />
return p</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=User:PrivateTarkus/sandbox2&diff=448067User:PrivateTarkus/sandbox22024-03-03T16:56:40Z<p>PrivateTarkus: </p>
<hr />
<div>{{Character Label|GGACR|Ky Kiske|size=72px|label=&#32;}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=User:PrivateTarkus/sandbox2&diff=448066User:PrivateTarkus/sandbox22024-03-03T16:55:57Z<p>PrivateTarkus: </p>
<hr />
<div>{{Test|GGACR|Ky Kiske|size=72px|label=}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Template:Test&diff=448065Template:Test2024-03-03T16:55:46Z<p>PrivateTarkus: </p>
<hr />
<div>{{#vardefine:LabelChara|{{{2}}}}}<!--name of the character<br />
-->{{#vardefine:LabelGame|{{{1}}}}}<!-- game for the character<br />
--><includeonly><span style="white-space: nowrap;"><span class="charaLabel"><!--<br />
-->[[File:{{{icon|{{#var:LabelGame}}_{{#var:LabelChara}}_Icon.png}}}|link={{{linkOverride|{{#var:LabelGame}}/{{#var:LabelChara}}}}}|{{#if:{{{3|}}}|x{{{3|}}}|x24px}}|alt=]]<!--<br />
--></span>{{0| }}<span style="white-space: normal;">{{#switch: {{{format}}}<br />
| none = {{#if: {{{linkOverride|}}}|[[{{{linkOverride|}}}|{{{label|{{#var:LabelChara}}}}}]] | [[{{#var:LabelGame}}/{{#var:LabelChara}}|{{{label|{{#var:LabelChara}}}}}]]}}<br />
| italic = {{#if: {{{linkOverride|}}}|[[{{{linkOverride|}}}|''{{{label|{{#var:LabelChara}}}}}'']] | [[{{#var:LabelGame}}/{{#var:LabelChara}}|''{{{label|{{#var:LabelChara}}}}}'']]}}<br />
| bold | {{#if: {{{linkOverride|}}}|[[{{{linkOverride|}}}|'''{{{label|{{#var:LabelChara}}}}}''']] | [[{{#var:LabelGame}}/{{#var:LabelChara}}|'''{{{label|{{#var:LabelChara}}}}}''']]}}<br />
}}</span></span></includeonly><!--<br />
--><noinclude>{{clear}}{{doc}}</noinclude></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Template:Character_Label&diff=448064Template:Character Label2024-03-03T16:52:32Z<p>PrivateTarkus: Undo revision 448063 by PrivateTarkus (talk)</p>
<hr />
<div><!--<br />
If one arg is given:<br />
{{{1}}} is character name<br />
If two args are given:<br />
{{{1}}} is game name<br />
{{{2}}} is character name<br />
--><includeonly><span style="white-space: nowrap;"><span class="charaLabel"><!--<br />
-->{{#vardefine:characterName | {{#if: {{{2|}}} | {{{2|}}} | {{{icon| {{{1| {{#titleparts: {{PAGENAME}} | 1 | 2}} }}} }}} }} }}<!--<br />
-->{{#vardefine:gameName | {{#if: {{{2|}}} | {{{1|}}} | {{ROOTPAGENAME}} }}}}<!--<br />
-->[[File:{{#var:gameName}}_{{#var:characterName}}_Icon.png{{#if:{{{L|}}}||{{!}}link={{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}} }}|x{{{size|24px}}}|alt=]]<!--<br />
--></span>{{#if:{{{P|}}}||&nbsp;{{#switch: {{{format}}}<br />
| none = {{#if: {{{L|}}}|{{{label|}}}|[[{{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}}|{{{label|{{#var:characterName}}}}}]]}}<br />
| italic = {{#if: {{{L|}}}|''{{{label|}}}''|[[{{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}}|''{{{label|{{#var:characterName}}}}}'']]}}<br />
| bold | {{#if: {{{L|}}}|'''{{{label|}}}'''|[[{{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}}|'''{{{label|{{#var:characterName}}}}}''']]}}}} }}<!--<br />
--></span></includeonly><!--<br />
--><noinclude>{{clear}}{{doc}}</noinclude></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Template:Character_Label&diff=448063Template:Character Label2024-03-03T16:51:45Z<p>PrivateTarkus: </p>
<hr />
<div><!--<br />
If one arg is given:<br />
{{{1}}} is character name<br />
If two args are given:<br />
{{{1}}} is game name<br />
{{{2}}} is character name<br />
--><includeonly><span style="white-space: nowrap;"><span class="charaLabel"><!--<br />
-->{{#vardefine:characterName | {{#if: {{{2|}}} | {{{2|}}} | {{{icon| {{{1| {{#titleparts: {{PAGENAME}} | 1 | 2}} }}} }}} }} }}<!--<br />
-->{{#vardefine:gameName | {{#if: {{{2|}}} | {{{1|}}} | {{ROOTPAGENAME}} }}}}<!--<br />
-->[[File:{{#var:gameName}}_{{#var:characterName}}_Icon.png{{#if:{{{L|}}}||{{!}}link={{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}} }}|x{{{size|24px}}}|alt=]]<!--<br />
--></span>{{#if:{{{P|}}}||&nbsp;{{#switch: {{{format}}}<br />
| none = {{#if: {{{L|}}}|{{{label|}}}|[[{{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}}|{{{label|{{#var:characterName}}}}}]]}}<br />
| italic = {{#if: {{{L|}}}|<i>{{{label|}}}</i>|[[{{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}}|''{{{label|{{#var:characterName}}}}}'']]}}<br />
| bold | {{#if: {{{L|}}}|<b>{{{label|}}}</b>|[[{{{linkOverride|{{#var:gameName}}/{{#var:characterName}} }}}|'''{{{label|{{#var:characterName}}}}}''']]}}}} }}<!--<br />
--></span></includeonly><!--<br />
--><noinclude>{{clear}}{{doc}}</noinclude></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=User:PrivateTarkus/sandbox2&diff=448062User:PrivateTarkus/sandbox22024-03-03T16:50:24Z<p>PrivateTarkus: Replaced content with "{{character Label|GGACR|Ky Kiske|size=72px|label=}}"</p>
<hr />
<div>{{character Label|GGACR|Ky Kiske|size=72px|label=}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Template:GBVS/characterselect&diff=447785Template:GBVS/characterselect2024-03-01T14:52:51Z<p>PrivateTarkus: </p>
<hr />
<div>{{Card<br />
|content=<div class="home-card__label">Characters</div><br />
<div class="responsive-imagemap" style="max-width: 1096px; margin: 0 auto;"><imagemap><br />
image:GBVS_CharSelect.png<br />
poly 287 2 380 6 366 52 272 48 [[GBVS/Belial]]<br />
poly 383 5 472 8 466 55 369 52 [[GBVS/Djeeta]]<br />
poly 475 8 566 9 565 55 468 54 [[GBVS/Beelzebub]]<br />
poly 568 8 658 8 665 55 568 55 [[GBVS/Zooey]]<br />
poly 662 8 752 3 763 52 666 54 [[GBVS/Vira]]<br />
poly 757 8 845 2 860 48 766 52 [[GBVS/Avatar Belial]]<br />
poly 70 34 167 44 141 95 38 84 [[GBVS/Anre]]<br />
poly 170 43 264 51 247 103 146 95 [[GBVS/Narmaya]]<br />
poly 269 51 366 57 352 109 252 103 [[GBVS/Ferry]]<br />
poly 369 57 464 60 458 114 355 110 [[GBVS/Gran]]<br />
poly 469 58 565 60 566 114 461 112 [[GBVS/Lancelot]]<br />
poly 569 60 663 60 671 112 569 112 [[GBVS/Percival]]<br />
poly 666 60 762 57 775 107 672 114 [[GBVS/Katalina]]<br />
poly 766 57 863 51 880 106 780 109 [[GBVS/Metera]]<br />
poly 866 52 963 44 986 95 885 104 [[GBVS/Soriz]]<br />
poly 965 44 1062 35 1094 86 991 95 [[GBVS/Seox]]<br />
poly 37 87 138 100 110 156 1 144 [[Special:RandomInCategory/GBVS Characters|Random Character]]<br />
poly 144 100 243 106 223 166 115 156 [[GBVS/Yuel]]<br />
poly 249 107 352 112 335 173 227 166 [[GBVS/Ladiva]]<br />
poly 355 114 457 117 449 176 341 172 [[GBVS/Charlotta]]<br />
poly 461 117 566 118 563 179 455 178 [[GBVS/Zeta]]<br />
poly 568 118 672 117 678 178 569 179 [[GBVS/Vaseraga]]<br />
poly 675 117 777 114 792 173 682 178 [[GBVS/Lowain]]<br />
poly 782 115 882 107 903 167 797 173 [[GBVS/Cagliostro]]<br />
poly 886 109 986 101 1016 156 908 167 [[GBVS/Eustace]]<br />
desc none<br />
</imagemap><br />
</div><br />
}}</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=Category:GBVS_Characters&diff=447784Category:GBVS Characters2024-03-01T14:47:55Z<p>PrivateTarkus: Created blank page</p>
<hr />
<div></div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Eustace&diff=447783GBVS/Eustace2024-03-01T14:47:22Z<p>PrivateTarkus: </p>
<hr />
<div>{{MFlag|update}}<br />
==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Stoic Erune "Weapon Contractor" of The Society; a mysterious organizaion who looks to put down any grave threats to Sky Realm by whatever means necessary. Wielding his Seal Weapon Flamek, Eustace excels at locking down the opponent with his projectile gunfire, [[#Close Combat Followups|command dash follow-ups]] and [[#Rat Race|Rat Race]] grenade oki and pressure. On top of his already strong offense, he can use the simplified inputs for [[#Flamek Thunder|Flamek Thunder]] and [[#Slow Kill|Slow Kill]] to execute blockstrings and combos which would otherwise be very difficult or impossible. Although he's strong when it's his turn, his strengths are offset by his lack of a meterless reversal and generally low damage output. Good reads and awareness are required to fully make Eustace shine as an offensive powerhouse.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a mid-range fighter who uses his variety of projectiles and grenades from Rat Race to control space and set up for combos and pressure.<br />
| pros = <br />
* '''Strong neutral:''' A variety of good pokes, projectiles that hit at different timings and advancing moves give Eustace a fantastic neutral game.<br />
* '''Godlike pressure:''' In addition to his top-of-class {{clr|1|2L}} and high speed projectiles, every one of Eustace's specials is geared towards offense and nearly all EX and charged versions grant him advantage on block.<br />
* '''Great conversions with Rat Race+''': With EX grenade set, Eustace can convert almost any hit into a highly damaging combo from anywhere on screen.<br />
| cons = <br />
* '''No meterless reversal''' Eustace can have a tough time getting out of pressure as he has no meterless reversal.<br />
* '''Reliance on grenade:''' A lot of Eustace's kit is enabled by {{clr|3|Rat Race+}}, and if it's on cooldown he loses access to his high damage conversions, and his pressure becomes significantly weaker.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: [[#Rat Race|Rat Race]] Grenades |ToCName=Unique Mechanic: Rat Race Grenades<br />
|content= The {{clr|3|H}} version of Rat Race causes the grenade to stick to the opponent. Eustace's gunshot moves and projectiles will cause the grenade to detonate for a combo, a hard knockdown, or massively improved frame advantage on block. With smart routing, you can even detonate the grenade multiple times in one combo.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Standard Granblue c.L. Combos into itself, {{clr|1|2L}} and {{clr|1|f.L}} on hit and {{clr|2|2M}} on crouching hit. Eustace's fastest normal so it's his go-to abare normal, and also his best link from {{clr|1|2L}} so long as he's in range to combo into it. Its frame advantage means it can also be used for pressure, but it's generally outshined by Eustace's amazing {{clr|1|2L}} for this purpose.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
Eustace's {{clr|2|c.M}} is slightly slower than the average {{clr|2|c.M}} at 7f startup, meaning it will only link from {{clr|1|2L}}/{{clr|1|c.L}} on crouching opponents. Despite this, it still finds use in frame traps and as a slightly faster close-range punish tool than {{clr|3|c.H}}.<br />
<br />
Combos into {{clr|3|623H}} on CH, notable when punishing moves like dodges or when used as a frametrap.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Eustace's most damaging normal. It also does the most grounded hitstun of any of his buttons, making it the only way to combo into {{clr|3|623H}} on a standing opponent. This makes {{clr|H|c.H}} great combo filler, and Eustace's optimal grounded punish starter so long as he's in range to use it. Its high blockstun also makes it good if Eustace's opponent has been conditioned to respect his blockstrings.<br />
<br />
Devastating on counter-hit, but generally Eustace will have a difficult time frame trapping into this one from normal strings. Frame traps are still possible thanks to Eustace's access to absurd frame advantage in [2][8]X and grenade setups, and you can also meaty {{clr|H|c.H}} for up to +3 frame advantage.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Very typical autocombo, but Eustace's unique traits make it better for him than anyone else. He can get a downback charge due to the input leniency by inputting the autocombo as 1XX/1XXX instead, meaning he won't need the simple input to access his powerful fireball resets during the autocombo.<br />
<br />
He also has strong frame traps from both c.XX and c.XXX. {{clr|U|5U}} will frame trap from both, has great reward, and is safe on block if the follow-up is used. {{clr|H|623H}} will frame trap from c.XXX, has a great combo on CH, and of course sets up a grenade, leaving Eustace +2 for further pressure.<br />
<br />
On crouching opponents only, c.XXX will combo into {{clr|H|623H}}.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
A high kick that looks similar to Zeta's and Djeeta's {{clr|1|f.L}}s, but it consistently connects against crouching opponents. Eustace's far-range 6f punish. Also useful for combos as its Eustace's only way to convert into a knockdown from {{clr|1|2L}} without cooldowns, and its also his best link from {{clr|3|623H}} on standing opponents. However, {{clr|1|f.L}} only combos into Flamek Thunder, {{clr|1|214L}}~{{clr|3|H}} and {{clr|3|214H}} on hit, so it's generally preferable to find ways to route around using this.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
Kinda looks like Lancelot's {{clr|2|f.M}} but a lot bigger due to how Eustace leans forward as he swings. Eustace's 8f punish, and his go-to fast poke due to a great combination of speed and range. Also makes for a decent long-ranged frametrap, but generally outshined in this use by {{clr|H|f.H}}. On hit, it combos into {{clr|2|214M}} except at near-maximum range. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H,f.HH<br />
|versioned=input<br />
|description=<br />
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
* The followup cannot be canceled into special moves.<br />
Eustace's long-range 9f punish. Strong poke with a built-in follow-up for free extra damage and a knockdown, though attempting to confirm into a special or {{clr|U|5U}} is preferable due to the poor reward from {{clr|H|f.H}} without grenade set. <br />
<br />
{{clr|H|f.H}} is also a great button for spacing traps thanks to Eustace's enormous {{clr|L|2L}}, and will combo into {{clr|H|623H}} for a full combo against crouching opponents. As many characters use {{clr|M|2M}} as abare at range, this situation isn't as rare as you might think. In combos, {{clr|H|f.H}} is commonly used to extend juggles as Eustace's highest damaging far normal, and {{clr|H|f.HH}} can be used as a secondary grenade trigger if you don't have time for anything else.<br />
<br />
The follow-up can be used on whiff, and can make this button harder to whiff punish.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Extremely good range for a {{clr|1|2L}}, second only to Zeta's. {{clr|1|2L}} is the cornerstone of Eustace's pressure, and he will often start strings with it. It's range allows it to be repeated three times on block, and it frame traps into {{clr|1|f.L}} and {{clr|2|2M}} at any range, and can be spaced to frame trap into {{clr|2|f.M}}/{{clr|H|f.H}} instead. A meaty {{clr|1|2L}} also can also frame trap into {{clr|H|c.H}} for the extra blockstun.<br />
<br />
Against standing opponents, Eusatce's go-to link is {{clr|1|c.L}} or {{clr|1|f.L}}, and on crouchers {{clr|2|c.M}} or {{clr|2|2M}}. Crouch confirms from {{clr|1|2L}} are especially important at longer ranges due to the {{clr|2|2M}} link being significantly more rewarding in damage and okizeme than the {{clr|1|f.L}} link.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
Low swipe, does not actually hit low. Pretty good frame trap tool and Eustace's go-to 7f punish. Combos from {{clr|1|2L}} and {{clr|1|c.L}} on crouching opponents, which leads to a good knockdown with {{clr|2|214M}}. Will always combo into {{clr|2|214M}} unless it hits an extended hurtbox.<br />
<br />
At further spacings on a crouch confirm, {{clr|M|2M}} confirms into {{clr|H|[2]8H}} for a better knockdown and an extended juggle in the corner. {{clr|3|[2]8H}} will technically combo from {{clr|2|2M}} even at closer ranges, but it won't lead to a workable juggle if spaced. Eustace might still want to spend the cooldown for the better okizeme, though.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H,2HH<br />
|versioned=input<br />
|description=<br />
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
* The followup cannot be canceled into special moves. <br />
The first of Eustace's designated anti-airs, and the most rewarding of the lot. There are many ways to convert {{clr|3|2H}} into a combo if it hits as an anti-air, but they can be inconsistent depending on whether it counter-hits or not. To get around this, Eustace can cancel straight into {{clr|1|214L}}, then either Brake if he sees a CH or Stunlight/Assault Knife if he doesn't.<br />
<br />
{{clr|3|2H}} also has the highest untech time of any of Eustace's normals and is not proximity-dependent, making it great in juggles. In this case, it's commonly used to set up a {{clr|3|623H}} combo ender when Eustace's opponent is too far for him to get {{clr|3|c.H}}, or to set up an extremely tricky meaty Assault Knife extension.<br />
<br />
{{clr|3|2HH}} is highly active and can be used to beat out anti-air bait divekicks even if you whiff {{clr|3|2H}}. However, it is not any safer on block unless you have a {{clr|3|623H}} set up, and in fact locks Eustace out of special cancels that make the move actually safe on block. It does leave him at a slight advantage if it sets off a grenade, however.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Eustace's sweep; {{clr|U|2U}} is significantly slower than most other sweeps, but has increased range to compensate for it. It's also technically Eustace's longest normal, and it can be used as a low poke to catch people walking back or attempting to 6G through his fireballs, and very occasionally in niche combos where he's too far for any other normal to reach in time.<br />
<br />
{{clr|U|2U}} gives very stable okizeme when used to end juggles, as he can cancel into 4G and hold 9 for a safejump. As a starter, however, it's not great, as it launches opponents too low for Eustace to get much out of it. At closer ranges, he can confirm into {{clr|2|214M}} or SBA, but the further out your opponent is the less likely this is to work. Often if this hits you're better off just taking the okizeme.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
*Active until landing<br />
Classical Granblue™️ {{clr|1|j.L}}. Eustace's only crossup button and his fastest, making it useful in rare air clashes. Just like other {{clr|1|j.L}}s, it can also be used to preempt reactive air throws.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
{{clr|2|j.M}} horizontally reaches the farthest out of Eustace's air buttons, making it his best air-to-air. It can also be used as a jump-in against further opponents, but the hitbox is pretty high up, meaning Eustace has to press pretty late for it to actually connect.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Safejump button and the preferred jump-in when in range to use it. Poor horizontal range compared to {{clr|2|j.M}}, but a much better hitbox for jump-ins.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
* After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing. <br />
* Completely stalls air momentum before the shot.<br />
* Can set off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
Can be used to bait anti-airs, but gives no reward. Trickier to land than other AA bait j.Us and not safe on block, but looks very funny<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Stay Tonight</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U,5UU<br />
|versioned=input<br />
|description=<br />
* Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack and increase damage, and the second shot will also set off a Rat Race+ grenade.<br />
<br />
Useful for frame traps and closing distance, with {{clr|4|5UU}} being safe on block due to pushback. {{clr|4|5UU}} doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can run up and continue your offense on hit. On block, {{clr|4|5UU}} can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. Once he has his opponent respecting the frametrap, Eustace can omit {{clr|4|5UU}} as a pressure ender and instead run up and throw them.<br />
<br />
{{clr|4|5U[U]}} launches and can be linked into {{clr|1|f.L}}. This is a rare starter, but {{clr|4|5U}} combos into {{clr|4|5U[U]}} on CH, making it a powerful frame trap.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
* Forward Throw can set off the grenade from H Rat Race, allowing for a combo. Eustace will have 18 frames to continue a juggle if this sets off a grenade.<br />
**+31 on hit without grenade, +71 with<br />
* Back Throw will also set off the grenade but puts the opponent in an unjugglable state, only tacking on a little extra damage.<br />
**+27 on hit without grenade, +65 with<br />
With grenades, forward throw can be converted into a full combo midscreen with {{clr|3|[4]6H}} > 66 > {{clr|3|f.H}}, or straight into either of Eustace's supers. In corner, it's much more flexible, requiring no additional cooldowns to be used for an extended juggle.<br />
<br />
Without grenade set, Eustace's throws are fairly standard.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
* Sets off the grenade from H Rat Race.<br />
** Eustace will have 15 frames to continue a juggle if this triggers a grenade.<br />
Anti-air that's immune to air stalling, but useful otherwise as Eustace's {{clr|3|2H}} isn't winning any awards. If your opponent somehow has a grenade stuck to them as you land this, you can follow it up with a combo using {{clr|3|f.H}} or any of Eustace's fireballs midscreen, and {{clr|3|c.H}} in corner.<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
** Eustace will have 15 frames to continue a juggle if a grenade is triggered.<br />
Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs. As with other UOHs, can be used as a throw bait for huge damage.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Slow Kill</big>===<br />
{{Micon|2}} {{InputBadge|[2]8X (Chargable)}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[2]8L,[2]8M,[2]8H,[2]8[L],[2]8[M],[2]8[H]<br />
|versioned=input<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
* Can be charged for an extra hit and more damage.<br />
* Eustace is in CH state during recovery.<br />
Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out. <br />
<br />
In neutral Slow Kill is generally much slower to reach enemies than Flamek Thunder, which allows Eustace to mix up his projectile timings against opponents attempting to use dodges or particularly cross-overs to bypass his zoning, as the projectile also beats the low profile that comes with 6G. It can also potentially catch jumps, though it's not as reliable as air throwing or {{clr|4|2H}} in any regard. The projectile's unique trajectory will often allow shots outside of point blank to be plus on block or hit, and if the Eustace player recognises this, they can take the opportunity to close the distance and start pressure.<br />
}}<br />
<br />
===<big>Flamek Thunder</big>===<br />
{{Micon|2}} {{InputBadge|[4]6X (Chargable)}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[4]6L,[4]6M,[4]6H<br />
|versioned=input<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
A faster-than average fireball in both startup and velocity. Both {{clr|1|[4]6L}} and {{clr|2|[4]6M}} are very spammable and good at winning fireball wars, but are both very unsafe on block. {{clr|3|[4]6H}}, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both {{clr|1|[4]6L}} and {{clr|3|[4]6H}} will combo from literally any normal.<br />
<br />
Eustace's low stance during this attack can allow him to low profile higher-hitting fireballs, such as Avatar Belial's {{clr|4|5U}} and Metera's Starry Sky (High).<br />
}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[4]6[L],[4]6[M],[4]6[H]<br />
|versioned=input<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by {{clr|3|[4]6[H]}}. {{clr|L|[4]6[L]}} is much safer on block than its uncharged counterpart, {{clr|2|[4]6[M]}} will grant a soft knockdown on hit, and {{clr|3|[4]6[H]}} grants a hard knockdown and wallbounces.<br />
<br />
{{clr|3|[4]6[H]}} can be held to further throw off opponent's dodge/cross-over attempts.<br />
}}<br />
<br />
===<big>Close Combat</big>===<br />
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
*{{clr|1|214L}} is cancellable into followups from frame 9<br />
*{{clr|3|214H}} is cancellable into followups from frame 5<br />
Eustace's command dash.<br />
<br />
{{clr|1|214L}} only moves and can be cancelled into 5 follow-up actions (see below). It can be used to fake out a {{clr|2|214M}} frametrap and go for pressure extensions or a throw, or in neutral to advance with immediate access to Close Combat follow-ups.<br />
<br />
{{clr|2|214M}} ends in a knife attack and then allows follow-ups, apart from Brake. Startup varies based on distance travelled. {{clr|2|214M}} is Eustace's main combo tool from {{clr|2|M}} buttons and allows him to get a decent knockdown with Takedown, or extend combos with Stunlight.<br />
<br />
{{clr|3|214H}} can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled. Generally you'll want to avoid using this as having Close Combat on cooldown neuters Eustace's pressure and combo routes, but it has use in max damage combos if you need to end a round.<br />
}}<br />
<br />
===<big>Close Combat Followups</big>===<br />
{{InputBadge|Close Combat > X}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214X > L,214X > M,214X > H,214X > U,214X > G<br />
|versioned=input<br />
|description=<br />
*Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
*Values in () indicate frame data when each followup is used from {{clr|3|214H}} specifically.<br />
----<br />
;Stunlight<br />
Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH (or standing CH if you somehow manage to get it from {{clr|1|214L}}). During a juggle {{clr|3|214H}}~{{clr|3|L}} is also very useful for combo extensions. Is very advantageous if it sets off a {{clr|3|623H}} set, so feel free to continue pressure if that happens. Using this follow-up from {{clr|3|214H}} grants slightly more advantage than the normal versions.<br />
----<br />
;Takedown<br />
A low slide. Leaves Eustace very vulnerable but travels far. As it hits low, it can be used to catch opponents off-guard in neutral and is generally a better combo ender than 214X~{{clr|3|H}} for oki.<br />
----<br />
;Assault Knife<br />
Eustace's anti-air attack. Invulnerable on startup but like the DPs it emulates, it is only air unblockable if used from {{clr|3|214H}}. Highest damaging combo ender from {{clr|2|214M}} and {{clr|3|214H}}, and if used from {{clr|3|214H}}, grants a combo extension in the corner on opponents juggled high enough. Slightly less disadvantageous on block if used from {{clr|3|214H}}, but only if the opponent stand blocks.<br />
----<br />
;Spreadshot<br />
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a {{clr|3|623H}} set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.<br />
----<br />
;Brake<br />
By pressing G, Eustace will stop the dash. This has to be done before the strike of the {{clr|3|H}} version and is unavailable from the {{clr|2|M}} version. To guarantee an empty 214X, use {{clr|1|214L}} instead.<br />
}}<br />
<br />
===<big>Rat Race</big>===<br />
{{Micon|3}} {{InputBadge|623X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.<br />
----<br />
;{{clr|1|623L}}<br />
* Explodes on impact with your opponent or the ground.<br />
In neutral it has potential use as a slower projectile to call out people attempting to dodge or cross-over your other fireballs.<br />
<br />
Can also be used as a potential fakeout for people expecting {{clr|2|623M}} in pressure. The typical response to M Rat Race is to dodge on reaction, but {{clr|1|623L}} is slow enough that it will CH such attempts and allow Eustace to combo.<br />
----<br />
;{{clr|2|623M}}<br />
* Hits once, then explodes.<br />
** If it does not connect to its opponent before touching the ground, it will ground bounce before exploding.<br />
* +4 if you dodge after {{clr|2|623M}}(1) is blocked and they block {{clr|2|623M}}(2)<br />
<br />
Goes the furthest out of all three versions, and can catch cross-over from near fullscreen. Certainly the most useful version in neutral, owing to its high advantage if the second hit is blocked and its long range.<br />
<br />
In pressure or oki, it can be useful to bait your opponent into doing something, and Eustace is always plus if they block the second hit. As an oki tool, it's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.<br />
----<br />
;{{clr|3|623H}}<br />
* Sticks to the enemy on impact.<br />
* Can be set off by Eustace's projectile attacks.<br />
Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows full conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with {{clr|3|c.H}} on standers and {{clr|3|2H}} or full autocombo on crouchers.<br />
<br />
{{clr|3|623H}} as a juggle ender leaves Eustace's opponent in a HKD state with a grenade on them. Compared to using it in blockstrings or as okizeme, this guarantees a set, but locks him out of using it as a frame trap or reset.<br />
<br />
Although this can be a frame trap and a pressure reset, dodging on reaction to the EX flash will leave Eustace minus in many cases. To avoid being predictable and strain his opponent's mental stack further, Eustace will want to sneak in grenades from blockstrings that it won't frame trap from.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Acidrage Howl</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.<br />
<br />
In neutral this can be used on reaction to punish committal moves, and it's great in combos despite its low minimum damage. However, its variable startup can make this tricky to land as a combo ender at times, and you might want to use his SSBA instead if you have the option.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Dead-End Fall</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236SU}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos.<br />
Note that only the first hit of the super is air unblockable.<br />
<br />
If Eustace's SSBA does not connect with its full animation, it will do near-identical damage to his SBA while also having much worse okizeme. With this in mind you might want to substitute this move with his SBA in combos, depending on the situation.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Eustace}}<br />
{{GBVSweapons|Size=120|Character=Eustace}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Eustace|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Cagliostro&diff=447782GBVS/Cagliostro2024-03-01T14:47:14Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Formerly a deathly-ill boy who decided that fate can bugger off and invented alchemy in the Granblue Fantasy universe nearly 2000 years ago. Cagliostro is a setplay character available from a DLC as a part of Season Pass 2. Her play-style could be described as an inverse of [[GBVS/Beelzebub|Beelzebub]]; reacting and utilizing her set-play traps, projectile-nullifying rock ball, her teleport ability and other special moves to punish reckless opponents. Her short-ranged normal attacks and lack of meterless reversal leave a lot to be desired, but smart reaction may allow the player to overcome their foe. It's never just about appearance alone with Cagliostro.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a setplay character who utilizes her traps and other special moves to lock down her opponents and swiftly evade them or intercept their attempts to deal with her traps when she isn't.<br />
| pros = <br />
* '''Trap-Based Setplay''': [[GBVS/Cagliostro#Mehen|Mehen]] traps allow her to limit the opponent's movement, giving her time to charge [[GBVS/Cagliostro#Collapse (Conjure)|Collapse (Conjure)]], poke at the opponent with [[GBVS/Cagliostro#Calculated|Calculated]], and keep her opponents locked down on knockdown. Mehen also allows for easy conversions off stray hits, and combos that wouldn't normally be possible (Throw). <br />
* '''Competent Footsies''': Cagliostro walks fairly fast and has surprisingly solid buttons. She can hold her own on the ground against conventional characters to build enough space for [[GBVS/Cagliostro#Mehen|traps]] and keep pressure on cornered opponents.<br />
* '''Slippery Movement''': Using her [[GBVS/Cagliostro#Spare Body|Spare Body]] teleport, [[GBVS/Cagliostro#Collapse (Fire)|air projectile]] and multiple ways to stall her momentum in midair, she can set traps and disappear in the blink of an eye.<br />
| cons = <br />
* '''No Dragon Punch''': Her Skybound Arts are her only real reversals, as [[GBVS/Cagliostro#Spare Body|Spare Body]] is vulnerable. This makes escaping pressure hard and leaves her without easy input DP to contest jump-ins or reactable specials. Cagliostro must take care to preemptively seal these options, when she can.<br />
* '''Unreliable Traps''': Ground [[GBVS/Cagliostro#Mehen|Mehen]] traps don't activate immediately upon contact and can be bypassed just by running or using forward-moving specials. Both trap versions can also be destroyed before activation, making their use as a zoning tool limited and very matchup dependant. <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
The Granblue c.L™. Use in pressure.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
* More minus than average at -3 instead of 0.<br />
The Granblue c.M™. Also used in pressure and combos, especially as a frametrap.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Unique 4-hitting c.H that can used as a situational anti-air. Causes troubles mid combo as it pushes the opponent fairly high up, but can be useful to allow Cagliostro to combo from 214H in the corner if this attack lands on an airborne target.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
An autocombo like any other. Used to extend confirms, get closer or generate extra height in juggles. <br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
A far L with decent range. Good for converting off L pressure.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
Longest range normal poke. Usually gets no conversions on hit, but using Cagliostro's varied special cancels between 5U, Trap, Spear or Teleport can still keep the opponent guessing and generate advantage.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
* Less minus than f.M but way worse on whiff.<br />
Important poke and your whiff punish of choice. Less range and higher recovery than f.M, but has high hitstun and three hits, allowing for easy 1-hit confirms into knockdown at nearly any range. <br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
A Granblue 2L - a plus on block low with moderate range that chains into itself. This is Cagliostro's only low outside of sweep, and the cornerstone of her pressure game.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
Similar to 5M, with less range but less startup, less recovery and a lower to the ground hitbox. Not a low, but stuffs rolls.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Average anti-air with high reward on anti-air CHs. Hits slightly behind Cagliostro.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
The Granblue Sweep™. A low that causes hard knockdown on hit. Useful combo ender that gets you a safejump and trap setup. Can also be used in neutral to clip the shins of walk-happy opponents. <br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Fastest air attack. Can be used for f-shiki setups as it hits the standing guard of some characters on the way up.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Has the longest range of all her air buttons, making it Cagliostro's go-to air to air.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Cagliostro's jump in tool.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Collapse (Conjure)</big>===<br />
{{InputBadge|{{clr|4|5U}}}} or {{InputBadge|{{clr|4|j.U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U,j.U<br />
|versioned=input<br />
|description=<br />
The Time Sphere. Cagliostro poses, charging up a rock for as long as you hold U. The rock levels up once with the initial press, and then approximately once every 30 frames while U is held. <br />
<br />
5U can absorb one projectile hit while it is deployed, and the rock comes out fast enough to absorb fireballs in neutral on reaction. The rock also has an attack hitbox when it initially spawns. This can be used to push yourself out safely in blockstrings. <br />
<br />
The air version stalls her air momentum almost completely while it is deployed.<br />
}}<br />
<br />
===<big>Collapse (Fire)</big>===<br />
{{InputBadge|{{clr|4|6U}}}} or {{InputBadge|{{clr|4|j.2U}}}} or {{InputBadge|{{clr|4|j.6U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=6U Level 1,6U Level 2,6U Level 3,6U Level 4,6U Level 5,j.2/6U Level 1,j.2/6U Level 2,j.2/6U Level 3,j.2/6U Level 4,j.2/6U Level 5<br />
|versioned=input<br />
|description=<br />
Cagliostro fires the rock she charged with 5U. If no rock was charged prior, Cagliostro will simply use level 1 rock. <br />
<br />
At low levels it mostly acts as a low-risk low-reward cancel option off pokes, but as it gains levels it becomes more rewarding, gains more hits and higher advantage.<br />
<br />
The air version has two different angles with j.2U and j.6U. j.2U fires close to her, j.6U fires further away.<br />
<br />
* Level 1: 1 hit, basic projectile.<br />
* Level 2: 2 hits, will eat normal projectiles and continue with one hit.<br />
* Level 3: 3 hits, cancels out EX projectiles.<br />
* Level 4: 4 hits, will eat EX projectiles and continue to travel with a single hit.<br />
* Level 5: 5 hits, will eat EX projectiles and continue to travel with two hits, launches on hit. Moves more slowly than the other versions, so if Cag gets enough space to charge and throw a LV5 rock she can move in behind it and win neutral for free.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
A regular throw that becomes very scary thanks to Cagliostro's traps. If an opponent is thrown into an active ground or air trap, it triggers, allowing for strong combo conversions.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
Spikes the opponent into the ground. Like ground throw, allows for conversions if the opponent is launched into a trap this way, although this will not come up as often.<br />
}}<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Regular universal overhead that can lead to trap conversions if a ground trap is behind the opponent. Hops backwards after the hit, limiting CH conversion quality at times.<br />
Doesn't hit nearly as far up as it looks like.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Mehen</big>===<br />
{{Micon|16}} {{InputBadge|236X}} or {{InputBadge|5S (Air OK)}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H,j.236L,j.236M,j.236H<br />
|versioned=input<br />
|description=<br />
Cagliostro's character defining tool, with neutral, setplay and pressure uses as long as you understand its limitations. Performing this special will cause Cagliostro to place a trap in the following locations:<br />
<br />
* 236L: Directly at Cagliostro's feet<br />
* 236M: A character length and a half in front of Cagliostro<br />
* j.236L: Approximately a character length away from Cagliostro<br />
* j.236M: About two character lengths away from Cagliostro<br />
<br />
The H version of these places both traps at the same time with the startup of the L version. They also are placed faster, have unlimited untechable time and after air H version Cagliostro retains her air options.<br />
<br />
When used in neutral, traps force the opponent to hit them with a normal or move around them. You want to exploit that opening with your normals. They are usually ineffective against advancing specials, however.<br />
<br />
As a setplay tool: <br />
* Ground traps beneath the opponent will trigger on their wakeup with a short delay. They will not protect you from reversals, but still give you free pressure. When combined with a safejump from 2U 236M forward jump H, you get f-shiki setups with rejump jL.<br />
* Ground traps behind the opponent will trigger as soon as your pressure pushes your opponent into the trap, or give you a throw conversion instead. <br />
* Air traps above the opponent will prevent the opponent from jumping out, and gives Cagliostro a conversion of throw. This massively increases the reward of throws while also removing its biggest counterplay.<br />
<br />
Extremely easy to convert from if the opponent gets caught or is otherwise hit into a trap with another one of your moves. Hitting an opponent into an air trap allows you to loop air traps, which doesn't do much damage but is great at stalling for cooldowns.<br />
<br />
Unusually for a Granblue tool, non-EX traps have nearly no cooldown even with easy input.<br />
}}<br />
<br />
===<big>Calculated</big>===<br />
{{Micon|11}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Cagliostro poses, causing a spear to erupt from the ground. A zoning and combo tool that synergizes well with traps. All versions are slow and don't track fast-moving opponents well, but will launch the opponent on hit and lead to high damage or free pressure when knocking opponents into traps. <br />
----<br />
;L Version<br />
* Tracks from point blank to about one character width away.<br />
* Hits the opponent away from Cagliostro.<br />
----<br />
;M Version<br />
* Tracks from about one character width away to about 3/4 screen away<br />
* Hits the opponent towards Cagliostro. <br />
This also turns the opponent around, so the opponent can back-roll ''towards'' Cagliostro. Trades favorably with fireballs and other zoning attempts.<br />
----<br />
;H Version<br />
* Tracks from point blank to about half-screen. <br />
* Hits the opponent away from Cagliostro.<br />
EX spear allows for corner conversions even without traps.<br />
}}<br />
<br />
===<big>Alexandria</big>===<br />
{{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Budget boot. Not as good as most other specials of its kind, but does its job.<br />
<br />
Cagliostro leaps forward, Alexandria surrounding her. All versions of this move are unsafe on block, usually to the point of being punishable. Though Cags can space it out against some characters, she still loses her turn. Invincible to low attacks while Cagliostro is mid-leap.<br />
<br />
No version is fast enough to convert off long distance M pokes. L Alexandria does give Cagliostro the luxury of a knockdown off fL hits without having to spend EX cooldowns.<br />
}}<br />
<br />
===<big>Spare Body</big>===<br />
{{Micon|15}} {{InputBadge|22X}} or {{InputBadge|2S (Air OK) }}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H,j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Cagliostro creates a fake body and teleports somewhere. All versions of this move have some invuln while Cagliostro isn't on the screen, but none of them start at frame one. You can perform this move instantly in the air by performing it as 282X, 272X, or 292x, depending on if you want to do it out of a neutral, backward, or forward jump. Neither the M or H versions of this move will allow you to cross up the opponent if they are in the corner.<br />
----<br />
;L Teleport<br />
* Cagliostro teleports backwards around backdash length.<br />
Mainly used as a fakeout tool to bait the opponent into pressing something after using 22M.<br />
----<br />
;M Teleport<br />
* Cagliostro teleports a set distance forward. <br />
This move can cross up depending on how close or far away the opponent is.<br />
----<br />
;H Teleport<br />
* Cagliostro performs a hit before teleporting forward, directly behind the opponent. <br />
The hit has extremely short range, but is +1 on block and launches straight up on hit. Can also be used as a reversal-safe meaty.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Ars Magna</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Solid Skybound Art that shines as a conversion tool with long range and synergy with air traps.<br />
<br />
If an air trap is placed appropriately, Cagliostro can hit the opponent into the trap from this super, allowing follow-ups for huge damage. If the opponent remains grounded or close to the ground in the corner, Cagliostro can get a much longer combo, leading to even more damage.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Everything's Coming Up Cagliostro</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Cagliostro creates a landslide of gold on the floor in front of her that moves near full-screen, and then encases the opponent in gold if the move connects at close range. Safe on block if the opponent forgets to spot dodge.<br />
<br />
Because the move travels nearly full-screen, you can use this to tack on some extra damage to random trap hits from just about anywhere, though because the hitbox is so low to the ground it can be difficult to convert off the air traps, possibly making the regular super preferable in those situations.<br />
<br />
The range on the cinematic hitbox is rather small, meaning you're not likely to get the full animation and damage outside of the corner or auto combos.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Cagliostro}}<br />
{{GBVSweapons|Size=120|Character=Cagliostro}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Cagliostro|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Lowain&diff=447781GBVS/Lowain2024-03-01T14:47:03Z<p>PrivateTarkus: </p>
<hr />
<div>{{MFlag|update}}<br />
==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Lowain is an oddball character who makes use of funny gags to befuddle his opponent. He relies on his Katapillar and his fellow Brofams to control neutral and also setup mixups. With full meter he can initiate his ultimate gimmick the HPA (Human Pyramid Attack) or call upon the mighty Yggdrasil to easily kill off unprepared opponents.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a gimmicky character who summons allies to attack for him.<br />
| pros = <br />
* '''Strong Okizeme:''' with Sammy & Tommy (236X) and Magnificent Tool of Destruction (22X), Lowain has access to incredibly solid okizeme, which can even lead to ‘unblockable’ setups. His 5U allows him to heal or build meter, which is a very strong tool to use on knockdown as well.<br />
* '''Incredible Sweep:''' {{clr|4|2U}} is one of the best sweeps in the game, thanks to its surprisingly long travel distance and its ability to be special cancelled on hit or block. It also low profiles a lot of moves, making it a great callout on certain moves.<br />
* '''Knowledge Checks:''' Lowain’s kit is filled with gimmicks, which can make him very overwhelming if the opponent has no experience with the matchup. Especially his supers ‘Human Pyramid Attack’ (HPA) and ‘Yggdrasil’ can lead to high damage against players without prior knowledge.<br />
* '''Personality:''' While it might not give you a competitive edge, the voice acting for Lowain is the best in the game, both in English and Japanese, with unique voice lines against certain characters. Combine this with his goofy animations, and you have a character that oozes personality.<br />
| cons = <br />
* '''Lackluster Reversal:''' Lowain does not have a traditional DP, but uses a parry instead. If used to parry normals however, the opponent can spotdodge or DP the follow-up, making its use situational at best and weak option on defense, giving Lowain a harder time when pushed into the corner.<br />
* '''Non-traditional Supers:''' While both of his supers are very strong installs, once you reach certain levels of play where players know how to deal with HPA and Yggdrasil, they become way less effective and often lead to less damage than a traditional super.<br />
* '''Special Reliant:''' Lowain relies heavily on Awesomesauce (214X) for damage and his main way to end a combo and score a knockdown. Once 214X is on cooldown, Lowains combo game is extremely limited, mainly using 236X and 22X to zone the opponent out until 214X comes of cooldown.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Pressure starter. Can go directly into a combo or use links to do frame traps.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
Weird anti air/pressure tool. You can use it in combos to make the combo last longer to refresh your moves. Has a shorter proximity activation range than most c.Ms. You might get {{clr|2|f.M}} in situations you think you might get {{clr|2|c.M}} so watch out.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Combo starter/Juggle tool for bigger punishes. Can be a situational anti air too if they are close but {{clr|3|2H}} is better.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Can be used for gapless pressure. Stop prematurely to catch DP spam or on hit you can convert to a combo.<br />
<br />
The second hit is special-cancellable.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
Hit confirm button and fast poke. It’s used in link combos. <br />
<br />
Be careful how you use this, since it will whiff on crouching at farther ranges.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
Neutral whiff punish/poke. Has fairly long reach and only punishable by jabs (very safe poke). Can cancel into specials for additional pressure. At max range you can cancel into {{clr|1|214L}} to become + on block (usually about +1 or +2). <br />
}}<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
Combo Tool and situational anti air, but you probably want to use {{clr|3|2H}} instead. Doesn’t extend his hitbox much so it can also be a good whiff punish tool.<br />
<br />
}}<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Fast low. Good for pressuring and also a hit confirm tool, as it links into {{clr|2|c.M}}.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
Neutral whiff punish/poke. A mid that has pretty long reach. Can also use it as a pressure tool to keep people on their toes. Can cancel into specials.<br />
<br />
Can low profile a lot of moves.<br />
}}<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Anti air that leads into big punishes on hit. Has good vertical range but not much horizontal range in front of him which makes some jump in arcs a bit awkward to anti-air. It does surprisingly anti-air cross ups well. Facilitates a lot of optimal air juggle combos with {{clr|3|2H}} > {{clr|1|214L}}. On airborne opponents, this is the only normal that will combo into HPA on it's own. It's usage is very important.<br />
}}<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Long range sweep that can lead to oki. When spaced correctly the slide is very hard to punish it will become safe at max range. The slide also has a low profile hurtbox from start to finish and is special cancelable on block and hit.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Lowain’s foot sticks out until he lands. Great air to air button, though it can be crouched. Once used, it's active during your whole jump, which makes it easy to anti-air.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Crossup tool. Be wary of the range though since it's pretty short.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Air to ground attack. Has more range than {{clr|2|j.M}} so you can also use it air to air situations or mix up the timing on your jumping attacks.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
Multihitting happy feet attack. Good for mixups/pressure since every hit counts as an overhead. It also changes the trajectory of your jump a little bit due to increased floatiness. Note that it can only hit an opponent up to 6 times before the active frames are forced to run out.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Don't Mind If I Do</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
Cooks up a random food item that'll restore Lowain's health or SBA gauge. It's safest to use at long range or while the foe's knocked down.<br />
<br />
Life: Corn (200), Meat (500), Spaghetti (1000)<br />
<br />
Gauge: Salad (8%), Parfait (30%)<br />
<br />
Chance of getting each food item: Corn (30%), Meat (20%), Spaghetti (10%), Salad (30%), Parfait (10%)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
Forward throw is Lowain's best throw. Gives him enough time to set up oki. His backwards throw leaves him plus but he cannot set up any summons. You cannot summon the boys when they're on screen during the throws either.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
Typical air throw. The distance from which your opponent ends up after the throw varies slightly if you throw them from a higher distance. Air throwing at superjump height will put them further away and some oki setups won't work as well. This throw also has an interesting property where if you air throw an opponent into a summon the summon will hit them during the throw animation and damage them.<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Can be used in unblockable setups or just a general overhead option/throw bait to keep your opponent on their toes. It has foot invul on frame 23 which makes it extremely poor as a low crush option but has the same universal frame 4 throw invul as every other universal overhead.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Sammy & Tommy</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile moves (for some reason) Calls in Sammy/Elsam or Tommy/Tomoi depending on the button you press.<br />
<br />
This is the key move for setting up unblockables. The slide hits low and Lowain is able to move around before it hits allowing him to setup a jump in or universal overhead to hit his opponent just when Elsam slides. The brofams are very susceptible to active hitboxes. Any hitbox will hit a brofam and their attack will be negated. However, on hit, the brofams will soak up 1 hit of a projectile. Brofams will continue to attack even if Lowain is hit or blocking which makes some trade situations possible. The brofams' attacks come out faster the closer Lowain is to the edge of the screen.<br />
<br />
The brofams will despawn when performing either of Lowain's supers. <br />
----<br />
;L Version<br />
* Elsam slides in with a low-hitting attack.<br />
----<br />
;M Version<br />
* Tomoi jumps in and splashes on the foe.<br />
Not all that useful because it hits mid.<br />
----<br />
;H Version<br />
* Calls both at the same time.<br />
}}<br />
<br />
===<big>Come at Me, Bro!</big>===<br />
{{Micon|4}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Lowain's parry. Note that he cannot parry unblockable attacks. His parry is also a guard point type parry which means your opponent can cancel the attack that triggers the parry if they are able to. An aware opponent can protect themselves by cancelling their normals into spotdodge or DP to avoid the parry followup. If they spotdodge, Lowain is left negative but not punishable.<br />
<br />
He can also combo off of his parries near the corner. You can only combo from parry if they land a high jump in for his L and H parries. M Parry will always give you a chance to follow up if you land it near the corner.<br />
----<br />
;L Parry<br />
* Counters highs and mids.<br />
----<br />
;M Parry<br />
* Counters low hits only.<br />
----<br />
;H Parry<br />
* Counters everything but throws.<br />
}}<br />
<br />
===<big>Awesome Sauce</big>===<br />
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Advancing move. Performs a quick slash attack with fast recovery. This is your major combo extender/ender. All versions become airborne after startup allowing you to go over some low hitting attacks.<br />
----<br />
;L Version<br />
* Slow start-up. <br />
This is plus on block if spaced/Meaty (up to +5) and in general is unpunishable from any range. As well if done meaty last frame can block 11f DPs.<br />
----<br />
;M Version<br />
* Fast start-up and good damage. <br />
Your primary combo ender if you can combo into it.<br />
----<br />
;H Version<br />
* Fast recovery.<br />
* Wallbounces in the corner.<br />
Extremely important for extending combos, but also Lowain's Achilles Heel. Using this will let you set up bros or mechs, but you won't be able to score another knockdown until it comes back.<br />
}}<br />
<br />
===<big>Magnificent Tool of Destruction</big>===<br />
{{Micon|16}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Summons the mighty (and imaginary) Lady Katapillar into battle. One of your major sources of neutral and okizeme. Listed startup is how long it takes Katapillar to actually do the attack. Lowain can act 34F after inputting the move. The Katerpillar is very susceptible to active hitboxes. Any hitbox will hit Katerpillar and her attack will be negated. Katerpillar will continue to attack even if Lowain is hit or blocking which makes some trade situations possible.<br />
----<br />
{{Clr|1|22L}} Performs 4 advancing rocket punches.<br />
<br />
The punches can clash projectiles if you're lucky.<br />
----<br />
{{Clr|3|22M}} Fires an Aether Beam at slightly upward angle.<br />
* Opponent can duck under it at max range. <br />
Excellent for zoning and to answer your opponent's projectiles. <br />
----<br />
{{Clr|4|22H}} Fires a salvo of rockets<br />
<br />
This can instantly give you a free chance to get, or set up unblockables against opponents caught in the air while blocking the rockets. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Human! Pyramid! Attack!</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Unleashes the final form of the Lowain Bros. Enters Pyramid stance which grants boosted movement speed but you cannot block in this stance. This has a time limit (shows up as a gauge under Lowain's health bar) before he reverts back to normal. HPA has unlimited armor and he is completely immune to throws of all kinds. Note that if your HP drops to zero Lowain will die.<br />
<br />
HPA is most safely used to end corner combos. If your opponent is unprepared you can use the high and low options to mix up your opponent or to chip them out.<br />
<br />
Note the activation has no armor until after the flash (cannot be used as reversal).<br />
}}<br />
<br />
===<big>Totally Rad Juke</big>===<br />
{{InputBadge|Pyramid > G}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H G<br />
|description=<br />
Dodges incoming attacks from the foe. The bros can't block while in H.P.A., so use this skill to avoid taking damage.<br />
}}<br />
<br />
===<big>It's Lit, Bros</big>===<br />
{{InputBadge|Pyramid > L}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H L<br />
|description=<br />
Performs a three-hit flurry of slashes. This skill deals a considerable amount of chip damage when blocked. It's fairly unsafe on block allowing your opponent to punish with some damage before you're able to act again.<br />
}}<br />
<br />
===<big>Definitely Don't Try This at Home</big>===<br />
{{InputBadge|Pyramid > M}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H M<br />
|description=<br />
Ignites fireworks toward the sky. This skill doesn't have much horizontal reach, but easily catches foes trying to jump in. Easily juggles into itself on airborne opponents. It can sometimes be plus on block if spaced.<br />
}}<br />
<br />
===<big>Flex On 'Em</big>===<br />
{{InputBadge|Pyramid > H}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H H<br />
|description=<br />
Performs an overhead attack much faster than the standard overhead attack. It's a handy skill to catch crouching foes off-guard. Is considerably plus on block making it usable for frame traps if they block it.<br />
}}<br />
<br />
===<big>Catch 'Em Slippin'</big>===<br />
{{InputBadge|Pyramid > U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H U<br />
|description=<br />
Performs a low sliding attack that sends the foe flying high. This skill can be followed up with attacks upon connecting. Use it right after a Flex On 'Em to mix up a standing foe. The slide is very punishable so your opponent gets a guaranteed C normal punish if it hits.<br />
}}<br />
<br />
===<big>Moment of Truth</big>===<br />
{{InputBadge|Pyramid > {{clr|4|236U}}}} or {{InputBadge|S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H 236U<br />
|description=<br />
Perform a powerful rush attack that can be canceled from any skill used during HPA. It'll also disband the pyramid. The rush attack will cause Guard Crush if blocked. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Try This on for Size!</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Summons (an imaginary) Yggdrasil into battle in place of Lowain for a time period (a gauge will show up under Lowain's health bar). Also comes with her own moves (see below). Attacks hitting Yggdrasil have 50% of their damage reduced, and she can't be knocked out. Her skills deal big damage at just about any range, so give her a call when it's about time to finish off the foe. All of her attacks can be spotdodged individually or avoided. When the timer runs out Lowain has punishable recovery frames. Make sure you finish them off or you push them far enough to avoid being punished.<br />
<br />
Yggdrasil can be controlled to move back and fourth slowly, which can be used to fence your opponent in.<br />
<br />
Since it's a knowledge check instead of guaranteed damage, it's slightly less useful against experienced players (you still get ridiculous chip damage) However, Lowain disappears when this move goes active. So it can be used as a very expensive get-out-of-jail-free card if you're in a pinch since it does have frame 1 invincibility. <br />
<br />
Note that using the easy input (236S+U) will result in 10% less damage on all moves.<br />
}}<br />
<br />
===<big>Earth Pillar</big>===<br />
{{InputBadge|Yggdrasil > L}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U L<br />
|description=<br />
Erects three rock pillars from the ground. Their placement can be adjusted by holding → or ← when pressing the button.<br />
}}<br />
<br />
===<big>Axis Mundi</big>===<br />
{{InputBadge|Yggdrasil > M}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U M<br />
|description=<br />
Fires a homing projectile from above. The start-up before its release can be extended by holding the button down.<br />
}}<br />
<br />
===<big>Nether Veil</big>===<br />
{{InputBadge|Yggdrasil > H}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U H<br />
|description=<br />
Carpets the entire ground in lava. Although this skill has a slow start-up, it deals unblockable damage to the foe. It can be used to limit the foe's mobility or for extra damage during a blocked Axis Mundi.<br />
}}<br />
===<big>Luminox Genesi</big>===<br />
{{InputBadge|Yggdrasil > U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U U<br />
|description=<br />
Projectile. Generates a massive column that pulls the foe in and hits multiple times. Even if this skill is blocked successfully, it still deals plenty of chip damage.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Lowain}}<br />
{{GBVSweapons|Size=120|Character=Lowain}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Lowain|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Vaseraga&diff=447780GBVS/Vaseraga2024-03-01T14:46:56Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Vaseraga is a heavy character who intimidates his foes with huge normals, armor, and impressive damage output. Vasaraga swings his weight around like a sledgehammer, crushing all who stand in his way. Despite his daunting appearance, Vaseraga definitely plays a slower, more patient neutral game, especially against characters with strong projectiles or the ability to remain outside of his effective range, such as Ferry and Metera.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a mid-range control character with explosive damage and a unique toolkit of armor gimmicks.<br />
| pros = <br />
* '''High Damage Output''': Savage Rampage followups and {{clr|3|2H}} grant excellent combo damage especially in the corner.<br />
* '''Consistent Knockdowns''': Vaseraga's {{clr|2|2M}}, [[{{PAGENAME}}#2U|{{clr|4|2U}}]], 22X~{{clr|3|H}}, 22X~{{clr|2|M}}, and [[{{PAGENAME}}#Great Scythe Grynoth|Great Scythe Grynoth]] (GSG) all provide knockdowns under a diverse set of circumstances which allow him to safely set up Soul Forge or okizeme.<br />
* '''Armor''': Some of Vaseraga's moves can be given limited armor by Soul Forge which enables Vaseraga to punish many options in the mid-range, makes Savage Rampage less risky, and makes punishing jump ins with {{clr|3|2[H]}} much more safe.<br />
* '''Strong Command Throw''': Vaseraga's [[{{PAGENAME}}#Great Scythe Grynoth|Great Scythe Grynoth]] is a potent command throw that can also be used during Savage Rampage. This can put the opponent into very messy situations.<br />
* '''Space Control''': {{clr|3|2H}}, 22X~, and Vaseraga's pokes provide good ways to control screen space.<br />
* '''Button Priorities''': Vaseraga's buttons have higher priority compared to the rest of the cast, giving him better chances to crush his opponent's buttons in neutral.<br />
* '''High Health''': Tied with Ladiva for highest health in the game. Combined with his armor, this enables Vaseraga to survive more punishment and take more potentially rewarding risks.<br />
| cons = <br />
* '''Slow Movement Speed''': Vaseraga's walk/run speed are the slowest in the game. This can make it hard to catch your opponent in certain situations.<br />
* '''Slow Attacks''': Vaseraga does not have access to a 5f normal, and his normals are generally all 1 to 9 frames slower than the normals of other characters.<br />
* '''Reliance on Knockdowns'''. A lot of his effective game plan and powerful tools rely on either having set up Soul Forge, or ensuring the opponent is blocking or attempting to block.<br />
* '''Lack of a Reliable Reversal''': Vaseraga lacks a DP-style move, his Skybound Art is slow, and his Super Skybound Art has a guard point without invulnerability. This means getting cornered can be fatal.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: {{IconText|GBVS_SoulForgeIcon|[[#Soul Forge|Soul Forge]]}} {{keyword|Armor}} |ToCName=Unique Mechanic: Soul Forge Armor<br />
|content = Vaseraga can use his unique action, Soul Forge, to gain temporary access to 2-hit armor on specific attacks. Moves which can be granted armor with Soul Forge will have an icon next to their {{IconText|'''Name'''|GBVS_SoulForgeIcon|Right}}. The armor from Soul Forge is consumed after use and must be re-applied through another use of Soul Forge. As of 2.01, Vaseraga gets to move before the opponent when armoring through attacks, making it much more potent to blow through multi-hit attacks/fireballs compared to before.<br />
}}<br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Close range jab. Slower than typical {{clr|1|c.L}} moves but more plus. This combined with its active frames and low recovery allow Vaseraga to set up potentially reversal-safe oki rather easily with plenty of frame advantage to enforce a strike/throw mixup.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
Excellent {{clr|2|c.M}}. Pretty solid range, relatively quick, good damage, plus on block, and great value on counter hit or crouching if you can react fast enough. In patch 2.01 the pushback was reduced, making it easier to tick throw with and making combos more consistent.<br />
}}<br />
<br />
===<big>{{IconText|{{clr|3|c.H}}|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Extremely damaging {{clr|3|c.H}} but is equally slow. Charging this move doesn't change any of its properties; however, if you have Soul Forge active the armor will cover you as long as you hold the button (this goes for all charged H normals). One of only two moves that combo into {{clr|1|214L}} or {{clr|1|[4]6M}} on normal hit, leading to some pretty strong combos. This normal has a massive amount of blockstun, which makes it one of the safest ways on going into Savage Rampage without using the EX version. It also has a deceptively large amount of active frames in its animation, which can be utilized in some tricky meaty setups to allow for confirms from Savage Rampage without EX or even Counter Hit.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Nothing too special about these normals. They can be used to set up frame traps with some specials or used to adjust height in juggles, but nothing is too special about them otherwise. Mostly combo and blockstring filler.<br />
<br />
As of patch 2.80, the auto combo can potentially be used as an ender in corner juggles to set up a meaty Overdrive activation, though more often than not you'll want to go for the kill instead if possible.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
An excellent poke and one of Vaseraga's best attacks. Great range, damage, and recovery. It is highly safe to press {{clr|1|f.L}} at its optimal range, and despite being only +1 on block it can often be used successively due to outranging the opponent's quicker pokes. Combos into itself on CH for easy confirms, and can combo into {{clr|3|22H}} on any hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
A slower {{clr|1|f.L}} with slightly more damage and range, but much worse on block and whiff. While it's hard to find links using this move, you do get substantially more damage on Counter Hit than you do with {{clr|1|f.L}}, so this is mainly used as either a punish button or a ranged poke when you know {{clr|1|f.L}} won't hit.<br />
<br />
As of patch 2.80 this button has some extra potential use in footsies when hit-confirmed into Rush. By then cancelling into EX Instinction, Vaseraga can convert this poke into a hard knockdown from anywhere, which despite being heavy on resources for low damage can sometimes be enough to swing momentum in Vaseraga's favor.<br />
}}<br />
<br />
===<big>{{IconText|{{clr|3|f.H}}|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
High commitment poke with huge range and damage.<br />
*Can be charged to manipulate timing. Soul Forge armor will activate during a charged attack.<br />
*There is no damage or frame data benefit from charging.<br />
*Hits from round start distance, so you can sometimes bully aggressive round start options.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Vaseraga's fastest normal. Surprisingly good hitbox considering the animation. Not nearly as good of a setup tool as {{clr|1|c.L}} or {{clr|2|c.M}}, but you'll probably use this primarily on abare or some weird combos that need specifically a 6 frame button. Hard to combo after, but does cancel into {{clr|1|c.L}} if you're close enough.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
{{clr|2|2M}} serves as Vaseraga's practical sweep, as opposed to his {{clr|4|2U}} input, which is used more for poking. This is one of Vaseraga's best starters midscreen, especially on Counter Hit.<br />
}}<br />
<br />
===<big>{{IconText|{{clr|3|2H}}|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Vaseraga's monster of an anti-air.<br />
*Excellent hitbox with one key flaw: it does not cover directly above you. This makes it unable to prevent cross-ups or well-spaced super jumps.<br />
*Always combos into {{clr|1|22L -> L}} regardless of Counter Hit.<br />
*On Counter Hit, can be confirmed into the highest damage combos in the game.<br />
*High hitstun in combos allows you to combo {{clr|1|22X -> H}}.<br />
*Can be charged and doing so will activate Soul Forge armor. This feature, combined with Vaseraga's small hurtbox during startup, allows {{clr|3|2H}} to be used to call out certain DPs when spaced and cover more options when people are jumping at you.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Slow sweep with extremely long range. Gives a good knockdown but the slow startup makes it a poor choice at close range. Great for long ranged pokes, especially since you can cancel it into L Battalions of Fear to close the gap, Savage Rampage to set up some pressure, or even Evade to safely check how the opponent responds to your other options.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Large vertical hitbox and short startup makes this useful for safe jumps or scrambles. Has a persisting hitbox but can only hit once per jump.<br />
<br />
This is the only air normal that will hit behind Vaseraga during a cross-up.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Vaseraga's primary jumping attack, with large horizontal range. Quick startup for its range allows for easy whiff punishes.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
The hitbox starts below Vaseraga but extends far upward. While you will usually opt for {{clr|2|j.M}}, this attack can replace it at closer range for higher damage confirms. In specific matchups this can help prevent an opponent's jump-out attempt as you approach.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
Vaseraga's aerial Unique Action, used only for extremely specific purposes. This move does not normally combo into anything or provide any advantage outside of Counter Hit. Its purpose is to give Vaseraga the ability to back out of a jump early in order to avoid predictable anti-airs.<br />
*Vaseraga will briefly stall his air momentum, then falls down. The hitbox comes out when he lands.<br />
*You can exploit the pause in air momentum to manipulate your fall timing, enabling you to jump over fireballs you wouldn't normally. The most basic technique that utilizes this move is to jump backward then use {{clr|4|j.U}} to prevent a fireball hitting you.<br />
* 0 or -1 on depending on how close you are when the hitbox comes out, and is not cancellable.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>{{IconText|Soul Forge|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
Activates an aura that gives 2 hits of armor on specific moves. Can be safely used after a knockdown before applying okizeme. Attacks hitting Vaseraga while he's armored will have damage reduced by 50%.<br />
<br />
The two hits of armor are activated on any of the following skills or attacks:<br />
*Charged grounded H attacks. You can still use them and preserve the armor buff so long as you don't charge them.<br />
*Soul Forge itself.<br />
*M/H versions of Battalions of Fear.<br />
*Savage Rampage (including follow-up Skills and March).<br />
Soul Forge itself is, in fact, one of the strongest moves to use the armor buff on, as it leads to a full {{clr|3|c.H}} confirm upon successful counterhit hit at close range -- not to mention it also reapplies armor immediately. It requires a Counter Hit to combo on jumping confirms, but it ''is'' air unblockable. Combined with 2 hits of armor makes it a effective anti-air when {{clr|3|2H}} won't cut it. Keep in mind however that the startup of the hitbox is slow and it's very punishable on block, but the reward is extremely high if it works out.<br />
<br />
The startup until Soul Forge becomes armored is 5F. This is a critical aspect of Vaseraga's matchups, because his fastest jab, {{clr|1|2L}}, is only 6F.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Instinction</big>===<br />
{{Micon|1}} {{InputBadge|214X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Fires a ground projectile that travels about half the stage. L/M fireballs do not knockdown without Counter Hit. M and H versions initiate the skill with a quick close range slash attack. The slash attack launches the opponent on hit, giving a knockdown on the M version where it normally wouldn't. <br />
----<br />
;L Fireball<br />
* Good for space control.<br />
The light version of the move can be used to control spacing very well in tandem with your long range pokes. <br />
----<br />
;M Fireball<br />
* Has a starting hit that launches.<br />
The medium version is faster than the light version, allowing you to check certain responses in situations where the light version is too slow.<br />
----<br />
;H Fireball<br />
* Has a starting hit that launches.<br />
* Two hit EX fireball.<br />
The H version is beaten by almost every other H projectile in the game, but is an effective pressure reset since it's so plus.<br />
}}<br />
<br />
===<big>Battalions of Fear</big>===<br />
{{Micon|8}} {{InputBadge|[4]6X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[4]6L,[4]6M,[4]6H<br />
|versioned=input<br />
|description=<br />
Charges forward with a tackling attack.<br />
----<br />
;L Version<br />
* +9 on block at maximum range.<br />
Fast enough to be used as an ender in certain corner combos, or can be used after certain knockdowns in order to quickly get in top of the enemy before they get up so you can apply okizeme to them.<br />
----<br />
;M Version <br />
* Briefly delays before charging forward with a tackling attack. <br />
* This version can be enhanced with [[GBVS/Vaseraga#Soul Forge|Soul Forge]] armor.<br />
Medium Battalions is very unsafe on block if you are close to the opponent, so you are best off using this as a counter to a slow poke from the enemy when you have armor ready. As of patch 2.01 it doesn't go as far forward but has more pushback on block, making it a safer option at more ranges.<br />
----<br />
;H Version<br />
* Briefly delays before quickly forward with a tackling attack. <br />
* This version can be enhanced with [[GBVS/Vaseraga#Soul Forge|Soul Forge]] armor.<br />
* H Battalions travels the farthest of all versions. <br />
* +7 on block at maximum range.<br />
Although H Battalions is less unsafe than M Battalions, it is still fairly negative on block and you will be giving up your turn if you use it. <br />
}}<br />
<br />
===<big>Great Scythe Grynoth</big>===<br />
{{Micon|12}} {{InputBadge|632146X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=632146L,632146M,632146H<br />
|versioned=input<br />
|description=<br />
Grabs the opponent using Grynoth and throws them fullscreen. A standard command throw. It's slower than Ladiva's command throws so even 6 framers can consistently mash on it in most situations. You can generally make them block one normal before they get pushed out of command throw range. If you do two or more normals they will be pushed out of range so you will need to walk/run up a bit to get back into range, use Savage Rampage -> March to get back into range, or use the H version.<br />
<br />
Don't forget, you can Great Scythe Grynoth while in [[#Savage Rampage|Savage Rampage]] stance!<br />
<br />
When performed with Easy Inputs, Great Scythe Grynoth deals 500 less damage than normal. Despite this being a significant damage loss, using Easy Inputs for the M version is a common tactic as it gives Vaseraga access to a fast, reactive, damaging anti-air that works when {{clr|3|2H}} would not.<br />
----<br />
;L Version<br />
* Command grab.<br />
----<br />
;M Version<br />
* Anti-air command grab.<br />
This move is important because it covers {{clr|3|2H}}'s blind spot while also being faster. This version can also be incorporated into combos as a non-EX HKD ender.<br />
----<br />
;H Version<br />
* Grabs the opponent using Grynoth and throws them fullscreen.<br />
The H version of Great Scythe Grynoth slides forward before the command grab becomes active. Massive range but much slower than the L version at 26 frames. You generally want to use this version in situations where marching or running back into range of L command throw will take too long, such as a blocked spaced Battalions of Fear or a blocked EX Instinction from outside point blank range.<br />
}}<br />
<br />
===<big>{{IconText|Savage Rampage|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{Micon|18}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H,22X > 66,22X > 44<br />
|versioned=input<br />
|description=<br />
* Savage Rampage > 66 makes Vaseraga march forward, hitting with each slow step. The slow speed of the steps combined with their low hitstun means that the steps of March will not combo into each other on block or on hit. The EX version of March is faster than the normal version. <br />
* Savage Rampage > 44 makes Vaseraga exit the stance.<br />
Initiates Vaseraga's Savage Rampage stance which can be followed up with additional inputs or canceled with 44. [[GBVS/Vaseraga#Great Scythe Grynoth|Great Scythe Grynoth]] can be used during Stance, especially scary during EX Savage Rampage due to the walking hitboxes.<br />
----<br />
;L Stance<br />
* Transitions to stance in place.<br />
L Savage Rampage is useful in anti-air combos because it allows him to follow up after {{clr|3|2H}} without putting Savage Rampage on cooldown and does not move Vaseraga away from the enemy like the M version does.<br />
----<br />
;M Stance<br />
* Takes a slight step backwards while transitioning.<br />
M Savage Rampage has limited use in combos because it moves Vaseraga away from the enemy, but it is useful in neutral since he can out-range many pokes with his follow-ups.<br />
----<br />
;H Stance<br />
* Immediately begins the 66 stomps after the move begins. <br />
* Can be canceled into follow-up moves before any stomps come out.<br />
H Savage Rampage is often used as combo filler because many moves combo into {{clr|3|22H}}~{{clr|3|H}}, which grants a knockdown and leaves Vaseraga close to the enemy for strong okizeme.<br />
}}<br />
<br />
===<big>{{IconText|Rising Slash|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{Micon|18}} {{InputBadge|Savage Rampage > {{clr|1|L}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X > L<br />
|description=<br />
Swings Grynoth in a high slash, hitting both airborne foes and those standing nearby. This is the fastest move Vaseraga has from stance. This move does not hit crouching foes. If done from EX Savage Rampage, {{clr|3|22H}}, it's +8 on block. Due to the low recovery, when used as a frame trap during March, it will often leave you at advantage even after an Evade from the opponent, allowing you to keep your turn or, in the EX version's case, punish the Evade.<br />
<br />
Can be held to adjust the release timing. Useful for adapting to the opponent's air movement during your startup.<br />
<br />
}}<br />
<br />
===<big>{{IconText|Sweeping Slash|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{Micon|18}} {{InputBadge|Savage Rampage > {{clr|2|M}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X > M<br />
|description=<br />
Swings Grynoth in a low sweep, knocking down any standing foes nearby. This move can be used to catch a foe attempting to walk back out of range. If done from EX Savage Rampage, {{clr|3|22H}}, it's safe on block at -4.<br />
This is the longest ranged move Vaseraga has in stance. It also has the most active frames, allowing you to tag opponents quite easily for bad spacing/not blocking low.<br />
}}<br />
<br />
===<big>{{IconText|Crushing Strike|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{Micon|18}} {{InputBadge|Savage Rampage > {{clr|3|H}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X > H<br />
|description=<br />
Swings Grynoth in a vertical downward slash, causing Guard Crush when fully charged. <br />
<br />
{{clr|3|22H}}~{{clr|3|H}} is a very important part of Vaseraga's kit. The move is safe on block and can be granted armor by [[GBVS/Vaseraga#Soul Forge|Soul Forge]]. These properties encourage the enemy to attempt to poke out of it in order to avoid the Guard Crush, which you can punish by releasing the button to hit them before they break your armor; however, there is a specific timing to Evade that will allow them to avoid the Guard Crush and punish. The move is also prominently used as filler in his corner 214X loops, and as an ender in the corner BnB combo. Effective use of this move is essential for Vaseraga players. <br />
Outside of combos, it is your main frame trap option while in stance. If this move Counter Hits the opponent or catches them while airborne, it will lead into game ending damage.<br />
}}<br />
<br />
===<big>{{IconText|Ravaging Stomp|GBVS_SoulForgeIcon|Right}}</big>===<br />
{{Micon|18}} {{InputBadge|Savage Rampage > {{clr|4|U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X > U<br />
|description=<br />
Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will armor any number of hits until active. This follow-up is significantly more unsafe on block than the {{clr|3|H}} follow-up, a property that when combined with its unique armor property, means that it is intended to be used as a bait and punish against enemy reversals when you do not already have armor ready. When you have Soul Forge already, the 2 hits act as a buffer you can use to react to the hitstop of multi-hitting reversals and score a punish. This takes a lot of practice, but it will make Savage Rampage even more threatening.<br />
<br />
This move also serves as a necessary defense against opponents simply using SBA/SSBA against you in stance. While experienced opponents know better than to try, never forget to simply push {{clr|4|U}} against newcomers trying to beat your stance with supers.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Bloody Moon</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Charges forward with a powerful advancing attack. If you are close enough, the Skybound Art will go into an animation for max damage.<br />
This skill has invincibility properties and advances considerably forward, but it is not the most reliable option against fireballs. <br />
This super converts very well from f.L/f.M/f.H so long as you are not at absolute max range, but you will not get max damage in these situations. If you trigger the full animation, it will add a massive amount of damage to his combos. A versatile Skybound Art all things considered.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Aftermath</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Moves slightly forward and unleashes a moderately sized vertical burst attack, sending any foes caught in it flying.<br />
Has armor during the start-up, which means it is significantly harder to safe jump by normal means. However, the hitbox is smaller than it appears, especially horizontally, making this super difficult to use in neutral or as a reversal option. Weaker as a reversal compared to Bloody Moon, as the armor on the move's startup is treated the same as blocking an attack. This means that if their button makes contact early enough and can get through hitstop of their attack, the opponent can react with Evade to avoid Vaseraga's super and get a significant punish. <br />
Despite these flaws, this super does massive damage and is a good anti-air in a lot of similar situations to 2H, but due to the high startup it must be done somewhat preemptively or with very quick reactions.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Vaseraga}}<br />
{{GBVSweapons|Size=120|Character=Vaseraga}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Vaseraga|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Zeta&diff=447779GBVS/Zeta2024-03-01T14:46:47Z<p>PrivateTarkus: </p>
<hr />
<div>{{MFlag|update}}<br />
==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is an offense-oriented character who uses a mix of footsies and rushdown to attack from many ranges and angles.<br />
| pros = <br />
* '''Good Pokes:''' Zeta boasts pokes with above-average range in [[#f.M|f.M]], [[#f.M|2M]] and [[#f.H|f.H]], all of which combo consistently into Spear of Arvess for excellent corner carry.<br />
* '''Air Mobility:''' Zeta has good air mobility using [[#Spear of Arvess (Fall)|Spear of Arvess (Fall)]], which allows her to change her jump arc and delay her jump timing in order to bait anti-airs, go over opponents' grounded pokes, or simply escape a sticky situation.<br />
* '''{{Tt|Beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} Projectile:''' Zeta's projectile, [[#Infinite Wonders|Infinite Wonders]], has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance.<br />
* '''Aggressive Counter:''' Zeta's [[#Rhapsody|Rhapsody]] is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan.<br />
* '''Strong Okizeme:''' Zeta's {{clr|4|j.U}}, which provides up to 3 overheads in sequence, can be used in tandem with her other air normals, empty lows, and empty jump throws to create scary okizeme.<br />
| cons = <br />
* '''Slow Mediums:''' Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Mediocre Pressure:''' Zeta's pressure options, outside of okizeme, are limited and linear. She only has 2 plus on block normals, [[#2L|2L]] and [[#c.L|c.L]], and no safe ways to frametrap with special cancels.<br />
* '''Lackluster Reversals:''' Zeta's Rhapsody is an inconsistent reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Her fastest normal, and a good normal for pressure that allows you link into other moves or hit confirm directly using the autocombo.<br />
* Links into {{clr|1|2L}}, {{clr|1|f.L}} and {{clr|2|c.M}} on regular hit, and {{clr|4|2U}} on crouching.<br />
* Generally requires at least one auto-combo hit to comfortably combo into any specials on cancel.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} and {{clr|1|2L}} naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Zeta's optimal damage starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option.<br />
* Has some ''very'' niche applications as a close range anti-air, but in general {{clr|3|2H}} is your go-to option at close range.<br />
* Links into itself or {{clr|3|f.H}} on counter hit, depending on range.<br />
* Combos into nearly all of Zeta's specials, including meterless Rhapsody followups, but does ''not'' combo into H Infinite Wonders (at least one auto-combo hit is still required without counter-hit).<br />
}}<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Standard auto combo normals. The first hit of auto combo is generally ''required'' to combo into H [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] without counter-hit, which somewhat gates her maximum damage. Performing the full auto combo can be occasionally useful in some of Zeta's more specific juggles, but in general it should be avoided in order to not reduce the damage and increase the combo limit.<br />
* Auto combo on block canceled into {{clr|4|5U}} is a true blockstring and can be a good way to push the opponent into the corner, even on block.<br />
* 2nd hit of autocombo can usually hit airborne opponents, while the 3rd hit tends to whiff due to the hitbox not being high enough. <br />
** Upon hitting an airborne opponent with a close normal, the second hit of autocombo can be used for a bigger confirm window. Confirms into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] in this scenario, though other specials may work depending on height. [[{{PAGENAME}}#Resolute Strike|Resolute Strike]] will whiff on opponents that are too high.<br />
** This scenario will likely happen against opponents that jump out of pressure or fuzzy jump.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but Zeta's foot will whiff on crouchers, low-profiling moves, and shorter characters like Charlotta. Use with caution when poking.<br />
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], with the former being somewhat inconsistent at further ranges.<br />
}}<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}} allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the range it has. The slow speed can make it somewhat more awkward to use inside of its max range, where other characters' pokes may be faster, but at tip range it can outrange many similar medium pokes from other characters.<br />
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. From absolute max range, H Spear of Arvess is required to get a combo.<br />
* Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|4|5U}} to harass the opponent for some minor push into the corner.<br />
}}<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
Very similar {{clr|3|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than {{clr|2|f.M}}, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively.<br />
* Has applications as a far anti-air against jumps where {{clr|3|2H}} would whiff, and is surprisingly consistent in this context.<br />
* Range is somewhat worse than {{clr|2|f.M}} and {{clr|2|2M}} in favor of heavy priority.<br />
* Combos into all versions of [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. M Spear of Arvess is optimal but may not combo from further ranges, so be aware of your spacing.<br />
}}<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Zeta's best pressure normal. Hits low, range and can link into itself up to 3 times if started from a running hit. Good use of this in stagger and throw pressure is Zeta's main way of opening up opponents without pogo mixup.<br />
* Links into {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|2|c.M}} on normal hit.<br />
* Links into {{clr|4|2U}} on crouching hit. Important for crouching confirms since {{clr|1|f.L}} will whiff on crouchers. Confirming 2 of these normals into {{clr|1|f.L}} or {{clr|4|2U}} depending on the opponent's standing or crouching state is an important route for Zeta's pressure to be rewarding.<br />
* Sees use in pogo okizeme as a surprise low option.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}<br />
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
* Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|4|5U}} to harass the opponent for some minor push into the corner.<br />
}}<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps, which can leave you open to whiff punishment, but in close range, it will beat jump attacks.<br />
* Combos into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, granting her some of the most consistent anti-air conversions in the game. The version used will depend on the angle the opponent is anti-aired, with L and H being better when the opponent is in front of you, and M being better when the opponent is above or behind you.<br />
* Can juggle into {{clr|3|f.H}} on counter hit, which can be useful for better corner carry or as an alternative conversion if Spear of Arvess (Rise) is on cooldown.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff, but the fast startup on the first hit makes this one of Zeta's best close-range punish starters, such as on moves like Charlotta's [[GBVS/Charlotta#Holy Ladder|Holy Ladder]]. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after, being one of Zeta's preferred combo enders to start her pogo okizeme.<br />
* Both hits are a true blockstring and cannot be interrupted, but you must manually block both hits low.<br />
* Both hits are special cancelable.<br />
* Combos into L and H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear tends to be pretty finnicky outside of point blank range, so when in doubt, use H instead.<br />
* Can be kept safe on block by cancelling into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], but this cancel can be avoided with Cross Over and punished.<br />
* The 2 hits make this one of Zeta's easiest single-hit confirms into her Skybound Art.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVS/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Zeta's overhead. Necessary to use in tandem with her throw to open up opponents without pogo okizeme. Expect to use this a lot.<br />
* Like all overheads, will avoid throws and counter hit punish them, leading to massive, optimal combos on a throw bait.<br />
* Will also avoid throws defensively, granting strong punishes on a defensive throw read. Useful, since Zeta's reversal loses to throws.<br />
* If timed meaty enough, can link into light normals without counter hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
'''NO LONGER BLOWS THOUGH PROJECTILES AS OF LATEST PATCH'''<br />
----<br />
;L Beam<br />
* It's a beam.<br />
The fastest version, in both startup and recovery. Main version to use generically.<br />
----<br />
;M Beam<br />
* Slower startup. <br />
* Can be delayed by holding down the button.<br />
The delayed version can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
----<br />
;H Beam<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|66X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=66L,66M,66H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
----<br />
;L Spear<br />
* Allows for one follow-up.<br />
The general version you'll combo into the most. Generally combos consistently from her medium pokes after the 1.2.1 patch.<br />
----<br />
;M Spear<br />
* Allows for one follow-up.<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
* Allows for two follow-ups instead of just one. <br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
----<br />
;L Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for one follow-up.<br />
Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
* Zeta travels directly upwards. <br />
* Allows for one follow-up.<br />
Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for two follow-ups, not just one. <br />
Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=66X~4X/6X,66X~8X,66X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (66X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 66X~6X on hit and 66X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 66X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVS/Zeta/Combos#Combos|Combos]] section for some combo examples using 66X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVS/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVS/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVS/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVS/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. When activated midair, Zeta dives diagonally toward the ground. Since this skill covers a long range, it can be used as a combo finisher from afar.<br />
<br />
* Can be option selected with meaty light normals when used as a reversal.<br />
* Can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm when she has full meter.<br />
* The air version can be used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs.<br />
* Does 1000 less damage when connected from far range. Using the technical input will increase the range of the max-damage connect.<br />
* Unfortunately, not amazing as an anti-projectile super unlike other forward moving supers.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art.<br />
<br />
* Can be option selected with meaty light normals when used as a reversal.<br />
* Almost never gets the full connect when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Awkward trajectory makes this difficult to use outside of corner combos or autocombo confirms. Cannot be confirmed into from her far normals.<br />
* Places Zeta midscreen, quite far from the opponent regardless of easy or technical input, making her okizeme somewhat weak. Try to use this when it will kill the opponent.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Zeta}}<br />
{{GBVSweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVS|Zeta|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Charlotta&diff=447778GBVS/Charlotta2024-03-01T14:46:09Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Charlotta is a rushdown character who excels at applying pressure at close range using various advancing attacks with high damage to boot. Her quick jumps are both strong in offense and defense, allowing her to overwhelm the opponent and get out of situations nimbly. These strengths make Charlotta excellent at capitalizing off the smallest mistakes and snowball her opponents at a moment’s notice.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a rushdown character with plenty of tools to pressure the opponent at close range.<br />
| pros = <br />
*'''Above average damage:''' With a lot of corner carry, the ability to use two specials in one combo even midscreen, and an easier time achieving successful jump-ins, Charlotta’s damage output is generally higher compared to the rest of the cast.<br />
*'''Strong pressure and okizeme:''' She has many ways to pressure and stay in thanks to advancing normals and specials such as [[GBVS/Charlotta#Sword of Lumiel|Sword of Lumiel]]. On knockdowns, her [[GBVS/Charlotta#Noble Strategy|Noble Strategy]] brings a variety of ways to mix and open your opponent up which gets especially dangerous in the corner.<br />
*'''Awkward to fight:''' Her fast jumps and burst range forces your opponent to play patient and react quick or get snowballed in a matter of seconds. Additionally, her reversals and supers can be awkward to punish. She also has a tendency to fall out of combos that would work on most others in the cast thanks to her fall speed. <br />
*'''Good jumps:''' Her fast fall speed means anti airing Charlotta is harder than most. The shorter jump-arc also makes her cross-up game stronger. Characters who can’t rely on anti airing with a reversal can get overwhelmed quick, especially once you bring her [[GBVS/Charlotta#Noble Strategy|Noble Strategy]] into the mix.<br />
<br />
| cons = <br />
*'''Somewhat stubby normals:''' Most other characters have pokes that outrange Charlotta’s pokes, with the exception of her {{clr|3|f.H}} which is too slow to be reliably used in neutral.<br />
*'''Slower reversal:''' [[GBVS/Charlotta#Holy Ladder|Holy Ladder]] is one of the few slower, non-metered reversals in the game. It is susceptible to being low-profiled and as a result allows other characters to pressure her easier, especially those who can play around both weaknesses. <br />
*'''Struggles vs zoning:''' Since she has no fireball of her own, she has trouble dealing with projectiles in general. <br />
*'''Awkward anti-airs:''' Her {{clr|3|2H}} is very slow. This means she often has to rely on other tools to anti air like [[GBVS/Charlotta#Holy Ladder|Holy Ladder]] or {{clr|4|5U}} which generally net her less reward, or use {{clr|3|c.H}} which is a proximity normal that only triggers if the opponent is close enough.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Charlotta’s fastest button and standard pressure tool.<br />
*Combos and frame-traps into itself, {{clr|1|2L}}, {{clr|1|f.L}}, and {{clr|2|c.M}}.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
Good to keep yourself close to the opponent as it is an advancing normal and has a large activation range. Only real downside is that it’s -4 on block so it’s not recommended for pressure resets.<br />
*As fast as her {{clr|1|2L}} or {{clr|1|f.L}}. <br />
*Advancing, so Charlotta can do two lights on hit or block with run momentum and still connect a {{clr|2|c.M}} afterwards allowing her to continue her pressure up close and follow up with {{MMC|chara=Charlotta|input=214H|label=Sword of Lumiel 214X}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Her highest damage grounded punish starter.<br />
*Situational anti air due to being quicker than {{clr|3|2H}}. The hitbox however does not extend behind her, meaning it tends to miss vs cross-up jumps.<br />
*Active for 6 frames means it can be made plus if it hits meaty.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Standard autocombo, generally here to give you time to confirm your hits or just as combo filler. For Charlotta specifically it helps you charge your {{MMC|chara=Charlotta|input=[4]6L|label=Shining Onslaught [4]6X}} or {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}} in the middle of combos.<br />
*Can be used for corner carry especially in tandem with {{MMC|chara=Charlotta|input=214H|label=Sword of Lumiel 214X}}.<br />
*See’s occasional use after hitting close normals at max range to ensure you’re close enough to the opponent so that {{clr|3|214H}} > {{clr|2|f.M}} still connects.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
A standard far reaching light. Main usage is confirming after hitting your opponent with one or two {{clr|1|2L}}, and sometimes for punishes where {{clr|2|f.M}} is too slow.<br />
*Combos into from {{clr|2|214M}} on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
A strong far reaching normal thanks to its quick startup and nice reach.<br />
*Your go to combo extender in many situations such as after {{clr|3|214H}}, or far reaching wallbounces.<br />
*Useful for maintaining pressure and forcing respect after {{clr|2|214M}} on block.<br />
*Combos into from {{clr|1|2L}} on crouching opponents.<br />
<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
One of the farthest reaching far normals in the game. Though with long startup it needs to be used sparingly. Main purpose is to counter-poke slower buttons or when your opponent misjudges your range and gets too comfortable at a distance. <br />
*Higher [[GBVS/Attack_Attributes#Clash|Clash]] Level than most other {{clr|3|f.H's}}, meaning it crushes them outright instead of clashing which helps in its usage as a counter-poke.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
{{clr|1|2L}} is Charlotta's traditional low option. It has a good range for a {{clr|1|2L}}, and thanks to the range of her {{clr|2|c.M}} sees a lot of usages in her pressure game.<br />
*Combos into {{clr|1|f.L}} and {{clr|2|c.M}} on standing hit, {{clr|2|f.M}} on crouching hit<br />
<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
{{clr|2|2M}} is a bit slower than her {{clr|2|f.M}}, but since it is an advancing normal that is very active and -2 on block at worst it can be a good pressure tool.<br />
*Combos into {{clr|1|f.L}} and {{clr|2|c.M}} on standing counterhit, and {{clr|2|f.M}} on crouching counterhit.<br />
<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
A slow anti air that sees occasional uses if you are ready for your opponents jump or if your {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}} is on cooldown. Reaches a bit behind her head unlike her {{clr|3|c.H}}. Can be used to catch extended buttons when {{clr|3|f.H}} is too slow. Does more damage and moves Charlotta forward slightly when charged.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
{{clr|4|2U}} is an advancing sweep that gives a hard knockdown. It is unsafe on block so make sure you special cancel this if the opponent blocks it. An easy cancel is {{clr|3|214H}} as it will combo if the sweep hits, and leave you plus if it is blocked, allowing you to extend your pressure.<br />
*Her farthest reaching low button.<br />
*Good for picking up wallbounces from further away as it moves you closer to the opponent unlike {{clr|2|f.M}}, which is necessary if you’re trying to end your combo with {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}}.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
A normal jump light.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Charlotta's established cross-up jump normal. Since her jump-arc works very well for cross-ups, it is a valuable tool in her kit.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Charlotta's go to jump normal. Has a nice range and speed.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
Slashes diagonally above Charlotta, making this a useful air-to-air tool. This can hit standing opponents once, but it will whiff against all crouchers. The tall characters in the cast can get hit twice by it while standing which is a strong double overhead option that can catch people off-guard, but is generally hard to land properly without a knockdown/setup.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Königsschild</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
{{clr|4|5U}} consists of two parts, a Parry and a Counter that automatically follows up if the opponent is close enough.<br />
<br />
'''Parry:''' Parries all moves on frames 6-23 except for throws, (Super) Skybound Arts or OD activation, and reduces the incoming damage by 50%. The damage ''is'' affected by [[GBVS/Damage#Guts|Guts]], but is ''not'' considered [[GBVS/Damage#Chip_Damage|chip damage]] so if you don't have enough HP to take the attack you will still die. <br />
<br />
'''Counter:''' If the opponent is close enough when their move is parried, a Counter slash automatically activates for 1500 damage, a side switch, and a hard knockdown. If your opponent is out of range for the Counter to activate, they get staggered leaving you slightly plus but only when using moves with strike property. Parried projectiles at a distance will not affect your opponent.<br />
*Fairly reliable anti-air, as it is fast and will trigger even against jump normals from far above or behind you. <br />
*Do not bother using it vs fireballs at a distance where the Counter doesn’t trigger, since you’re just taking unnecessary damage and can still be punished afterwards.<br />
*With 6 frames of startup it is slower than {{clr|1|c.L}}, so not recommended to prioritize when you need something to mash out of pressure. However, it can still find use in certain pressure strings where you’re too far away from your opponent for close normals to trigger or vs setplay specials such as {{Character Label|GBVS|Zooey|label=Zooey’s}} {{MMC|chara=Zooey|input=236H|label=Sweeping Beam}}.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
*Forward: Launches the opponent very far for a lot of corner carry. Allows for proper meaties afterwards.<br />
*Backward: Leaves opponent directly behind you.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Advancing, so its reach can catch people off guard.<br />
*On counterhit, {{clr|3|c.H}} into her SSBA {{MMC|chara=Charlotta|input=236236U|label=Noble Execution {{clr|4|236236U}}}} barely doesn't reach and requires either 1 autocombo after the {{clr|3|c.H}} or a microwalk before it for 170 damage more (The difference isn't worth the risk of messing it up).<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Shining Onslaught</big>===<br />
{{Micon|6}} {{InputBadge|[4]6X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[4]6L,[4]6M,[4]6H<br />
|versioned=input<br />
|description=<br />
*Takes 30 frames to charge.<br />
A fast and advancing charge move that bounces off the opponent on hit or block. Charlotta’s go to special cancel to confirm hits from her pokes. Thanks to the fast nature of Shining Onslaught your opponents will be forced to play around the move, meaning they will either take it slow, position themselves at a distance where they can safely react to it, or risk getting hit by it. Though once it’s on cooldown that threat is gone and Charlotta loses the ability to confirm most of her pokes without spending meter, making her neutral a lot less threatening. Additionally, very fast on whiff.<br />
<br />
----<br />
;{{clr|1|[4]6L}} <br />
*Short travel distance.<br />
*Safe on block.<br />
*Leaves standing on hit. <br />
*+4 on counterhit (crouching counterhit will combo into {{clr|1|c.L}} in the corner)<br />
*Doesn't bounce her as high after hitting the opponent, meaning it avoids Cagliostro's {{MMC|chara=Cagliostro|input=j.236H|label=Air Mehen}} unlike the other two versions.<br />
<br />
It’s 0 on hit, but since you’re usually more ready for it than your opponent it’s often still your turn afterwards.<br />
----<br />
;{{clr|2|[4]6M}} <br />
*Long travel distance, but slower startup.<br />
*Knocks down on hit, and wallbounces on counterhit.<br />
*Punishable on block by most of the cast. Some can always punish, for others it’s spacing dependent, while a few can’t punish it at all unless they block it in the corner.<br />
----<br />
;{{clr|3|[4]6H}} <br />
*Long travel distance.<br />
*Safe on block.<br />
*Gives a hard knockdown and wallbounces.<br />
*Confirms from all your pokes at most ranges.<br />
The version you usually want to confirm into, as landing it means you are now in and can start pressuring your opponent from up-close.<br />
}}<br />
<br />
===<big>Holy Ladder</big>===<br />
{{Micon|5}} {{InputBadge|[2]8X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[2]8L,[2]8M,[2]8H<br />
|versioned=input<br />
|description=<br />
Charlotta’s invincible reversal and another charging move in her kit. A rising attack that comes back down with another attack. With 11 frames of startup it is one of the few slower reversals in the game, but on the positive side it’s harder to punish than most others as it pushes your opponent out and is only -7 or -8 if crouch blocked (higher if stand blocked) meaning your punishment for using it on block tends to be lower than average. Bigger punishes are possible, however easier to mess up. <br />
*Good anti air option. Easy input can be used for reaction anti airs when you weren’t charging it beforehand.<br />
*Good combo ender. Especially {{clr|3|[2]8H}} as it takes a while to finish allowing your cooldowns to come back. It also leads to easy safejumps afterwards to keep your offense going.<br />
*Technical input launches the opponent less which means hitting {{clr|3|[2]8H}} allows for cross-up safejumps, making it very strong when landing it while you’re cornered.<br />
<br />
}}<br />
<br />
===<big>Sword of Lumiel</big>===<br />
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent. Good combo and pressure tool. Does nice chip damage too.<br />
----<br />
;{{clr|1|214L}} <br />
*Hits 3 times.<br />
*Slightly minus on block.<br />
Leaves Charlotta fairly close to the opponent, oftentimes close enough to perform {{clr|2|c.M}}. Doesn’t lead to much even on hit and doesn’t see much use in general but can trip up opponents who aren’t ready for it, especially those with slower than average normals like {{Character Label|GBVS|Ferry|label=Ferry}} or {{Character Label|GBVS|Metera|label=Metera}}.<br />
----<br />
;{{clr|2|214M}} <br />
*Hits 5 times.<br />
*On whiff, the move cancels after 3 slashes.<br />
*Plus on block. <br />
Can be interrupted due to its longer startup. If the opponent spotdodges it, you will lose your turn as a result. On block, leaves Charlotta much further away from the opponent. Using {{clr|2|f.M}} after it is blocked is a good way to force your opponent to respect your plus frames. Combos into {{clr|1|f.L}} on crouching hit.<br />
----<br />
;{{clr|3|214H}} <br />
* Hits 5 times. <br />
*Even more plus on block.<br />
Faster startup than {{clr|2|214M}}. Combos into {{clr|2|f.M}} on hit and {{clr|4|2U}} on crouching hit for a hard knockdown.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show demonstration" data-collapsetext="hide demonstration"><br />
[[File:214.gif|center|275px]]<br />
In order: L, M, H.<br />
}}<br />
</div><br />
<br />
===<big>Noble Strategy</big>===<br />
{{Micon|14}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X<br />
|description=<br />
Movement and pressure tool. Can be followed up by various additional actions. Great for closing distance, calling out fireballs, or resetting pressure from afar, but is very vulnerable to anti-airs. If you can’t anti air it in time it is generally advised to block this low since the reward she gets off the overhead followup is considerably lower than if she catches you standing.<br />
----<br />
;{{clr|1|22L}} <br />
*Jumps upwards at a sharp arc that does not cross-up in most cases.<br />
*Be careful with the followups, since they can hit higher than on the other jumps meaning you will be more minus as a result.<br />
----<br />
;{{clr|2|22M}} <br />
*Jumps further and at a lower arc. Will cross-up if done close to the opponent.<br />
*Generally sees more use than {{clr|1|22L}}.<br />
----<br />
;{{clr|3|22H}} <br />
*Jumps much faster and at same height as {{clr|2|22M}}.<br />
}}<br />
<br />
===<big>With Surest Strike!</big>===<br />
{{InputBadge|Noble Strategy > No Input}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X~5<br />
|description=<br />
Low-hitting slash follow up. Usually minus, but thanks to extremely long active frames hitting this meaty can leave you very plus.<br />
*{{clr|3|22H}} into this move allows for combos afterwards in the corner, and situational midscreen.<br />
<br />
}}<br />
<br />
===<big>With Flying Nobility!</big>===<br />
{{InputBadge|Noble Strategy > L}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X~L<br />
|description=<br />
Air dive follow up. Used to both combo on hit and continue pressure on block. Generally the safest option out of Noble Strategy thanks to its quick recovery. The lower to the ground you are when hitting an opponent the more plus you are on block.<br />
*Always at least +1 on block out of {{clr|2|22M}} and {{clr|3|22H}} due to the jump-arc.<br />
*Can be used as a safejump, so a good option if you anticipate a reversal from your opponent on wakeup.<br />
<br />
}}<br />
<br />
===<big>With Purest Bravery!</big>===<br />
{{InputBadge|Noble Strategy > M}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X~M<br />
|description=<br />
Air overhead follow up. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs, especially when done out of {{clr|1|22L}}.<br />
*{{clr|3|22H}} into this move makes it +1 on block. Pressing {{clr|2|c.M}} afterwards (or {{clr|1|f.L}} if you’re pushed out too far) is a good way to check your opponents and keeps your pressure going.<br />
<br />
}}<br />
<br />
===<big>With Sweetest Skills!</big>===<br />
{{InputBadge|Noble Strategy > H}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22X~H<br />
|description=<br />
Air command grab follow up that leads to deadly combos if you ever catch the opponent standing up vs her Noble Strategy.<br />
*Whiffs on crouching opponents. <br />
*Off {{clr|1|22L}} and {{clr|2|22M}} leads to combos midscreen and in the corner. <br />
*Off {{clr|3|22H}} leads to combos in the corner only.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Brilliant Moon</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Charlotta winds up and launches herself forward with a multi-hit attack.<br />
*Invulnerable on startup.<br />
*Useful for punishing fireballs and other whiffed moves on reaction.<br />
*More hits will land the closer you are.<br />
*Awkward to punish on block for characters with stubby normals since Charlotta will bounce back a bit. Can be spotdodged after the super flash for a closer punish, but the timing is strict as it only leaves her -8.<br />
*Technical input launches the opponent less, leading to better oki if you hit it midscreen.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Noble Execution</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Perform an upward slash followed by a powerful downward swing. <br />
*Invulnerable on startup.<br />
*With 11 frames of startup it is just as fast as her {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}}.<br />
*Good anti air as it is air unblockable and reaches very high above her.<br />
*Technical input keeps you closer to the opponent after the cinematic, leading to better oki.<br />
*Deletes your opponent’s health bar.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Charlotta}}<br />
{{GBVSweapons|Size=120|Character=Charlotta}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Charlotta|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[Category:Unga]]<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Ladiva&diff=447777GBVS/Ladiva2024-03-01T14:45:28Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ladiva is a grappler whose play style effectively uses her high-flying moves and throws to put opponents into submission in the name of love.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.<br />
| pros = <br />
*OVERWHELMING corner presence.<br />
*Can set up very practical (but frame perfect) unmashable grabs vs most of the cast.<br />
*Has the best one-chance potential in the game: extremely high damage and never-ending pressure.<br />
*Increased base health means trading damage is sometimes risky, yet advantageous for distance.<br />
| cons = <br />
*Slower roll than everyone else.<br />
*Difficulty navigating neutral vs some of the roster.<br />
*Can easily be locked down.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
With {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|1|2L}} all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well. <br />
<br />
Can combo into {{clr|4|2U}} on crouching opponents, CH link into {{clr|4|2U}} for knockdown on standing, {{clr|2|c.M}} for damage (but try going for {{clr|4|2U}} for oki).<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
A fast, special cancelable kick with a large downward hitbox. Has farther range than {{clr|1|c.L}}, letting Ladiva get Auto Combo in situations where {{clr|1|c.L}} doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however.<br />
Against 6f moves, Light and EX Screwdriver will beat them.<br />
<br />
On CH it's +8 on hit, letting Ladiva link into another {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. {{clr|3|c.H}} will, however, not hit Cross-Over. <br />
<br />
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second {{clr|3|c.H}} or M lariat vs standing opponents for very high damage. It also lets {{clr|3|c.H}} combo into Medium Headbutt for high meterless damage.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Primarily only for hit confirming or combos routes. c.XXX will restand the opponent, allowing her to combo into L or EX Lariat on hit, or headbutt to force them into crouching. c.X have enough blockstun to make canceling into EX Headbutt be frametrap, and c.XX have enough to make both Light and EX Headbutt a frametrap.<br />
<br />
Auto Combo can mostly be used for utility purposes. Even if it will lessen the damage by small amounts, using Auto Combo can let you buy time to get specials off cooldown if needed. <br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into {{clr|4|2U}} vs crouchers gets your offense started. Unlike {{clr|1|c.L}} and {{clr|1|2L}}, {{clr|1|f.L}} is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H<br />
<br />
On CH it's +8 on hit, letting Ladiva link into a {{clr|2|f.M}}, {{clr|2|2M}}, and {{clr|4|2U}} even at max range. It can also combo into Light and EX Lariat on CH.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.<br />
<br />
While not as strong as other more notorious mid range moves, such as Katalina's {{clr|2|f.M}}, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.<br />
<br />
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.<br />
<br />
If you manage to land a CH you can link into {{clr|1|c.L}} or {{clr|2|c.M}} (spacing withstanding) for some intense corner carry.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
A good range Light with the same frame advantage as {{clr|1|c.L}} and {{clr|1|f.L}}.<br />
<br />
{{clr|1|c.L}} sees use as a hit confirm and tick throw normal, altho in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.<br />
<br />
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over {{clr|1|2L}}.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
A long range low hitting Medium. Complements {{clr|2|f.M}} in neutral by hitting low and can whiff punish certain attacks and hitboxes that {{clr|2|f.M}} can't hit, at the cost of having slightly shorter range and more whiff recovery.<br />
<br />
{{clr|2|2M}} and {{clr|2|f.M}} are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. {{clr|2|2M}} is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's {{clr|2|2M}} that {{clr|2|f.M}} can't hit. <br />
<br />
Together with {{clr|2|f.M}} makes up the bread and butter of Ladiva's neutral and poking game.<br />
<br />
Counter hitting this vs a crouching opponent enables you to combo into {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
* Two hits<br />
* On anti-air counter hit, can do {{clr|2|214M}} from first hit<br />
* Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.<br />
* Low profile, can go under some ground attack with high hitbox like her 214X.<br />
* Will force the opponent to stand up on hit<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.<br />
<br />
An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after {{clr|4|2U}} and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting {{clr|4|2U}} at max range also nets a safejump vs 9f DPs.{{clr|4|2U}} is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Fastest air normal and the normal with the shortest range. Unlike some other {{clr|1|j.L}} normals it is not active for the entire duration of the jump. Can cross-up.<br />
<br />
{{clr|1|j.L}} sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air. <br />
<br />
Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.<br />
<br />
Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Air normal with the longest horizontal reach. Highest damage air normal. Has no cross-up hitbox.<br />
<br />
As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
The Grappler body splash. Has shorter horizontal reach than {{clr|2|j.M}}. Very strong cross-up hitbox.<br />
<br />
An essential normal for many reasons. The opposite in function to {{clr|3|j.H}}, this normal is a powerful cross-up and is the normal to condition the opponent to block to make {{clr|1|j.L}} and {{clr|3|j.H}} work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a {{clr|3|j.H}} but instead land and go for something else.<br />
<br />
It's also worth mentioning that this move trips proximity guard on same side cross ups if the opponent is crouching.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Unique Actions==<br />
===<big>Love Grapple</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
Ladiva charges forward before performing a command grab on the opponent. Very slow to start.<br />
<br />
Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.<br />
}}<br />
<br />
===<big>Hurl</big>===<br />
{{InputBadge|{{clr|4|5U}}-X}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U > L,5U > M,5U > H<br />
|versioned=input<br />
|description=<br />
A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward. <br />
<br />
Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then ''through'' Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
;Forward Throw<br />
* Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.<br />
* Lvl 0 character knowledge check.<br />
Forms a guessing game between a jab, a low, or another throw.<br />
----<br />
;Back Throw<br />
*Switches sides<br />
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen.<br />
Do 214L into 2L for a safejab anywhere on the screen<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Move can hit very high in the air which can be good if opponent is scared of command grabs and the move is air unblockable.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=360L,360M,360H<br />
|versioned=input<br />
|description=<br />
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note; None of Ladiva's SPDs are throw invuln).<br />
----<br />
;L/M Version<br />
* L version is faster, has less range, and does less damage<br />
* M version is slower, has more range, and does more damage<br />
----<br />
;Work the Crowd<br />
Taunt follow-ups with L or M on hit, sacrificing some advantage. Working the crowd enables her next SPD to do more damage (200 more on true input and 100 for simple.)<br />
Taunts also enable mindgames on wakeup. Doing taunts on an L SPD leaves you minus but sets up a perfect timing for a supergrab. L taunt on M SPD sets up a perfect H meaty. M taunt on M SPD gives you time for a 2m framekill in the corner.<br />
----<br />
;H Version<br />
* Similar reach and startup to the L version, but does the most damage.<br />
You can follow up with a immediate foward jump for a safejump with the L version, and a whiffed {{clr|1|5L}} into forward jump for a safejump with the M and H version<br />
}}<br />
<br />
===<big>Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360X}} or {{InputBadge|j.S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.360L,j.360M,j.360H<br />
|versioned=input<br />
|description=<br />
Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.<br />
<br />
Using the shortcut input will reduce the damage for all versions by 500<br />
<br />
H grab is throw invuln.<br />
}}<br />
<br />
===<big>Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H,236H > 6H,236H > 6HH<br />
|versioned=input<br />
|description=<br />
This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.<br />
----<br />
;L Headbutt<br />
* Minus on block.<br />
Ladiva's only non-EX standing combo ender.<br />
----<br />
;M Headbutt<br />
* Plus on block.<br />
Pressure reset tool. Leaves you plus on block right next to your opponent, exactly what you want.<br />
----<br />
;H Version<br />
* Can be followed up twice with {{clr|3|6H}}<br />
Very plus on hit for the first two headbutts, but progressively less plus on block.<br />
}}<br />
<br />
===<big>Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.<br />
<br />
<strike>If the M or H version lands, you can link into either {{clr|4|2U}} or {{clr|2|2M}} xx SBA when mid-screen,</strike> or go into your extended corner combos.<br />
}}<br />
<br />
===<big>Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Arts==<br />
===<big>Maximum Love Bomb (Strike)</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's SBA). It is, however, an incredible long-range whiff-punish tool.<br />
<br />
Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.<br />
<br />
Technical input gives better damage and better oki. shortcut does less damage, moves slower and knocks them further away.<br />
}}<br />
<br />
===<big>Maximum Love Bomb (Throw)</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214214H<br />
|description=<br />
Active 0 frames post super flash. Range is more than L SPD but less than M SPD.<br />
<br />
If performed with the skill button, the damage is reduced to 3000 instead of 4000.<br />
<br />
Technical input provides better okizeme, leaving your opponent closer to you.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>The Shape of Love</big>===<br />
{{InputBadge|{{clr|4|720U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=720U<br />
|description=<br />
Ladiva wrestles her opponent against the floor, slowly reducing their HP.<br />
* Longer range than her SBA, slightly further than her M SPD's range. <br />
* Connects with opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.<br />
* If performed with the skill button, the damage is reduced to 4000 instead of 5000.<br />
* Technical input provides better okizeme, leaving your opponent closer to you.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Ladiva}}<br />
{{GBVSweapons|Size=120|Character=Ladiva}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Ladiva|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Yuel&diff=447776GBVS/Yuel2024-03-01T14:45:18Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A descendant of certain ancient bloodline that inherits Foxflame, which they can control through their unique dance. Yuel is a DLC character available in Season Pass 2. She is a close-range rushdown specialist who can pressure her opponent using her Third Dance stance, which allows her to aggress with multiple advantageous and rewarding normals while automatically countering any mid attacks from the opponent. Although she lacks consistent high damage and long-range tools, good reads will allow the player to reset pressure repeatedly and prance around the opponent in ways that no other characters are capable of.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a mobile, hybrid midrange rushdown character who controls space and applies pressure through the creative use of her normals and stance.<br />
| pros = <br />
* '''Excellent Movement:''' Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her {{clr|4|j.U}}, allowing her to remain evasive and close the distance on the opponent in unique ways.<br />
* '''Oppressive Pressure:''' Yuel sports strong offensive specials such as Foxflame, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves.<br />
* '''Great Neutral Game:''' With {{clr|2|f.M}}, {{clr|2|2M}}, {{clr|1|L}} Starlit Sky, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily from mid-range.<br />
| cons = <br />
* '''Low Damage:''' Yuel has only one consistent corner combo starter is {{clr|3|H}} Starlit Sky which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.<br />
* '''Struggles at Range:''' Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Pretty standard {{clr|1|c.L}}. Used for pressure and tick throws. Has multiple strong linking options as well.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
* Does not hit on both sides of Yuel.<br />
* Has a ''very'' far activation range, which can be advantageous but can occasionally be a detriment when you want {{clr|2|f.M}} instead. <br />
Despite being -2 on block rather than 0 like most {{clr|2|c.M}}s, has some use in pressure due to it's somewhat absurd activation range. Links naturally from {{clr|1|c.L}} and {{clr|2|2L}} as well.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
* 3-hit normal. All hits are cancelable into autocombo or specials.<br />
* Like {{clr|2|c.M}}, also has a somewhat far and strange activation range.<br />
Yuel's {{clr|3|c.H}} does a bit less damage than average but is pretty strong for pressure due to its speed and high hitstun. It is the only way to frametrap into {{clr|3|H}} Foxflame and the only way to ''combo'' into {{clr|3|H}} Foxflame on a grounded opponent, though they must be crouching. The speed and far activation range make it pretty strong in punish situations where some characters can only use medium or even only light normals.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Pretty standard GBVS autocombo. The final hit can frametrap into {{clr|1|L}} Foxflame.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
A bit stubby, but it's a plus on block, and a standing low. Excellent for pressure and safely buffers into her {{clr|1|L}} Starlit Sky. Can also notably link into {{clr|2|2M}} on counter hit or {{clr|2|f.M}} on crouching counter hit. <br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
This is an amazing button and easily a candidate for one of the best {{clr|2|f.M}}s in the game.<br />
* 9 Frames on startup, Generally very unsafe if not canceled, but can be made safe by doing 236L.<br />
* It's 2 hits, with both hits being cancelable, making it very easy to hit confirm into options such as {{clr|2|M}} Starry Sky, or either of her Skybound Arts.<br />
* It moves Yuel pretty far forward, making it excellent for whiff punishing.<br />
* Generally unreliable as a poking tool as it leaves you minus on block in your opponent's face, and punishable if uncancelled.<br />
As of version 2.40, this button no longer puts opponents in proximity block, meaning it is easier for opponents to walk out of its range and whiff punish poorly spaced f.Ms.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
A somewhat strange normal, but not entirely without purpose. Yuel sticks out a very active, heavy priority hitbox, so it is decent as an anticipatory counterpoke to stuff weaker normals or forward movement. Can kind of be used as an AA but the hitbox got lowered and it is now not as useful for that. Combined with how far forward f5m reaches it can be tough to be ready to whiff punish this button.<br />
<br />
Surprisingly, Yuel's hurtbox doesn't get retracted much during this, only her head hurtbox lowers ever so slightly.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Standard Granblue {{clr|1|2L}}. Has all of the same linking options and similar frame data to {{clr|1|c.L}}, but hits low and has more range. {{clr|1|2L}} > {{clr|1|f.L}} is generally a good string for a basic frametrap or punish starter.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
* Frame traps from {{clr|1|f.L}} and even combos on counter hit. <br />
The crouching complement to {{clr|2|f.M}}. While it doesn't sport some of that normal's better qualities, its speed and deceptive range make it strong for neutral and punishing in its own right. Good to use as a supplement if people are trying to hit you out of {{clr|2|f.M}} with crouching buttons.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Good hitbox even though the animation can look strange. Since its 2 hits, the counter hit property does not transfer from hit 1 to hit 2. Counter hit combos need the first hit to be cancelled. For example via 5U into Yugetsu.<br />
Regardless, non-counterhit 2H (both hits) combos into 22H. This means Yuel does not need a counterhit to do a damaging anti air combo.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
*Special cancellable<br />
Yuel's highest range low outside of stance, pretty solid at beating people walking around thanks to Yuel's speed.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
* Active until landing.<br />
Yuel's biggest air normal in terms of the X axis, making it her go-to air-to-air normal. Since it's Yuel's only non multi hit aerial it's the only one with a chance of comboing on counter hit off an air to air.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
* Only the first hit is an overhead.<br />
Can be crushed by lights though it's a rare occurance.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
* Unique for a {{clr|3|j.H}}, it can hit crossup.<br />
* Both hits are overheads.<br />
Can be crushed by lights though it's a rare occurance.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
* Hits multiple times on the way down.<br />
* Can pass behind opponent during the roll but will not need to be blocked crossup.<br />
* Not a high.<br />
* Recovery frame count starts when Yuel touches the ground.<br />
<br />
MOSTLY safe and plus on hit. Sometimes the very last hit can miss due to spacing making her punishable. Anti-air bait that beats regularly timed {{clr|3|2H}}s but not DPs. Does not knock down, but is safe on block and plus on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Third Dance (Stance)</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U,5U-U,5U-66,5U-44,5U-Catch<br />
|versioned=input<br />
|description=<br />
Stance changes all of Yuel's normals and movement options. She retains access to her throws, though they perform an auto-dash before performing the throw (see Throw section).<br />
*If struck while in stance, Yuel does an automatic counter (Eye of the Sparrow).<br />
** Counters all mid attacks including strike based SSBAs.<br />
** Loses to projectiles despite projectiles being classified as mids.<br />
** Loses to lows, overheads, and throws.<br />
*Yuel cannot block or Cross Over during stance, but can perform Evade.<br />
*Pressing guard while in stance will cause Yuel to dodge regardless of directional input. <br />
*Yuel cannot walk forwards nor backwards during stance.<br />
*Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.<br />
<br />
Beats standard reversals such as {{keyword|DP}}s and strike-supers, but will not protect against projectile based supers such as {{Character Label|GBVS|Gran}}'s [[GBVS/Gran#Catastrophe|Catastrophe]]. This can be used to encourage enemies to mash low attacks and allow you to structure frame traps with her stance buttons.<br />
}}<br />
<br />
===<big>Third Dance: Attack</big>===<br />
{{InputBadge|Third Dance > {{clr|1|5L}}, {{clr|1|2L}}, {{clr|2|5M}},}} or {{InputBadge|{{clr|2|2M}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U-5L,5U-2L,5U-5M,5U-2M<br />
|versioned=input<br />
|description=<br />
* After any attack, Yuel will remain in Third Dance unless you press {{clr|4|U}} during them.<br />
<br />
{{clr|1|td.5L}} is a clash level above normal, so it will crush every jab except Vaseraga's, making {{clr|1|td.5L}} > {{clr|1|td.5L}} a universal, true frame trap. It can be cancelled into itself, {{clr|1|td.2L}} and {{clr|2|td.2M}}.<br />
<br />
{{clr|1|td.2L}} is great after 2M to catch someone off guard, but generally, pressing {{clr|1|td.2L}} means you will be hit out of stance. With a -3 frame data, a blocking opponent pressing 2L will hit Yuel after {{clr|1|td.2L}}. Use with caution. Combos into {{clr|1|c.L}} and {{clr|1|td.5L}} on counter hit. It has extremely high priority and will crush level 2 normals.<br />
<br />
{{clr|2|td.5M}} forces crouch on hit and crushes throws. It does not crush lows, but lifts Yuel's hurtbox above the ground during its startup frames, so it will go over lows if timed properly. On block, it leaves a 10 frame gap if cancelled into from {{clr|1|td.5L}}. Combos into Yugetsu on counter hit, but it also combos into c5H if you leave stance. Also combos into f5m on crouching counter hit. <br />
<br />
{{clr|2|td.2M}} can recover quickly enough to parry wakeup reversals if it's meaty enough. Useful for pressure as it's +2 even if you cancel stance from it. Converts into Yugetsu on counter hit <br />
}}<br />
<br />
===<big>Gurren</big>===<br />
{{InputBadge|Third Dance > {{clr|3|5H}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U-5H<br />
|description=<br />
Chargeable advancing attack. Used to cover ground while in stance and potentially reset your pressure.<br />
* Good option after canceling into stance from Hanaarashi's backstep if your opponent is blocking or attempting to chase you down.<br />
* Can be very plus on block and on hit if well spaced. Yuel will automatically exit stance afterwards, allowing you to pick up a combo on a well-spaced hit.<br />
* Can combo into 2M if spaced well on non ch.<br />
}}<br />
<br />
===<big>Yugetsu</big>===<br />
{{InputBadge|Third Dance > {{clr|3|2H}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U-2H<br />
|description=<br />
* Yuel's AA while in stance"<br />
* Launches on hit.<br />
Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU,5U-L+M<br />
|versioned=input<br />
|description=<br />
Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.<br />
* Forward throw allows for a DP-safe meaty low in the corner: '''LM~U > td.5M (whiff) > td.2M'''<br />
* Alternatively, you can set up a safejump with microwalk jump {{clr|3|j.H}}<br />
* You can press 5U during the throw animation and enter/leave stance.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Starlit Sky</big>===<br />
{{Micon|6}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during recovery.<br />
An advancing special that trades priority and velocity for safety. Due to {{clr|1|236L}}'s and {{clr|3|236H}}'s extremely quick startups, they won't leave a gap when cancelled into from {{clr|2|M}} or {{clr|3|H}} normals on block unless they are delay cancelled and spaced at the tip of f5m. <br />
----<br />
;L Version<br />
* Fast startup and safe on block.<br />
* Since M knocks down on hit, people might get counterhit after 236L on hit as they tried to tech.<br />
L Starlit Sky is a safe way to transition into stance offense, as Yuel is +1 on hit.<br />
----<br />
;M Version<br />
* Slow startup and unsafe on block.<br />
* Soft knockdown<br />
{{clr|2|236M}} frame traps from almost any normal, but is easily punishable on block.<br />
----<br />
;H Version<br />
* Best of both worlds.<br />
* Wallbounces in the corner.<br />
Yuel's main juggle starter. <br />
}}<br />
<br />
===<big>Hien: Homuragaeshi</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
==== ====<br />
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during landing<br />
Yuel's invincible reversal. Its multiple hits make it shine in certain situations such as against Vaseraga's Soul Forge, but it has a tendency to whiff against deep jump-ins.<br />
----<br />
;L DP<br />
* Go-to reversal due to speed and not costing resources.<br />
{{clr|1|623L}} is the least damaging version and gives the worst okizeme on hit. However, due to its low cost and quick startup, you'll see it frequently used as a reversal.<br />
----<br />
;M DP<br />
* Better as a combo ender than a reversal.<br />
{{clr|2|623M}} is slower and more damaging. Useful as a combo ender as it does more damage and gives better okizeme than {{clr|2|236M}}, in exchange for less corner carry. You'll however rarely see this as a reversal.<br />
----<br />
;H DP<br />
* Invincible reversal.<br />
* Builds a ton of meter on hit.<br />
* Hard knockdown on hit.<br />
{{clr|3|623H}} is the most damaging version and gives the best okizeme, giving Yuel enough time to dash up and do a crossup {{clr|3|j.H}} safejump. Sometimes used as a combo ender and sometimes as a reversal.<br />
}}<br />
<br />
===<big>Hanaarashi</big>===<br />
{{Micon|7}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H,214H-M<br />
|versioned=input<br />
|description=<br />
* The lunge forward can be cancelling by pressing 5U, Yuel will instead enter her stance.<br />
* The L and H versions are plus on block and combo on hit.<br />
* The M and H~M versions can be made safe if spaced <br />
Flipping back can be used to create space and let Yuel reset to neutral after an approach Yuel can 214L after a 236L on block and the opponent can't hit her out of it. Forcing the opponent to run up and challenge with a low on a read, which in turn loses to her flipping forward.<br />
<br />
{{clr|1|214L}} and {{clr|2|214M}} are invulnerable on frame 3, and {{clr|3|214H}} is invulnerable on frame 1. Don't abuse these moves too much, however, as the followups can be easily caught with long pokes, or blown through with DPs or SBAs.<br />
}}<br />
<br />
===<big>Foxflame</big>===<br />
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel to Third Dance during the recovery.<br />
Lots of active frames, making it good as a meaty against characters without meterless reversals. <br />
----<br />
;L Version<br />
{{clr|1|22L}} will frame trap from full autocombo, but it's only +5 on counter hit and will put you just outside of {{clr|1|c.L}}'s activation range, meaning your reward for hitting it on a standing opponent is minimal, and you'll lose your turn if it's blocked. It also frame traps from {{clr|3|2H(1)}}, which does leave you close enough for a {{clr|1|c.L}} combo, but only at point blank range.<br />
----<br />
;M Version<br />
{{clr|2|22M}} is the slowest but most advantageous version. It will never frame trap, but because Yuel moves forward during its startup, it can be used as a disrespectful pressure extension once your opponent starts respecting your actual frame traps. If your opponent somehow gets hit by this, you can follow up with a {{clr|3|c.H}} combo.<br />
----<br />
;H Version<br />
{{clr|3|22H}} frame traps from {{clr|3|c.H}} and grants a {{clr|3|c.H}} combo on CH. If your opponent doesn't mash, you can continue pressure due to it being advantageous on block. In addition, it will always combo from an air hit of {{clr|3|2H}}, making it useful for anti-air combos and certain punishes.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Crimson Dance: Rinnen-aratame</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
* Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sapphire Dance: Gentiana</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch attempted Evades.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Yuel}}<br />
{{GBVSweapons|Size=120|Character=Yuel}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVS|Yuel|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Anre&diff=447775GBVS/Anre2024-03-01T14:45:08Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Anre is an all-rounder character whose [[GBVS/Anre#Spiral Spear|Spiral Spear]] and [[GBVS/Anre#Arm the Bastion|Arm the Bastion]] give him tricky ways to bypass the opponent's gameplan and set up his own offense.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a well rounded character who uses guardpoints, parries, and his Spiral Spear to counter the opponent's offense and set up his own attacks.<br />
| pros = <br />
* '''Strong neutral:''' Anre's long pokes and specials such as 236X, 623X~6L, and [2]8X combine to give him one of the most solid neutral games of the cast.<br />
* '''Cooldown cycling:''' With two fast and versatile launching specials, Anre has no trouble at all converting off hits in the corner.<br />
* '''Air game:''' j.214X, j.U, and j.2/6U make Anre a nightmare to anti-air.<br />
* '''Fleeting Spark:''' [2]8H being a near-fullscreen, frame 1 parry allows for punishes exclusive to Anre.<br />
* '''Freeza:''' Freeza<br />
| cons = <br />
* '''Weak defense:''' Anre's slow buttons make defending harder for him than the average character, and punishing certain moves on block can be impossible for him. In addition, Fleeting Spark is fairly exploitable as a reversal despite being great in neutral.<br />
* '''Low reward:''' Despite f.M and 2M being great pokes, Anre often cannot convert from them on normal hit.<br />
* '''Weak to rushdown:''' Anre's great mid-to-long range game is offset by his poor close-range game, and he can find matchups against rushdown characters stifling.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Anre attacks with cosmic energy. Has very short range. All of Anre's grounded light attacks are 1 frame slower than the standard 5 frames, making Anre weak at mashing out of pressure.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
<br />
}}<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
Max range will not combo into any special moves unless on counter hit<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
*2 hits<br />
*Moves forward a huge distance <br />
*Special-cancellable on both hits<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
*Hits low<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Not special cancellable<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Can cross up but the range is very small<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
This move is very awkward as a jump-in normal due the angle it is hitting at. When done right off the ground, can anti-air moves, however, {{clr|3|2H}} is more reliable and can lead to more damage.<br />
}}<br />
<br />
==Unique Action==<br />
===<big>Arm the Bastion</big>===<br />
{{InputBadge|{{clr|4|5U}}}} or {{InputBadge|{{clr|4|j.U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U,j.U<br />
|versioned=input<br />
|description=<br />
Anre is able to act immediately after a successful parry. Anre can either parry again, or act with any normal action. A notable use of this is to parry a hit of an uncancelable attack, such as {{Character Label|GBVS|Charlotta}}'s [[GBVS/Charlotta#Sword of Lumiel|Sword of Lumiel]], and then hit the opponent before the subsequent hit of their attack comes out. c.H is too slow to counter some attacks, but c.L and c.M are fast enough.<br />
* Opponent appears to be stuck in a form of hitstop on parry while Anre is able to act.<br />
*is a Parry, can do it consecutively with timing<br />
}}<br />
<br />
===<big>One Rift Spear</big>===<br />
{{InputBadge|{{clr|4|j.6U}}}} or {{InputBadge|{{clr|4|j.2U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.6U,j.2U<br />
|versioned=input<br />
|description=<br />
<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Rakshasa</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H,236X-X<br />
|versioned=input<br />
|description=<br />
Anre's "laser", an invaluable neutral tool for controlling space. Cancels out projectiles while Anre stabs forwards with the spear, making it a great anti-fireball tool. Pressing any attack button on hit only will do a followup detonation. Said follow-up does 400 damage from 236M and 500 from 236L/H.<br />
----<br />
;L Version<br />
{{clr|1|236L}} is always safe on block due to pushback. Useful for frame traps at a distance, or just for throwing out in neutral as it's much faster than {{clr|2|236M}} and doesn't cost a cooldown. Combos from {{clr|2|f.M}} and {{clr|2|2M}} on CH.<br />
----<br />
;M Version<br />
{{clr|2|236M}} is extremely slow but also extremely advantageous, and the follow-up launches for a combo in the corner. Very interruptible if used as a pressure reset, but can be used as a meaty and in some CH {{clr|3|2H}} anti-air combos.<br />
----<br />
;H Version<br />
{{clr|3|236H}} is the fastest of the three and still quite advantageous on block. It can be used to end or extend combos from full autocombo or {{clr|3|f.H}}, and also to extend pressure.<br />
}}<br />
<br />
===<big>Spiral Spear</big>===<br />
{{Micon|10}} {{InputBadge|623X}} or {{InputBadge|6S}}{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Very fast special that can be used to beat fireballs, but generally worse than Anre's other anti-fireball tools for that purpose. Combo filler that can connect from almost any normal but often won't reach due to its short range.<br />
----<br />
;L Version<br />
{{clr|1|623L}} is inferior to {{clr|1|623M}} in almost every way, but it can hit crouchers, so it sees use then with the 6H follow-up.<br />
----<br />
;M Version<br />
{{clr|2|623M}} has some forward momentum and does more damage than {{clr|1|623L}}, so it's your midscreen cooldownless combo ender with the 6M follow-up.<br />
----<br />
;H Version<br />
{{clr|3|623H}} is used primarily in Anre's corner combos as it wallbounces with the 6H follow-up. Goes slightly farther than {{clr|2|623M}} but doesn't move quickly enough to combo from {{clr|2|f.M}} or {{clr|2|2M}} in most situations.<br />
}}<br />
<br />
===<big>Spiral Spear Followups</big>===<br />
{{InputBadge|Spiral Spear > 6{{clr|1|L}}/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|U}}}} {{GBVS Move Card|game=GBVS<br />
|input=623X-6L,623X-6M,623X-6H,623X-6U<br />
|versioned=input<br />
|description=<br />
;Radiance Ruination {{InputBadge|623X-{{clr|1|6L}}}}<br />
Travels till it hits a target. It pushes Anre too far out for even Belial 2L to punish, so it sees use as a safe pressure ender after 623L. It can also be delayed to frame trap.<br />
----<br />
;Astral Piercer {{InputBadge|623X-{{clr|2|6M}}}}<br />
Does slightly more damage than the 6L follow-up and knocks down, making it useful as a combo ender if not used from {{clr|3|623H}}. Can also be delayed to frame trap.<br />
----<br />
;Peerless Thrust {{InputBadge|623X-{{clr|3|6H}}}}<br />
Low and wallbounces when used from {{clr|3|623H}}, allowing followups in the corner. It also wallbounces on {{clr|1|623L}} and {{clr|2|623M}} on CH, so it can be used as a high-risk, high-reward frametrap, but it won't combo from {{clr|1|623L}} or {{clr|2|623M}} unless the opponent is crouching.<br />
----<br />
;Grand Haste {{InputBadge|623X-{{clr|4|6U}}}}<br />
Command dash. It's always unsafe, but it can be used to reset pressure if your opponent is expecting one of the other follow-ups.<br />
}}<br />
<br />
===<big>Mantra Wheel</big>===<br />
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
* {{clr|2|M}} and {{clr|3|H}} versions travel upwards and come back down<br />
* {{clr|3|H}} wallbounces allowing for followups in the corner<br />
* All versions are safe but will end your turn in pressure<br />
}}<br />
<br />
===<big>Mantra Wheel (Midair)</big>===<br />
{{Micon|6}} {{InputBadge|j.214X}} or {{InputBadge|j.5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.214L,j.214M,j.214H<br />
|versioned=input<br />
|description=<br />
* Cooldown is tied to the grounded one.<br />
It's a divekick, but he also has one with j.U.<br />
}}<br />
<br />
===<big>Fleeting Spark</big>===<br />
{{Micon|9}} {{InputBadge|[2]8X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=[2]8L,[2]8M,[2]8H<br />
|versioned=input<br />
|description=<br />
Anre's parry. Follow-up will occur whether or not Anre is hit, but will occur much earlier if he is. All versions leave a significant gap between parry and follow-up active frames if not activated, where Anre will be in CH state.<br />
----<br />
;L Parry<br />
{{clr|1|[2]8L}}'s follow-up is a short jab. Despite its fast startup, its low range and frame advantage mean you'll probably use it the least of the three. Parry active on frame 3.<br />
----<br />
;M Parry<br />
{{clr|2|[2]8M}}'s follow-up is a long-ranged thrust with Anre's spear, and can be spaced to be safe on block. Very useful in certain matchups. Parry active on frame 3.<br />
----<br />
;H Parry<br />
{{clr|3|[2]8H}}'s follow-up combines both, and tracks to the opponent up to a certain distance. It also functions as Anre's only true meterless reversal, as its parry is active on frame 1. Very useful in neutral as a punish tool but not an outstanding reversal. Beats safejumps.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Astralance: Everto</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
*Bits will travel full screen<br />
}}<br />
<br />
===<big>Seven Spears of Lightning</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214214H<br />
|description=<br />
*Each bit will fly off when a {{clr|2|M}} or {{clr|3|H}} normal make contact with the opponent. Best in the corner, where it grants him oppressive looping pressure with enhanced {{clr|2|c.M}}.<br />
*Bits will do chip damage<br />
}}<br />
<br />
==Super Skybound Art==<br />
===<big>Thousand Spear Void</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} </span> or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
*Full screen projectile<br />
*Only close range hit will trigger the cinematic for more damage<br />
*Can be super jumped, dodged, or roll to avoid<br />
}}<br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Anre}}<br />
{{GBVSweapons|Size=120|Character=Anre}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Anre|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Narmaya&diff=447774GBVS/Narmaya2024-03-01T14:44:58Z<p>PrivateTarkus: </p>
<hr />
<div>{{MFlag|update}}<br />
==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Narmaya is a character who switches between 2 stances based on situation at hand. At mid-range, Genji (Dawnfly) stance let her poke opponent at a distance and advance safely. In close-range, she uses Kagura (Freeflutter) moveset to 'stuff' her foe's approach. But her diverse yet situational tools and high-risk low-reward special attacks makes Narmaya difficult to play well. In the hands of those with good awareness and execution however, she can be a force to be reckoned with.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a versatile character who switches between mid-range Dawnfly (Genji) stance and close-range Freeflutter (Kagura) stance.<br />
| pros = <br />
* '''Effective Normals:'''Narmaya has a wide array of normals across her two stances which are good at controlling space as well as a fantastic anti-air, Kagura {{clr|3|2H}}. She also possesses one of the few plus-on-block {{clr|2|2M}}s in the game in ''Kagura'' stance. Almost all of her normals can be confirmed into a good, EX-less knockdown even midscreen.<br />
* '''High Corner Damage:''' Narmaya's corner damage is above average and she can acccess her highest damage routes from nearly any starter, regardless of stance, thanks to her command dash.<br />
* '''Versatility:''' Narmaya has two stances with almost entirely unique movesets, which gives her a wider range of tools and more cooldowns than the majority of the cast.<br />
* '''Ground Mobility:''' Narmaya has high run speed and several forward-moving specials that allow her to close the distance. While she has trouble catching airborne opponents, she has little trouble closing the gap on the ground. <br />
| cons = <br />
* '''Weak to Zoning:''' Despite having access to Setsuna, Narmaya has difficulty dealing with fireballs and zoning at many ranges, and has to play a higher-risk game to approach.<br />
* '''Unstable:''' Narmaya has higher execution requirements than the average character and suffers more from making a mistake.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|5L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=5L[g],5L[k]<br />
|versioned=input<br />
|description=<br />
*There is no close version of this normal.<br />
*Negative on block but leads into auto combo at all ranges.<br />
A quick poke forward with the pommel of Narmaya's blade. This move is slower and covers less range than Kagura {{clr|1|5L}}.<br />
----<br />
*There is no close version of this normal.<br />
*Only even on block, but leads to auto combo at all ranges.<br />
*Does not reach full range on first active frame. Plus at full range.<br />
A stab forward with the actual blade. Narmaya's only 5f normal. It has slightly more range than Genji {{clr|1|5L}} and is a frame faster. <br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M[g],c.M[k]<br />
|versioned=input<br />
|description=<br />
*Less advantageous than Kagura {{clr|2|c.M}}.<br />
*Mostly used for punishes where {{clr|3|5H}} is too slow.<br />
*Combos into Kagura {{clr|2|5M}} on counterhit.<br />
A generic starter. It can be used in pressure situations with autocombos, but is poor for staggering.<br />
----<br />
*General pressure tool.<br />
*Combos from {{clr|1|2L}} from either stance.<br />
*CH confirms into {{clr|2|M}} buttons and Genji {{clr|3|5H}} on crouching CH.<br />
A faster alternative to Kagura {{clr|2|2M}} that leads into autocombo and is better at catching jumpouts, but can be contested on block.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H[g],c.H[k]<br />
|versioned=input<br />
|description=<br />
*Less damage than Kagura {{clr|3|c.H}}, but faster.<br />
*Close anti-air.<br />
*Hits twice for easy confirms and high enough to catch jumpers.<br />
In Genji, this is Narmaya's main combo filler and strongest punish starter, and also an useful frametrap tool that can be made safe or even plus with auto combo or Genji {{clr|3|236H}} on block. It also is better at covering jump-ins directly above Narmaya compared to Genji {{clr|3|2H}}.<br />
----<br />
*Slightly slower than Genji {{clr|3|c.H}}, but higher damage.<br />
*Combos into itself on CH.<br />
*Good at catching jump-outs but not very good as anti-air.<br />
*Can be plus when timed meaty. If the hitstop shows the blade touching the ground, it is plus.<br />
One of Narmaya's strongest normals. This move leads to big combos on counterhit and is strong in general pressure situations. This is Narmaya's highest damage starter, so it should be used for punishes whenever possible. <br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
A Granblue autocombo like any other. In Genji, autocombo is a valid pressure option thanks to the threat of {{clr|3|236H}}. Try to avoid using them in short combos into super, as that'll reduce the damage. {{clr|1|5L}} c.XX can sometimes be a frame trap, but the timing is tough.<br />
}}<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M[g],f.M[k]<br />
|versioned=input<br />
|description=<br />
*A fast, long-reaching poke. This is the main button you'll be using in neutral.<br />
*Also your whiff punish of choice.<br />
*Decent far anti air, but it's no Katalina {{clr|3|f.H}}. <br />
*Combos into {{clr|4|236236U}} at every range, making it quite deadly when Narmaya has full meter and is at low health.<br />
A strong, safe poke that should be a mainstay of your poking game. Buffer into {{clr|3|214H}} or {{clr|4|236236U}} for a hit confirm into knockdown.<br />
----<br />
*OK poke, punish and pressure tool.<br />
*Also a decent far anti air.<br />
Your only real poke in Kagura, but inferior to Genji pokes. More useful for counter hit confirms and punishes due to its range and speed. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H[g],f.H[k]<br />
|versioned=input<br />
|description=<br />
* Powerful, but high recovery poke<br />
The big brother of {{clr|2|f.M}}. Slightly slower and slightly more range, and the extended hitstun and hitstop make it possible to single hit confirm off this button. Should mainly use it as a preemptive running poke, where the combination of high attack level, fast run speed and long range is difficult to deal with.<br />
Try to not whiff it, it has a lot of recovery and isn't hard to whiff punish.<br />
----<br />
Essentially an highly active wall of hitbox that excels at crushing weaker pokes or mashes. Easy to confirm on hit, but also easy to whiff punish.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L[g],2L[k]<br />
|versioned=input<br />
|description=<br />
* Staple, self-chaining pressure tool<br />
Might as well be the exact same move in each stance, but the Genji version has slightly bigger range. Both versions are staple pressure tools due to their high frame advantage.<br />
----<br />
* Staple, self-chaining pressure tool<br />
Has the exact same framedata as the Genji version but a little less range.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M[g],2M[k]<br />
|versioned=input<br />
|description=<br />
* Safest, shortest range poke<br />
* Low-ish profile<br />
Important secondary poke compared to Genji {{clr|2|f.M}}. Narmaya's only poke that catches rolls and has no large extended hurtbox.<br />
----<br />
* Main pressure tool, plus on block with high counterhit reward<br />
Core pressure move that is plus on block, frametraps into itself, and leads to pain at any range on counter hit. Use, abuse and keep resetting pressure with microdash Kagura {{clr|2|2M}}.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H[g],2H[k]<br />
|versioned=input<br />
|description=<br />
* Highest reward anti-air in neutral<br />
The weaker {{clr|3|2H}}. Still perfectly usable, but is harder to use against strong jump-ins.<br />
----<br />
* Highest reward anti-air in pressure<br />
The stronger {{clr|3|2H}}. Reliable, highly active and extremely good at stuffing cross-ups. The bane of anyone trying to jump out of your pressure.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U[g],2U[k]<br />
|versioned=input<br />
|description=<br />
* Long-range low snipe<br />
* Low profile, good hitbox to hurtbox ratio<br />
* Unsafe on block or whiff <br />
{{clr|4|2U}} and dash {{clr|4|2U}} are a risky, but effective option to snipe enemies walking back, which Narmaya otherwise has trouble dealing with. Also probably her best counterpoke out of all her Genji options, goes under fireballs and a lot of higher pokes.<br />
----<br />
* Low profile<br />
* Unsafe on block or whiff <br />
Used for optimal crouch confirms and 7f punishes, but the worse range disqualifies it as a poke and it is harder to use it safely than Genji {{clr|4|2U}}. Can sometimes use in pressure to call out walking back. <br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L[g],j.L[k]<br />
|versioned=input<br />
|description=<br />
* Air-to-air<br />
Pretty generic jumping light with infinite active frames. Usable as air-to-air.<br />
----<br />
* Air-to-air<br />
A straight upgrade over the Genji version, with better disjoint, a stronger air-to-air angle and a cancel into Kagura {{clr|3|j.214H}} for possible conversions, or plus frames on block.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M[g],j.M[k]<br />
|versioned=input<br />
|description=<br />
* Jump-in, can cross up<br />
Your button in Genji when jumping on your enemies' heads. Can hit cross-up, but not too far.<br />
----<br />
* Jump-in, dedicated cross-up<br />
Sacrifices frontal range for a large crossup hitbox. Cancelling into {{clr|3|j.214H}} make this button plus from any height, and yields a strong conversion from crossup jumpins.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H[g],j.H[k]<br />
|versioned=input<br />
|description=<br />
* All-round jump in<br />
All-purpose jump-in with great horizontal range that doesn't hit behind Narmaya despite what the animation suggests.<br />
----<br />
* Highest attack level jump in<br />
Exclusively used in safejumps and deep jump-ins. Hits very high above Narmaya, but Kagura {{clr|4|j.U}} is better at covering that angle.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U[g],j.U[k]<br />
|versioned=input<br />
|description=<br />
* Spaced jump-in and air-to-air<br />
* Hard coded to whiff on crouchers<br />
Jumping button with high horizontal range. Excellent when well spaced, but can be low profiled, or beat with far-range antiairs.<br />
----<br />
* All-purpose air button<br />
Useful all-purpose jumping button, usable both as air-to-air and as a jump in.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Butterfly Effect</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
* Narmaya changes from Genji stance to Kagura stance or vice-versa, changing her normals and special moves.<br />
* If swapping to Kagura stance, a blue butterfly will be shown, and if swapping to Genji stance, a red butterfly will be shown.<br />
* When done alone, the swapping has a bit of a lengthy recovery time, but that can be canceled into anything except for walking after ~9 frames. This can be used to change stances in neutral, by pressing 5U and then quickly tapping the guard button to cancel the recovery.<br />
* Its most important property, however, is that this can be used while you're in the middle of a move. If used in this way, Narmaya has no extra recovery at all, and as soon as she returns to neutral, she'll be in the other stance. Mastering this is a core part of her corner combos and her pressure.<br />
<br />
For those familiar with Jojo:HFTF, the idea behind each stance is similar to Chaka's Stand ON/OFF. With long-range tools such as {{clr|2|f.M}} and Setsuna, Genji stance is an excellent neutral stance, whereas Kagura's faster normals with higher frame advantage make it an ideal stance for close ranges.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
Narmaya's forward throw gives her an auto-timed safejump in the corner by holding up-forward directly after it finishes, or even midscreen with an instant super jump Kagura {{clr|3|j.H}}. The back throw has higher recovery and doesn't allow for safe jumps.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
* Air-to-air when anticipating air stall<br />
Generic air throw. Usable as a preemptive or reactive air-to-air. Air throw is allowed to side swap in this game, which makes it a more valuable option if you can gain the corner with it.<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
* Goes over throws and low attacks, for high counterhit reward<br />
Universal overhead. An educational conditioning tool that teaches your opponent not to tech throws with the regular throw tech, especially close to the corner, unless they want to die. This makes your opponent more likely to try and mash out or jump out against your throw threats, which you can then abuse in other ways.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Setsuna</big>===<br />
{{Micon|1}} {{Micon|3}} {{InputBadge|236X}} or {{InputBadge|2/5S}} during Genji Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L[g],236M[g],236H[g]<br />
|versioned=input<br />
|description=<br />
* Long range high whiff recovery projectile that clashes with projectiles.<br />
Narmaya does a far-reaching horizontal slash forwards. Clashes with single hit projectiles. Multi-hit projectiles, such as Gran's H Reginleiv which has 3 hits, will only have one of their 'hits' canceled. <br />
At close to medium range, both the L and M versions will send the opponent up into the air slightly before putting them into a soft knockdown, whereas hitting them at medium to far range with this move will only make the opponent slightly recoil with no knockdown. The H version will follow the first behavior regardless of distance, however, results in a hard knockdown, and can wallbounce at close to medium range if the opponent is to the corner. All versions suffer reduced damage if hit at medium to far range.<br />
----<br />
;L Version<br />
* Fast startup, high recovery.<br />
The L version is a pretty swift slash, making it a long-range poke useful for keeping your opponent at bay in neutral, stuffing fireball attempts, punishing a zoning attempt, or a whiffed move. But it is also a move you have to be careful with, since it yields you little damage if it hits, but has enough recovery to eat a high-damage punish if your opponent jumps over it or rolls through it. Usually not worth it.<br />
----<br />
;M Version<br />
* Slow startup, short recovery.<br />
* Links into most pokes on hit.<br />
* Extended counter hit hitstun.<br />
The M version has a longer startup, can be delayed even longer and is very plus on block. You can mix it up with the L version to throw off your opponent's rhythm, or use it as a pressure reset against overly respectful opponents. Useful in neutral against opponents happy to roll through the L version, but still loses to jumps. Do not use against characters with an long-range invincible super on deck.<br />
----<br />
;H Version<br />
* Best of both worlds.<br />
* Counterhit conversion into Genji {{clr|2|f.M}} midscreen. <br />
* Wallbounce conversions in the corner.<br />
The H version combines frame advantage, speed and higher safety on whiff. It is plus on block, fast enough to frametrap, extends corner combos and can just be thrown out there to fish for unreactable hard knockdowns from mid screen. Use and abuse.<br />
}}<br />
<br />
===<big>Absolute Horizon</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}} during Genji Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L[g],623M[g],623H[g]<br />
|versioned=input<br />
|description=<br />
* True reversal<br />
* Emergency or fallback anti-air, but bad at hitting cross-ups<br />
A classic reversal DP. Also your staple fallback anti-air in Genji if you have no time for {{clr|3|2H}}, or no confidence it'll win. All versions are air unblockable on the first hit, and EX is fully air unblockable. If you use it as a reactive anti-air, either use the easy input version or buffer the DP motion ahead of time.<br />
If only the second hit of the M version hits as a high counter hit, you get a combo off it - this can happen against high anti-antiairs like Percival {{clr|4|j.U}}.<br />
}}<br />
===<big>Transient</big>===<br />
{{Micon|15}} {{InputBadge|214X}} or {{InputBadge|4S}} during Genji Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L[g],214M[g],214H[g]<br />
|versioned=input<br />
|description=<br />
* Command dash that cancels into other specials, main hit confirm tool<br />
* L and M versions are special cancellable from frame 13<br />
* H version is special cancellable from frame 10<br />
* M and H version pass through the opponent, switching sides and turning around when they do so<br />
A forward command dash. All versions can be canceled into Kagura stance specials, {{clr|3|236236H}} or {{clr|4|236236U}}. Canceling into Kagura specials will also switch your stance to Kagura automatically.<br />
<br />
The H version can be canceled earlier than L or M, allowing better confirms off more buttons, and is usually your command dash of choice for hit confirms.<br />
For confirms, you will usually confirm into {{clr|2|236M}} midscreen for good pressure, or {{clr|3|236H}} for Narmaya's full, high damage corner combo. On good counter hits, combos into SBA are possible. If you missed a hit confirm, you can cancel into 214X instead to keep yourself safe.<br />
<br />
M and H version can cross behind the opponent, and cancelling into specials from that side switch hits as a crossup. Keep in mind that your followup input will be interpreted from the side before you crossed up. For example, to get Kyokasuigetsu (236X) after crossing up, you would technically input 214X. While switching sides when cornered into a Kagura {{clr|3|236H}} can be very rewarding, keep in mind any side switch mixup in this game can be foiled by the block button.<br />
}}<br />
<br />
===<big>Kyokasuigetsu</big>===<br />
{{Micon|6}} {{Micon|7}} {{InputBadge|236X}} or {{InputBadge|2/5S}} during Kagura Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L[k],236M[k],236H[k]<br />
|versioned=input<br />
|description=<br />
* Main combo ender, or close to corner combo starter<br />
* Faster startup when canceled into from a Transient (214X) command dash<br />
<br />
;L Version<br />
* Hits once.<br />
The 2.70 patch changes turn this move into a safe poke or spaced approach, in exchange for losing the knockdown. On hit, it now air resets, with enough time to dash up with a meaty.<br />
----<br />
;M Version<br />
* Hits twice for more damage and covers more ground. <br />
Your EX-less hit confirm and combo ender of choice. Good damage, and good knockdown that leaves more than enough time to run in with any meaty or throw you want. Do not use on block.<br />
----<br />
;H Version<br />
* Hits three times.<br />
Leads to a combo in the corner, or a safejump midscreen. Most characters can now punish it on block, with the exception of Ferry, Metera and Narmaya in Genji stance. Extremely important cooldown to start her corner combos, Narmaya will be far less threatening in pressure during Kagura stance if she does not have this cooldown.<br />
}}<br />
<br />
===<big>Mugenkagura</big>===<br />
{{Micon|4}} {{InputBadge|623X}} or {{InputBadge|6S}} during Kagura Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L[k],623M[k],623H[k]<br />
|versioned=input<br />
|description=<br />
* High/mid parry that beats safejumps<br />
<br />
Autoguard stance that parries highs and mids. Follows up with a counter slash after parrying an attack, or after some time passes. Usable as a reaction to slow specials or a last resort anti-air that loses to empty jumps. Freezes the opponent on parry, allowing it to win against safe jumps.<br />
----<br />
;L Version<br />
* Quick startup. <br />
You can combo into it off close autocombos.<br />
----<br />
;M Version<br />
* Slower.<br />
* More damage.<br />
Basically impossible to combo into, only used for hard reads when you really need the extra parry time.<br />
----<br />
;H Version<br />
* Not actually as fast as the L version. Still fast enough for combo uses, and Narmaya's staple ender for full corner combos.<br />
* Hard knockdown on hit.<br />
}}<br />
<br />
===<big>Crescent Moon</big>===<br />
{{Micon|14}} {{InputBadge|214X}} or {{InputBadge|4S}} during Kagura Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L[k],214M[k],214H[k]<br />
|versioned=input<br />
|description=<br />
* Safe-on-block frametrap that crushes ground buttons<br />
<br />
Not an overhead, but has more frame advantage if blocked crouching. <br />
Has a built-in jump on startup, so it crushes most grounded buttons, but the reward for it isn't high and a waiting opponent can anti-air Narmaya out of the flip.<br />
----<br />
;L Version<br />
* Slow.<br />
* Flips forward a short distance, almost never crosses up. <br />
* Can be plus when spaced at the very tip of its range.<br />
----<br />
;M Version<br />
* Slower.<br />
* Moves Narmaya farther than the L version, crosses up at close range. <br />
* Can be plus when spaced as a deep cross-up.<br />
----<br />
;H Version<br />
* Always plus.<br />
* Faster than L or M versions.<br />
* Can be steered by holding [6], to follow the M versions trajectory instead of the L version's.<br />
Functions as a faster jump-in, effective at midrange against opponents that focus on the ground game and difficult to anti-air without a DP.<br />
}}<br />
<br />
===<big>Crescent Moon (Midair)</big>===<br />
{{Micon|14}} {{InputBadge|j.214X}} or {{InputBadge|j.5S}} during Kagura Stance<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.214L[k],j.214M[k],j.214H[k]<br />
|versioned=input<br />
|description=<br />
* Anti-anti air and ground button whiff punish<br />
* Gives better jump-in or air-to-air confirms<br />
* Pressure tool when done as TK, especially the EX<br />
<br />
----<br />
;L Version<br />
* Bounces backward<br />
* Better and faster at hitting in front<br />
* Huge downward hitbox, can be used as anti-anti-air<br />
* Slightly stalls before landing, lowest possible version is +4 on block and leads to counterhit confirms<br />
----<br />
;M Version<br />
* Bounces forward<br />
* Better and faster at hitting behind<br />
* Usually not plus<br />
----<br />
;H Version<br />
* Always plus, especially on air block<br />
* Behaves similarily to M version, not L version<br />
* When done as TK, strong pressure reset and throw bait that is 9f of startup including jump startup, +2 on block and on counterhit combos midscreen into Genji f.M<br />
* Midscreen combos when used as crossup jump-in<br />
* Staple corner combo tool<br />
<br />
Air special. All versions change air momentum on hit, which gives them useful properties done just above the ground as TK specials. Comes out very fast as it does not have the jump that the ground version has. Can be used to combo off air-to-air hits or off jump-ins that would normally be too high.<br />
*Values in [] are for the Tiger Knee'd version<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>One Hundred Cloudscapes</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
* Short-range, fast confirm super<br />
* Great anti-air<br />
<br />
Launches the opponent up and catches them with an elegant sword spin on the way down. Has a large vertical hitbox but short horizontal reach, making it difficult to connect in some situations but also an excellent anti-air. To increase the range, you can cancel into it from Utakata (214X[g]). <br />
<br />
If you hold down the button on hit, only the initial launching attack will come out. This lets you continue with your own combo, or take time to create various mixups. Usually, this is not worth it compared to the full animation, but it can be used if you would otherwise not get a full combo at all.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Butterfly Effect: Ame-no-Uzume</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
* High horizontal range and damage, combos off any poke<br />
* Crosses up on animation<br />
<br />
Invincible startup, with a far, far longer range than {{clr|3|236236H}}. Activates a cinematic that deals more damage and switches sides if it hits at close range. You can combo off a lot of different pokes or use it in close-to-corner juggles where nothing else would reach.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Narmaya}}<br />
{{GBVSweapons|Size=120|Character=Narmaya}}<br />
<br style="clear:both;"/><br />
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==Navigation==<br />
<center>{{Character Label|GBVS|Narmaya|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
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{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Ferry&diff=447773GBVS/Ferry2024-03-01T14:44:49Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ferry is a zoning character who excels in harassing the opponent in the mid-far range thanks to her long pokes. In addition, she also boasts arguably one of the strongest setplay tools in the game, Geegee, as he can create many ambiguous situations for the opponent to deal with when they’re put on the defensive.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a zoning character who excels in harassing her opponent from afar and pulling them in to start extremely powerful pressure and okizeme.<br />
| pros = <br />
* '''Powerful {{Tt|Okizeme|Attacking an opponent about to wake up, usually with meaty attacks or mixups.}}:''' Ferry's okizeme is amazing thanks to [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]], as he allows her to set-up powerful hit/throw mixups, as well as 50/50s that can loop into itself.<br />
* '''Great Pokes:''' Most of Ferry's normals boasts extremely long range that can convert into knockdown with [[{{PAGENAME}}#Gespenst|Gespenst]] and begin her okizeme.<br />
* '''Invincible Reversal:''' Ferry possesses an invincible reversal in [[{{PAGENAME}}#Beppo, Sic 'Em!|Beppo, Sic 'Em!]], which gives her a leg to stand on when defending against a close range assailant.<br />
* '''Strong Air Mobility:''' [[{{PAGENAME}}#Spectral Dive|Spectral Dive]] can be used to halt Ferry's momentum and [[{{PAGENAME}}#Ghostswing|Ghostswing]] is great for getting around the stage during a match. Both can be used to bait anti-airs, or to get out of disadvantageous situations.<br />
| cons = <br />
* '''Slow Normals:''' All of Ferry's normals are slower than average, making her ability to {{keyword|abare}} somewhat awkward and often relies on her reversal to escape pressure.<br />
* '''Slow Forward movement:''' Ferry's walkback speed is one of the best in the game but both her forward walk and her forward run are among the slowest of all characters.<br />
* '''Low Health:''' Ferry has lower than average health, meaning that she can't afford to make many mistakes.<br />
* '''Awkward {{Tt|Anti-Airs|Anti-air<hr>A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.}}:''' Ferry's {{clr|3|2H}} and {{clr|2|c.M}} only covers very specific angles and {{clr|3|2H}} is air blockable. Her reversal can remedy this but only the {{clr|3|H}} version is air unblockable and it doesn't lead into good reward.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Slower than average jab that is a solid button to mash out of pressure with when the opponent is up close, as well as having some utility when used in stagger pressure up close (i.e {{clr|1|c.L}}>{{clr|1|c.L}}). Without counterhit, this only combos into autocombo making it a much poorer choice to use in pressure compared to {{clr|3|c.H}}. Relatively low recovery lets you use this move on an opponent's knockdown and still recover to block slow reversals such as Charlotta's flashkick, though this requires you to hit the move later in its active frames.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
{{clr|2|c.M}} can serve as situational anti-air for deep jump ins or opponents directly overhead.<br />
* Has a different animation if 22X is active or on the stage.<br />
** Frame data does not change.<br />
** Both moves use Gigi and this move changes as they cannot be in two places at once.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Preferred starter for combos and pressure in most cases. +3 on block, allowing you to do things like {{clr|3|c.H}}>Hinrichten and be able to capitalize on the + frames afterwards.<br />
* {{clr|3|c.H}} > {{clr|3|c.H}} is a 6f frametrap, which frametraps everyone except Ladiva, Belial and Avatar Belial since the first {{clr|3|c.H}} pushes out of {{clr|1|c.L}} proximity range.<br />
* {{clr|3|c.H}} > {{clr|2|c.M}} is a 4f frametrap, but requires dash momentum on block<br />
* Links into {{clr|2|c.M}} on hit<br />
* Links into {{clr|3|c.H}} or {{clr|3|f.H}} on counterhit, as well as every other normal<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Both of these moves are combo filler primarily. They can be used to extend confirms or during block pressure to end your turn safely. Not much else to say about these moves.<br />
}}<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
Solid low commitment poke in the midrange, hits low enough to catch rolls. Your primary button to jail the opponent after the opponent ends their pressure. When used to jail, you want to mix in the threat of {{clr|1|f.L}}>214L vs {{clr|1|f.L}}>nothing to keep them honest.<br />
* At its longer ranges, {{clr|2|623M}} is the only special that will combo. Otherwise, {{clr|1|214L}} and {{clr|3|214H}} combo at closer range.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
This is your main poke at longer distances, and is a staple move of Ferry’s strong keep out game. You’ll want to use this to control the screen horizontally, eventually conditioning the opponent to try to roll or jump over it, both of which can be baited and punished. The whip is NOT disjointed, so the opponent can hit the whip to hurt you, thus exercising restraint with this move is very important.<br />
* Low comittment enough that Ferry can generally recover in time to anti air if it was jumped over.<br />
* This move can be low profiled or rolled, in which case, you can use {{clr|2|2M}} or {{clr|4|2U}} to thwart that.<br />
* Combos into {{clr|3|236H}} on counterhit only at all ranges<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
Similiar to {{clr|2|f.M}} with more range and damage, but slower startup and higher recovery, making it much more committal than {{clr|2|f.M}}. Ferry steps forwards as she uses this move, so it can be useful in keeping up pressure on a retreating foe. If your opponent happens to jump or roll when you press {{clr|3|f.H}} you will be easily punished if they were close enough, making this move undesirable to use in neutral unless your opponent is very far.<br />
* Combos into {{clr|3|236H}} on hit at slightly less than round start range<br />
* Combos into {{clr|3|236H}} on counterhit at all ranges, as well as {{clr|1|236L}} if it can reach<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Main button to mash out of pressure with, thanks to it not having a range limit unlike {{clr|1|c.L}}. It has low range for a 2L though, so it can whiff against decently spaced close normals and specials. The lack of reward on this move without counterhit makes it a rather poor choice to use in pressure, as it doesn't link into {{clr|1|f.L}} without counterhit. Similarly to {{clr|1|c.L}}, this move can recover in time to block slow reversals, but the extra recovery on this move makes that much harder.<br />
* Links into {{clr|1|c.L}} on hit, provided Ferry is still within {{clr|1|c.L}} proximity range<br />
* Links into {{clr|1|f.L}} on counterhit only<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
A very good long range poke which complements {{clr|2|f.M}} well. {{clr|2|2M}} shares the range of {{clr|2|f.M}} and not only does the hitbox hit low enough to beat low profiles and rolls, it also requires the opponent to block low, making it very difficult for them to approach or forcing them to commit to other options such as jumping. Compared to {{clr|2|f.M}}, it is slower but not as slow as {{clr|3|f.H}}, making this still comfortable to use at most ranges. You can also go under projectiles with this, punishing people who try to fireball in the midrange.<br />
* Links into {{clr|3|236H}} on counterhit only at all ranges<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Ferry’s dedicated anti air normal. This move is good for controlling the air space in front of her, but is not reliable when the opponent is directly above your head. In that case, consider another anti air option such as {{clr|3|623H}} or {{clr|2|c.M}}. Due to being air blockable, this becomes a rather poor option against an opponent who is jumping and blocking to approach, in which case {{clr|2|f.M}} and {{clr|3|f.H}} become better far anti air options as they are air unblockable. Great combo filler, especially in juggles and Hinrichten routes.<br />
* Can combo into {{clr|1|236L}} or {{clr|3|236H}} on air hit, depending on height<br />
* Can additionally combo into {{clr|2|236M}} on air counterhit<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Incredible sweep. One of her better pokes, and one of the best sweeps in the game. Grants a hard knockdown on hit. You can use the hard knockdown to go for a superjump safejump with {{clr|3|j.H}} or set up Geegee oki with 22X. Preferred meterless ender when in Hinrichten. This move also is often used as an alternative to {{clr|1|2L}} as the low complement in Ferry's high/low oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Primary use of this move is in Ferry’s mixup game, as rising {{clr|1|j.L}} is instant overhead that can hit the entire cast, even when crouching. To convert off of it, you will need to set it up with Geegee or Vergiften. Alternatively, if you are in Hinrichten, you can convert off of it without the need of a setup, by chaining {{clr|1|j.L}} into {{clr|4|j.4U}}. Without a proper setup or Hinrichten, using {{clr|1|j.L}} as an instant overhead is highly unsafe, even on hit. This move is also useful as an air to air up close.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Horizontal whip attack that is very useful for controlling air space. You can also use it to hit a standing opponent at the tip, just before landing far from them. The whip does have a hurtbox so be careful when throwing it out. Note that this cannot overhead a crouching opponent as it will always whiff against crouchers.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Primary jump in normal. The whip is a part of her hurtbox, making it susceptible to anti airs if your opponent times it properly, however this can be rather difficult due to the very good range it boasts. The threat of this normal also potentially allows you to land without pressing it and punish an anti air attempt.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Ein Ball</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U<br />
|description=<br />
Performs a multi-hit attack that deals a substantial amount of chip damage if blocked close. It also gains a good chunk of meter if all hits are blocked and is only -2 on block.<br />
The majority of hits are point-blank, so you’ll want to dash up to them prior, but it is mostly disjointed so it can serve as a counterpoke. Its multi-hit property makes it extremely effective against armor moves with limited number of hits, such as Vaseraga's empowered tackle, by shredding through the armor and punishing it. The low recovery of this move makes it pretty safe to whiff. Surprisingly, it prorates really well, making it useful in some combos.<br />
}}<br />
<br />
===<big>Spectral Dive</big>===<br />
{{InputBadge|{{clr|4|j.4U}}/{{clr|4|5U}}/{{clr|4|6U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
Dive kick. Performs a midair dive attack. If this move hits close to the opponent's feet, it's possible to be plus. <br />
The angle the move goes in can be altered by inputting {{clr|4|j.4U}} or {{clr|4|j.6U}}, for a total of 3 different angles. {{clr|4|j.5/6U}} have 2 hits which makes them easier to be positioned so that they are plus on block. This move is very good for crushing low buttons such as sweeps. When cornered, you can jump and input {{clr|4|j.6U}} as a way to escape out (however, many characters are fast enough to punish the recovery of this move). In Hinrichten, you can use {{clr|4|j.4U}} to convert off of instant overhead {{clr|1|j.L}}. You can also use {{clr|4|j.4/5/6U}} as a way to set up pressure in general and high/low mix on opponents in Hinrichten.<br />
}}<br />
<br />
===<big>Ghostswing</big>===<br />
{{InputBadge|{{clr|4|j.7U}}/{{clr|4|8U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.8U<br />
|description=<br />
Hooks Ferry's whip to the stage ceiling and swings her forward. Primarily used as a mobility option to get around the stage. You can stop the swing early by inputting an air normal immediately, with the most preferable button being {{clr|1|j.L}} for that purpose. You can also swing backwards by inputting {{clr|4|j.7U}}. You do turn around for air normals after crossing up the opponent with this, unlike a regular jump.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
*Forward throw slams the opponent to the ground, giving a hard knockdown afterwards. Midscreen, you can set up 22X to apply more pressure afterwards. In the corner, only {{clr|3|22H}} will work as the others go off screen.<br />
*Back throw has Beppo slam them to the other side, leaving them very close to Ferry. This is the preferred throw for okizeme afterwards midscreen due to this property, allowing for {{clr|3|22H}} oki.<br />
Both throws can convert into Geegee if it was placed beforehand. If following up either throw into {{clr|3|22H}}, Ferry will be at a frame disadvantage. The threat of {{clr|3|623H}} can help deal with this, but this only converts into Geegee if the opponent is cornered.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
Grabs the opponent and slams them back into the ground. Good air to air option. If Geegee was was set up prior, you can convert off of it afterwards.<br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Probably one of the worse universal overhead attacks in the game, due to it moving Ferry back as opposed to forward, making it hard to utilize in pressure or get much reward out of on counterhit. Luckily, it isn’t that big of a deal, as Ferry has a better overhead mixup anyway. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Gespenst</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Performs a whip attack. It has a slow start-up and even slower recovery, but it has a long reach and clashes with projectiles. If it hits, it can be followed up by Whip It Good or Heel. Any of the whips can be rolled through on reaction, leaving Ferry very vulnerable to a punish due to the high recovery, making this move quite reckless if used excessively and predictably.<br />
----<br />
;L Whip<br />
* Fast startup, but lowest reach. Can be combo'd into from autocombo, but only on crouching opponents.<br />
----<br />
;M Whip<br />
* M version has longer startup but also has more reach than the L version.<br />
----<br />
;H Whip<br />
* H version has the same range as M version but is much faster and plus on block. Can be combo'd from counter hit {{clr|2|2M}}, counter hit {{clr|2|f.M}}, counter hit {{clr|3|f.H<br />
}}, or from autocombo.<br />
}}<br />
===<big>Whip It Good</big>===<br />
{{InputBadge|236X > X}} or {{InputBadge|S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236X > X<br />
|description=<br />
Deals additional damage after connecting Gespenst (automatically triggers with less damage if no other commands are input). If H version of Genspenst was used, Whip It Good will grant a hard knockdown. After M Gespenst, the enemy is popped up high enough for a followup hit, which can lead to a combo in the corner.<br />
}}<br />
<br />
===<big>Heel</big>===<br />
{{InputBadge|236X > 4X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236X > 4X<br />
|description=<br />
Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage, but causes hard knockdown regardless of the version of Gespenst used. This move is a key part of setting up her midscreen oki game, as you can do {{clr|1|22L}} and go for a hit/throw + high/low mixup that can be looped into itself. If you do {{clr|3|22H}}, you can add additional layers to the mixup, such as instant overhead {{clr|1|j.L}}/instant low or layering multiple high/lows if Geegee is held, albeit sacrificing the ability to loop the oki.<br />
<br />
Each whip version has 2 visually distinct ranges which give varying levels of frame advantage or combo potential, a short range and a long range. <br />
----<br />
;L Whip<br />
* Cannot combo after the pull. No difference in frame advantage between short and long range pulls and also the least advantageous of all the whips, but still plus enough to 22X and meaty.<br />
----<br />
;M Whip<br />
* Both short and long range can combo into {{clr|4|2U}} > 22X for very advantageous oki. Short range can additionally combo into {{clr|3|c.H}} for damage.<br />
----<br />
;H Whip<br />
* Long range behaves identically to L whip. Short range can combo into {{clr|1|c.L}} or {{clr|1|2L}}. Slightly more advantageous at short range than L whip if going straight into 22X, which can affect the timing of setups.<br />
----<br />
*Gran wakes up 52 frames after pulling.<br />
*Narmaya wakes up 54 frames after pulling.<br />
*Everyone else wakes up in 51 frames<br />
}}<br />
===<big>Beppo, Sic 'Em!</big>===<br />
{{Micon|11}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Summons Beppo to perform a rising attack. Ferry's main juggle ender and reversal (granted, the H version is the only real one).<br />
----<br />
;L DP<br />
* Strikes near Ferry's head and has very fast startup, making it situationally useful as an anti-air, but it is susceptible to getting punished if the opponent blocks.<br />
----<br />
;M DP<br />
* Summons Beppo a little lower vertically and further ahead compared to the L version.<br />
Covers different air angles as well as utilized as combo filler in grounded confirms. It's much slower and thus bad to use as reaction anti-air unless the opponent is far, but it's surprisingly good as a prediction "poke".<br />
----<br />
;H DP<br />
* Frame 1 invincible. Yep, you read that right.<br />
* Slower than the average reversal.<br />
Unlike the L and M versions, it is also completely air unblockable. Grants hard knockdown. Can be low profiled or rolled through.<br />
}}<br />
<br />
===<big>Trombe</big>===<br />
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
;L Version<br />
* Safe on block.<br />
* Doesn't knock down, causes a flipout instead.<br />
Mainly used to end your block pressure safely, as well as having some utility as a frametrap tool during block pressure. Can also be used as an alternative ender if 623X is not available due to cooldown.<br />
----<br />
;M Version<br />
* Wallbounce on counterhit.<br />
Slower than L version, but does more damage and hits and is safer on block. On counter hit, causes a wall bounce in corner, making it a very useful move to use as a frametrap (such as from {{clr|3|c.H}}).<br />
----<br />
;H Version<br />
* Wallbounces on hit.<br />
Great setplay starter midscreen and combo extender in the corner.<br />
}}<br />
<br />
===<big>Geegee, Get 'Em!</big>===<br />
{{Micon|16}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Projectile that disappears if Ferry blocks or gets hit. Sends Geegee at the foe for a multi-hit attack. The attack can be delayed by holding any button except U or G, including the Skill button. You can switch which button you use to delay Geegee by holding down a different button any time after inputting it. There is also enough of a delay with releasing Geegee that you can quickly let go and press the same button again and continue holding Geegee (e.g. if you were holding Geegee with M and wanted to press {{clr|2|f.M}} and still continue holding Geegee).<br />
<br />
Geegee defines Ferry’s amazing okizeme game, as you can go for many ambiguous mixups such as hit/throw or even a high/low with {{clr|1|c.L}}/{{clr|4|2U}} and rising {{clr|1|j.L}}, and have Geegee help you convert off of it afterwards. Geegee persists after a throw which allows for a combo, but any kind of tech will make it vanish.<br />
<br />
If trying to convert into Geegee from neutral, H versions of special moves will generally be much more consistent at doing so since they grant hard knockdown.<br />
----<br />
;L/M Version<br />
* Jumps out in an arc, hitting the opponent before landing.<br />
* If Geegee collides with an opponent, there is a notable time increase before Geegee can become active as it bounces down to the ground.<br />
Can be useful as an anti air in some cases. In the corner, Geegee can go offscreen when using the L or M version, requiring you to use {{clr|3|22H}} if you're too close.<br />
----<br />
;H Version<br />
* Runs across the ground stopping in front of the foe.<br />
* Notably lacks any sort of hitbox while travelling, which can actually make it worse than L/M version in some specific instances. Instead, Geegee can become much active much quicker assuming the opponent isn't far. <br />
This is usually the version you want to use to set up the high/low mixup with rising {{clr|1|j.L}} and {{clr|2|2L}}/{{clr|4|2U}}. Can occasionally be used at neutral or in long-range pressure to attempt to force an advantageous situation for Ferry.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Vergiften</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Skybound Art that launches a projectile. Releases a powerful orb that slowly bounces across the stage. Has some invincibility, but not frame 1 so it will not function as a reversal.<br />
<br />
You can chase the projectile down to apply pressure and restrict the foe's movement options. But be aware that without some sort of setup or distance it is quite easy to to go under the orb and punish Ferry. Similar to Geegee, opponents can be thrown into this or opened up with high/low mixups to convert into it. Won't dissappear even if you get hit after it has come out.<br />
<br />
Also serves as amazing combo filler when you have the meter to spend. Since the orb is guaranteed to come out after the super flash, it also serves as a very strong reactionary anti-air option. If the opponent ends up air blocking, you can time a {{clr|3|c.H}} to hit them as they descend for an air unblockable.<br />
}}<br />
<br />
===<big>{{IconText|Hinrichten|GBVS_Ferry_Hinrichten_Icon|Right}}</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214214H<br />
|description=<br />
Install super that lasts for 600F (10 seconds).<br />
<br />
When active, allows Ferry to chain her normals into each other in any order, but cannot repeat a normal in the chain and she can only cancel up to 3 times i.e ({{clr|3|5H}} > {{clr|2|5M}} > {{clr|4|2U}}). Each hit of an autocombo contributes to this 3-move limit. Hinrichten allows you to do a multitude of things, such as reverse beat your pokes into {{clr|1|2L}} to cut down their recovery, convert off of rising {{clr|1|j.L}} instant overhead without a setup prior, and combo into {{clr|4|2U}} naturally for a hard knockdown. Has some invincibility, but not frame 1 so it will not function as a reversal.<br />
<br />
While in install, specials will not recharge until install finishes. Recharging specials used before install became active will have their timers paused and will resume recharging once the install is over. <br />
<br />
If this super is cancelled from a normal, pressure can be continued from the normal, with {{clr|3|c.H}} being best for this. If the normal ended up being a hit, a combo can be started. <br />
<br />
There is currently no known difference between the easy input (214S) and technical input ({{clr|3|214214H}})<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Aetheryte Requiescat</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Invincible reversal. Performs a powerful whip attack that deals additional hits upon connecting. This skill's long reach is useful for punishing foes throwing out pokes or projectiles at a distance. You can hitconfirm into this after successfully hitting {{clr|2|f.M}}, {{clr|3|f.H}} or {{clr|2|2M}}, by buffering 236236 and then hitting {{clr|U|U}} when you see the hit. It’s relatively easy so it’s highly recommended to learn it.<br />
<br />
The easy input only affects the distance at which the cinematic occurs and the minimum scaling, and the cinematic does provide extra damage. At certain ranges where 236S+{{clr|U|U}} and {{clr|4|236236U}} both would or wouldn't activate the cinematic, it's unlikely your combo would reach the amount of scaling required to see a damage difference. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Ferry}}<br />
{{GBVSweapons|Size=120|Character=Ferry}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Ferry|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Gran&diff=447772GBVS/Gran2024-03-01T14:44:40Z<p>PrivateTarkus: </p>
<hr />
<div>==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|shoto|2=Short for "shotokan"{{Hrule}}A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move.}} character. Gran has a solid arsenal of moves which are fundamental to the fighting game genre. His reliable {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well and get rewarding punishes.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a well-rounded character with many solid tools.<br />
| pros = <br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''Fast Buttons:''' Gran has the longest reaching 7f punish in the game, {{MMC|input=f.M|label={{clr|M|f.M}}}} being the best 7f button of its class, as well as a 9f {{MMC|input=f.H|label={{clr|H|f.H}}}}.<br />
* '''Pressure:''' His massive {{MMC|input=2L|label={{clr|L|2L}}}}, plus on block {{MMC|input=2M|label={{clr|M|2M}}}}, and {{MMC|input=236H|label=H Reginleiv}} ensure that Gran can keep his turn and continue strike/throw pressure.<br />
* '''Damage:''' High damage off most hits and crushing damage in the corner further accentuates his strengths. Counterhits and anti-airs are especially brutal, typically breaking 5K for one cooldown near the corner.<br />
| cons = <br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''Whiff Punishes:''' Gran's punish damage at the maximum range of his pokes is quite lacking if he doesn't have meter to spare.<br />
* '''Cooldown Cycling:''' Gran does not have reliable ways to cycle his cooldowns during combos without situational starters (antiairs, far wall bounces) often leading to low damage on the second hit.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.L<br />
|description=<br />
Gran's fastest button for pressure, great for frame traps and tick throws. It can link into {{clr|2|c.M}} on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f {{clr|1|c.L}} characters due to attack level. Can link into {{clr|1|c.L}} on crouching hit.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Highest damage button that goes into auto combo, better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, so much so that it can link into either itself or f.H depending on distance, allowing for a high damage combo in the corner. That, combined with being able to combo into any level of 5U to wall bounce in the corner makes this Gran's best punish starter overall.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
Despite being airborne, the second hit can be canceled into grounded attacks on the first few active frames. On clash, Gran can delay his button to get c.XX > {{clr|1|j.L}}, but this is slower than c.XX > c.XXX.<br />
<br />
Because of his speed, the second hit of Gran's autocombo can also be used as a soft reset point. While pausing here isn't safe, you are left close enough to your opponent to go into a low, throw, or overhead mixup if you're willing to take the risk that your opponent is mashing here or buffering DP. You can also use this point in the autocombo to stop and block(to bait a DP) or insert your own DP here to punish mashers. Against stronger or more paitent players, this point can also be used to transition into {{clr|1|2L}} pressure. <br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.L<br />
|description=<br />
A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into {{clr|1|214L}}>{{clr|2|214M}} to round out a punish, but the cancel window is fairly tight.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
His go to poke. Has the farthest reach of his normals and reaches far for its speed. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
Has slightly less range than his {{clr|2|f.M}}, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
Good range {{clr|1|2L}} that can link into itself as well as {{clr|1|c.L}} and {{clr|2|c.M}}. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into {{clr|1|214L}}>214M for knockdown<br />
}}<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
Good poke and common combo tool. +1 on block, making it a decent choice to use.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Really strong anti-air with a good hitbox in front and behind Gran, allowing him to beat out opponents jumping behind him. On CH, whiff {{clr|1|214L}}>{{clr|3|2H}}>{{clr|2|214M}} is a good damage combo with great corner carry, but when they're closer to the ground/to you you'll need to go for an alternate route.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
Gran's sweep. 2nd farthest normal poke. It low profiles normal projectiles. Sets up for a safejump on its own and sets up for high damage combos.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal. Has active frames from startup until it hits the ground.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning. It's use as a crossup is mostly outshined by {{clr|4|j.U}}, but it's good to know that it's there.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.U<br />
|description=<br />
Gran's {{clr|4|j.U}} is a ridiculous jump-in and crossup attack. It hits all around him, which makes it by far his best jump in and arguably the best jump-in attack in the game. Use it after safejumps, use it whenever you're in the air. It's just that good. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargable slash attack. Can be charged up to four levels and gains invulnerability at level four. Each level will also increase in damage and range.<br />
<br />
Charge can be cancelled with L/M/H/G. Level is stored and resumes charging from the same level when using {{clr|4|5U}} again. Gran will auto cancel charge after Level 4, and once he's at Level 4, he can still delay the attack by holding {{clr|4|5U}} or cancel it like normal.<br />
<br />
On normal hit at Level 2 it will cause a wallbounce in the corner allowing for combo extensions. On counter hit all versions will wallbounce on hit in the corner.<br />
<br />
The knockback at Level 4 can wallbounce midscreen <br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
Can be used in some corner combos if an opponent is high enough after {{clr|3|2H}}. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, but untech time is long enough so you can run in for a meaty or jump in. Great for driving your opponent towards the corner.<br />
<br />
Back throw switches sides. Useful if you want to stick close to your opponent after as you will recover closer up than if you were to forward throw.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|2M}}, throw is a particularly strong mix-up option for Gran as it offers many tick throw opportunities. Gran's ability to convert the opponent's whiffed throw techs into enormous damage also serves to make his throw mix up game all the more scary.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Gran gets really good reward off of CH Overhead in the corner due to his explosive corner damage, enough to end the round from half health with all specials and super. As of 2.0 Patch Gran can get a stronger Midscreen combo thanks to the changes to H Reginleiv, allowing for follow-ups and better damage. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;L Fireball<br />
* Standard fireball. <br />
Travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;M Fireball<br />
* Gran slashes upward before shooting out a projectile. <br />
* First slash cancels out projectiles. <br />
Useful to turn projectile wars more in your favor as you can cancel out incoming projectiles with the upward slash before throwing out a projectile of your own. Also is helpful in throwing off your opponent's timing when trying to dodge {{clr|1|236L}}. Serves as a better blockstring ender than {{clr|1|236L}}, and as of the 2.0 Patch there's no Gap in-between the two hits.<br />
----<br />
;H Fireball<br />
* 3-hit fireball.<br />
* Hard knockdown on airhit.<br />
A grown man 3-hit fireball. As of the 2.0 Patch H Reginleiv does NOT knockdown, but instead leaves them standing. Depending on distance and the state of the opponent, it allows for combos afterwards. At least +7 on hit, allowing for follow-ups even midscreen provided that the opponent is close enough to be hit. Primarily a combo and pressure tool, as it has lost a lot of its neutral prowess due to the nerf. Worth throwing out when applying pressure in the corner, however. H Reginleiv can also frame trap from cXX, albeit in a rather tight window.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Invincible rising uppercut. Useful both as a damaging combo ender and a tool to escape pressure, at the risk of being highly punishable on block or whiff. <br />
----<br />
;L DP<br />
* Invincible reversal.<br />
Air unblockable during the early active frames. Technically the least unsafe on block and can be difficult to punish at far ranges due to the pushback and shorter recovery than the other versions, but don't count on it.<br />
----<br />
;M DP<br />
* Also an invincible reversal.<br />
Standard non-H combo ender for damage. Also air unblockable during the early active frames.<br />
----<br />
;H DP<br />
* Oops, all reversals.<br />
Double the uppercuts. Hard knockdown. There is a small gap in-between the two strikes where daring players can attempt a counter hit punish. The entire first strike is air unblockable, however invincibility wears off before the second strike. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214L > 214M,214M,214H<br />
|versioned=input<br />
|description=<br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;L Version<br />
* Has a follow-up version of {{clr|2|214M}} that knocks down.<br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block. On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
----<br />
;M Version<br />
* Does not knock down on grounded hit.<br />
Gran dashes forward with his foot out. Covers a lot of horizontal space in front of him. Minus on hit, so you'll lose your turn should you end grounded combos with this. On block safety ranges depending on the range used. At point blank, Gran is punishable. However at farther lengths it can be spaced out to be safe and at most be slightly plus on block. On Counter Hit causes extended hitstun for a follow-up combo, but doesn't allow for a combo at point blank. Doesn't reliably combo from far pokes without a counter hit. <br />
----<br />
;H Version<br />
* Wallbounces in the corner.<br />
* Gran's primary juggle starter.<br />
Similar to {{clr|2|214M}}, but Gran dashes forward faster. Cannot be canceled into from {{clr|1|214L}}. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. Exercise caution as depending on the opponent's height when used, it can cause them to fall behind Gran after the wall bounce, possibly causing a side switch with yourself in the corner. As of 2.80 the side switch is less likely to occur, meaning you can most likely keep both corner and damage after certain combos, like counter hit anti-air confirms.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Arts==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
Metered advancing invulnerable move.<br />
Deals big damage but has a short reach. Try using it when you're close to your opponent as damage dropoff is drastic without the cinematic hit from point blank distance. Don't bother trying to bulldoze through projectiles with this super either as the invul frames run out before then.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U<br />
|description=<br />
Gran charges and throws out an invulnerable projectile move. It can travel across the screen, however if used at point blank it will be followed by a massive blast by the summoned Proto Bahamut. Deals a lot of chip damage on block which can setup for a chip kill afterwards. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Gran}}<br />
{{GBVSweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVS|Gran|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkushttps://www.dustloop.com/wiki/index.php?title=GBVS/Lancelot&diff=447771GBVS/Lancelot2024-03-01T14:44:31Z<p>PrivateTarkus: </p>
<hr />
<div>{{MFlag|update}}<br />
==Overview==<br />
{{GBVS/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Lancelot is a rushdown character who pressures the opponent with {{Tt|rekkas|A series of special attacks that are only available after the first one is performed.}} of variable timing and a very advantageous projectile. In conjunction with his teleports, command dash, and unique walljump, Lancelot has the tools he needs to get into and stay in a range where he can continuously mix up the opponent.<br />
}}<br />
{{GBVS/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a tricky character whose speed and various mixup tools can overwhelm opponents at close range.<br />
| pros = <br />
* '''Good Mobility:''' Between his [[#Turbulenz|Turbulenz]] teleports, [[#Wirbelwind|Wirbelwind]] command dashes, and his [[#Delta Leap|Delta Leap]] walljumps, Lancelot's mobility is near unparalleled.<br />
* '''Versatile Sweep:''' [[#2U|2U]] is a great forward-moving attack that can low profile under various normals and projectiles for an easy punish. It also gives hard knockdown on hit, and can even be made safe on block if spaced properly.<br />
* '''Strong Okizeme:''' [[#Wogenstrom|Wogenstrom]] is a projectile that is very plus on block, enabling a variety of pressure and mixups when used as a meaty after a knockdown.<br />
* '''Strong Pressure:''' The [[#Southern Cross|Southern Cross]] series and their followups move Lancelot forward, can be delayed to create frame traps, and can even be spaced to be even or plus on block. Using them in conjunction with [[#Turbulenz|Turbulenz]] allows Lancelot to repeatedly reset pressure or land throws once the opponent has been conditioned to block.<br />
| cons = <br />
* '''Short Range:''' Lancelot can struggle in neutral against characters who have longer normals and faster projectiles.<br />
* '''Low Damage:''' Having low average combo damage and lower than average Skybound Art damage forces Lancelot to be on the offensive as much as possible, as he is unlikely to close out rounds off regular conversions unless he scores a big anti-air {{clr|3|2H}} or [[#Turbulenz|Turbulenz]] counterhit.<br />
* '''Nontraditional Meterless Reversal:''' [[#Turbulenz|H Turbulenz]] is not a {{keyword|DP}}-style reversal that attacks while rising, which limits anti-air options and makes escaping pressure more risky.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=5L<br />
|description=<br />
* Can transition into auto combo on contact at any range.<br />
<br />
Lancelot's {{clr|1|5L}} does not change based on proximity. However, having no far variation means it will have very poor range in any situation.<br />
As his fastest grounded normal and +2 on block, it's used for a variety of things including starting close-range pressure, mashing through pressure gaps on defense, tick throws, and as a reversal-safe meaty after a knockdown. <br />
<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.M<br />
|description=<br />
* Combos into {{clr|1|5L}} on crouching.<br />
* Combos into {{clr|3|c.H}} on counterhit.<br />
<br />
This is your go-to move in pressure alongside {{clr|1|2L}} and {{clr|1|5L}}. Your main pressure string out of this normal is '''{{clr|2|c.M}} > {{clr|1|5L}} > {{clr|2|f.M}}''', which leaves you at the perfect distance for {{clr|1|214L}} to be plus on block afterwards. Point blank, {{clr|1|2L}} > {{clr|2|c.M}} is both a frametrap and a confirm. It can sometimes be used as a last-minute anti-air, but it's far worse than {{clr|3|2H}} in terms of hurtboxes.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.H<br />
|description=<br />
Two-hit attack, primarily used for punishing or combos. Being two hits gives you a lot of time to confirm stuff from it. The downside of it being two hits is that if the first hit is a counterhit, the property is not carried over to the second. As an example, '''CH {{clr|3|c.H}}(1) > {{clr|3|236H}}''' combos but '''CH {{clr|3|c.H}}(2) > {{clr|3|236H}}''' does not.<br />
}}<br />
<br />
===<big>Auto Combo</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=c.XX,c.XXX<br />
|versioned=input<br />
|description=<br />
* 2nd hit does not combo into {{clr|2|214M}}, however the third can.<br />
* 3rd hit does not reliably work in juggle combos outside the corner due to how it launches the opponent and its small hitbox.<br />
* 5XXX > {{clr|2|214M}} can frametrap opponents, but is vulnerable to reversals.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.M<br />
|description=<br />
Not a lot of range and will easily get outpoked by other characters' {{clr|2|f.M}}, but the recovery isn't too bad and doesn't extend Lancelot's hurtbox that much. Primarily used in conjunction with {{clr|1|214L}} to pressure from midrange. If spaced at max range, cancelling into {{clr|1|214L}} leaves Lancelot plus afterwards.<br />
}}<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=f.H<br />
|description=<br />
Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into {{clr|1|66L}} at almost any range, making it a decent buffer when you're trying to stuff someone's poke. Alternatively, you can cancel into {{clr|2|214M}} which combos on counterhit and can be 0 on block if it's spaced far enough.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2L<br />
|description=<br />
* Can cancel into itself and {{clr|1|5L}} once per string<br />
* Links into itself, {{clr|1|5L}}, {{clr|2|2M}}, and {{clr|2|c.M}} on standing hit, {{clr|2|f.M}} and {{clr|3|c.H}} on crouching or counter hit, and {{clr|4|2U}} on counter hit only.<br />
<br />
Lancelot's fastest low. Like most {{clr|1|2Ls}}, plus on block and extremely important for pressure and mixup. It's always useful as a way to catch people trying to Cross-Over out of your pressure. {{clr|1|2L}} can actually be used 3 times in a blockstring if you're close, but doing so leaves you out of range of {{clr|2|2M}} and sometimes out of {{clr|2|f.M}} range as well.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2M<br />
|description=<br />
Lancelot slashes low but don't be fooled, it's a mid. {{clr|2|2M}} functions as a proximity-independent counterpart to other characters' {{clr|1|f.Ls}}, as Lancelot does not have the latter. It has shorter range than {{clr|2|f.M}}, but has faster startup and better frame advantage while also catching Cross-Overs. It links from {{clr|1|5L}} and {{clr|1|2L}}, allowing for combos like '''{{clr|1|5L}}/{{clr|1|2L}} > {{clr|1|5L}}/{{clr|1|2L}} > {{clr|2|2M}} > {{clr|1|214L}}'''. The startup is quick enough to punish moves like Djeeta's {{clr|1|{{MMC|chara=Djeeta|input=214L}}}} and Gran's {{clr|1|{{MMC|chara=Gran|input=214L}}}} on block, and can even hit Charlotta on her way down after blocking her {{clr|3|{{MMC|chara=Charlotta|input=[2]8H|label=H DP}}}}, allowing a decent punish combo.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2H<br />
|description=<br />
Lancelot's designated anti-air attack. It's pretty fast, and has a good hitbox that beats cross-ups easily. Very important move. If it hits anti-air, you'll want to cancel into {{clr|1|214L}}. On counterhit and a whiffed {{clr|1|214L}}, you can confirm a {{clr|2|c.M}}/{{clr|3|c.H}} and get a very high damage combo, and on non-counterhit you can confirm into {{clr|1|214L~4L}} for a little more damage and a knockdown.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=2U<br />
|description=<br />
The Vega slide. Really really good move, hard knockdown sliding low that's safe at far spacing and very unsafe otherwise. Low profiles really well too, going under both projectiles like Gran's Reginleiv and some far-reaching pokes like Katalina's {{clr|2|f.M}}. Gives you a safe jump on hit, but the safe jump is spacing dependent.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.L<br />
|description=<br />
Pretty standard air light. Good horizontal hitbox, not so good vertical. Probably Lancelot's best air-to-air button as his other air normals are better at hitting grounded opponents. If it counterhits in the air you often have time to land and combo from it.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.M<br />
|description=<br />
Lancelot slashes beneath him. Contrasting {{clr|1|j.L}}, this attack has shorter horizontal range in exchange for being his only air normal that can be used to cross-up the opponent. It's primarily used in safe jumps after a 22X/5~2/{{clr|4|8U}} cross-up teleport or low walljump, and loses in the air against other aerial attacks.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.H<br />
|description=<br />
A 2-hit falling overhead. This move is really good. Varying your timing makes the opponent guess if both strikes will hit overhead or if you'll land after one overhead and do a low {{clr|1|2L}}. On hit, combos into {{clr|1|2L}} even if only one hit lands. The hitbox is poor directly beneath Lancelot so if he's even a pixel distance to cross up someone it will whiff.<br />
<br />
The good horizontal hitbox also makes this move decent at stuffing people air-to-air, but it's slower than {{clr|1|j.L}} and because it's two hits you won't get a combo if you counter them.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Actions==<br />
===<big>Delta Leap</big>===<br />
{{InputBadge|9}} or {{InputBadge|6 while midair and touching the wall}}<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Lancelot_DeltaLeap.png|I'm really not Vega, I swear!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
Lancelot's unique walldive. Can only be done from the actual stage walls, not the edges of midscreen. 9 will have him jump away from the wall in an upwards arc and 6 will have him dive diagonally towards the ground without any arc. You can act immediately out of this, which includes all air normals and even {{clr|4|j.U}}, making this both a mixup and an escape tool.<br />
</div><br />
</div><br />
<br />
===<big>Wirbelwind</big>===<br />
{{InputBadge|{{clr|4|5U}}}} or {{InputBadge|{{clr|4|j.U}}}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=5U,j.U,5U > 5U,5U > 6U,5U > 4U,5U > 2U<br />
|versioned=input<br />
|description=<br />
Performs a dashing maneuver that can be canceled on the ground into various followups. The dash covers a pretty good distance but has a lot of recovery, even when you quick stop.<br />
----<br />
;Air Version<br />
Fastfalls diagonally towards the ground. Lancelot cannot act until he reaches the ground and also has some landing recovery. A versatile movement tool with many applications that increase after a hard knockdown or when {{clr|3|236H}} is forcing the opponent to block, including baiting anti-airs and reversals. Altering the fastfall timing during a jump makes which side he lands on extremely ambiguous.<br />
----<br />
;Quick Stop<br />
Used to bait whiffs in neutral when well-spaced, but the recovery can prevent you from getting a proper punish. Also used in some anti-air combo routes. <br />
----<br />
;Cross Over<br />
Can cross through opponents, but its recovery and the presence of the Guard button doesn't make it a strong mixup just by itself.<br />
----<br />
;Feint<br />
Also used to bait moves in neutral, with less risk than quick stop. Using this to bait forward-moving reversals can reward you with a huge punish.<br />
----<br />
;Jump<br />
Same as the teleport from {{clr|1|22L}}/M. Used in safe jumps after forward throw or {{clr|3|66H}} knockdown. The diagonal angle makes it possible to force many wakeup DPs to whiff after a midscreen knockdown, at the risk of losing to regular anti-airs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=LU<br />
|description=<br />
* '''Forward Throw:'''<br />
** Advantage on hit: +34<br />
Lancelot's forward throw leaves him point blank and at enough advantage to set up a 236X for pressure afterwards. Any DP will punish 236L, but 236H is safe against reversals with startups longer than 9f. The hard knockdown allows for all shades of setups, not just limited to 236X, but that's by far the easiest.<br />
<br><br><br />
* '''Back Throw:''' <br />
** Advantage on hit:<br />
Lancelot's back throw sends the opponent half screen, which is too far for 236X to work as a meaty.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=j.LU<br />
|description=<br />
* Sets up a hard knockdown not too far in front of Lancelot.<br />
Lancelot's airthrow is similar to his forward throw in that you get a 236X setup for continued pressure.<br />
<br><br><br />
If your reactions are on point, you can catch people jumping out of your rekka pressure with this. Just be warned you cannot do anything else until you land if it whiffs, so if you mess up your read you're going to get punished. <br />
}}<br />
<br />
===<big>Overhead Attack</big>===<br />
{{GBVS Move Card|game=GBVS<br />
|input=MH<br />
|description=<br />
* Airborne on frame 4, making it a good anti-throw option.<br />
* Low crush on frame 9, tied with Gran for the fastest.<br />
The can opener. Because Lancelot's Universal Overhead has 6 active frames, the right meaty setup will allow for a combo without a counterhit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Wogenstrom</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Fires a projectile that travels across the stage. Very advantageous on contact and very important for his okizeme game. This skill has slow startup but fast recovery, so Lancelot can move and go on the offensive while the projectile is still onscreen. Keep in mind that in a neutral fireball fight you're likely to get hit out of the startup. Comboing into this from '''CH {{clr|3|c.H(1)}}''' is possible and adds a good chunk of damage if you use '''{{clr|3|236H}}''' as it has enough hitstun for you to jump and land a '''{{clr|3|j.H}}'''.<br />
----<br />
;L Fireball<br />
* Faster startup but also fast travel time. <br />
* Travels fullscreen.<br />
----<br />
;M Fireball<br />
* Slower startup but also much slower travel time.<br />
* Travels fullscreen.<br />
Very good to cover your approach because of how slow it travels.<br />
----<br />
;H Fireball<br />
* Hits 3 times.<br />
* Only travels 3/4 of the screen.<br />
* Hard knockdown on air hit.<br />
Hits 3 times on both hit and block, making easy to confirm on hit and incredibly plus on block. If the opponent is caught blocking the projectile in the air, they can be hit with any other grounded move since mids are air-unblockable.<br />
}}<br />
<br />
===<big>Blade Impulse</big>===<br />
{{Micon|6}} {{InputBadge|66X}} or {{InputBadge|6S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=66L,66M,66H<br />
|versioned=input<br />
|description=<br />
A sliding lunge attack. Depending on distance you're very likely to cross through the opponent on both hit and block. If spaced correctly every version can be safe on block.<br />
----<br />
;L Stab<br />
* Travels about half screen. <br />
When used as a combo ender midscreen, it not only switches sides but the opponent recovers point blank so further pressure can be applied. Also used in high damage anti-air combos as it can be linked off of if it hits high enough.<br />
----<br />
;M Stab<br />
* Travels about 3/4ths screen. <br />
Safe on block from most ranges and plus at the tip like {{clr|3|66H}}, albeit with much slower startup. Can be used to close the distance in neutral, as an anti-air/reversal punish combo tool, and as a niche meaty on far hard knockdowns or throws in the corner. If it counterhits at tip range, you can link into {{clr|1|5L}} for a brief combo extension off the mini-launch.<br />
----<br />
;H Stab<br />
* Travels the same distance as {{clr|2|66M}}. <br />
Launches the opponent straight up on hit, allowing further combos on both far-spaced hits and in the corner where you remain close enough to link into {{clr|3|c.H}} afterwards. Midscreen, it gives a hard knockdown and usually gives {{clr|3|236H}} oki or {{clr|4|5U~8U}} safe jump setups afterwards. If it hits at the very tip of its range, it leaves you plus on block as opposed to just safe.<br />
}}<br />
<br />
===<big>Southern Cross</big>===<br />
{{Micon|9}} {{InputBadge|{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}}} or {{InputBadge|4S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=214L,214M,214H,214X > 4X,214H > 4H,214X > 4X Ender<br />
|versioned=input<br />
|description=<br />
* Technical inputs only require 214X for the first attack, while 4X is used for the follow-ups.<br />
<br />
Multi-part advancing slash attacks, colloquially known as "{{keyword|rekka}}s". <br />
<br />
The initial attack and first follow-ups are safe on block, allowing Lancelot to reset his pressure after conditioning the opponent with the frametrap properties of delayed follow-ups. Additionally, the initial attacks themselves can be spaced to be even or plus on block the further out they make contact. If they hit at the absolute max range, both {{clr|L|214L}} and {{clr|M|214M}} can be +1 on block.<br />
<br />
The ender attacks are very unsafe on block but have a small gap from the previous parts, which makes them a last-chance frametrap to catch opponents attempting to take their turn back by mashing after blocking the minus-but-safe follow-ups. <br />
----<br />
;{{clr|L|214L}}<br />
* Can hit up to 3 times. <br />
* {{clr|L|214L}} links into {{MMC|input=5L|label={{clr|L|5L}}}} on standing counterhit and {{MMC|input=c.M|label={{clr|M|c.M}}}} on crouching counterhit<br />
* {{clr|L|214L~4L}} links into {{clr|M|c.M}} on crouching counterhit only<br />
<br />
Staple follow-up after hitting with farther-ranged normals such as {{MMC|input=f.M|label={{clr|M|f.M}}}}, {{MMC|input=2M|label={{clr|M|2M}}}}, and {{MMC|input=f.H|label={{clr|3|f.H}}}}. Using a sequence like {{ComboText|{{clr|M|c.M}}, {{clr|L|5L}}, {{clr|M|f.M}} > {{clr|L|214L}}}} to condition an opponent to block can open them up for further pressure, or a throw. Keep in mind that strings like {{ComboText|{{clr|L|2L}}, {{clr|L|5L}}, {{clr|M|f.M}} > {{clr|L|214L}}}} actually leave Lancelot slightly negative, and while {{ComboText|{{clr|M|c.M}}, {{clr|M|c.M}}, {{clr|M|f.M}} > {{clr|L|214L}}}} can still set up plus-on-block {{clr|L|214L}} it leaves massive gaps in his pressure.<br />
<br />
{{clr|L|214L}} being +1 on hit allows Lancelot to attempt a [[GBVS/Attack_Attributes#Crush|crush]] reset with {{clr|M|c.M}} against opponents pressing {{clr|L|5L}}. Against characters whose fastest normal is 6 frames, {{MMC|input=c.H|label={{clr|H|c.H}}}} can be used instead.<br />
<br />
----<br />
;{{clr|M|214M}}<br />
* Can hit up to 3 times. <br />
* Both {{clr|M|214M}} and {{clr|M|214M~4M}} link into {{clr|L|5L}} on crouching counterhit only<br />
<br />
Slower startup and farther travel distance than {{clr|L|214L}}. Staple combo ender after hitting {{clr|3|c.H}} or {{MMC|input=c.XXX|label=auto combo}} at midscreen for damage and corner carry. The increased startup makes it a frame trap out of auto combo and most normals, but this gap is vulnerable to reversals. Since {{clr|M|214M}} travels farther than {{clr|L|214L}}, successfully getting an opponent to block it when pushed out of {{clr|L|214L}} range maintains Lancelot's frame advantage.<br />
----<br />
;{{clr|H|214H}}<br />
* Can hit up to 5 times. <br />
<br />
Because 214X is a critical part of Lancelot's pressure and combos, putting the special on cooldown this way should be used sparingly but still results in a hard knockdown and a safe jump anywhere on screen. Delaying the follow-ups can be used to secure rounds against very low health opponents via chip damage, but this results in gaps that are vulnerable to reversals.<br />
<br />
}}<br />
<br />
===<big>Turbulenz</big>===<br />
{{Micon|14}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=22L,22M,22H,22[L],22[M],22[H]<br />
|versioned=input<br />
|description=<br />
Lancelot teleports into the air. The horizontal distance depends on the button strength used. All versions can be held which will make Lancelot followup with a overhead plunging attack which is invincible on the way down, but extremely unsafe on block. On counter hit the opponent will bounce, allowing a high damage combo afterwards. Airborne on frame 4.<br />
----<br />
;L Teleport<br />
* Teleports about the distance of Lancelot's backdash. <br />
* Unlikely to cross-up unless performed point-blank.<br />
----<br />
;M Teleport<br />
* Teleports about the distance of two of Lancelot's backdashes. <br />
* More likely to crossup due to the distance it travels. <br />
----<br />
;H Teleport<br />
* Teleports farther than L/M version, but does not cross up.<br />
H teleport is the only invulnerable reversal Lancelot has other than his Skybound Arts, but it's often very risky to go for the full plunge because of the very slow startup. You can get by with just doing the teleport portion and either do a falling attack or fastfall to the ground with {{clr|4|j.U}}, but either way leaves you vulnerable to anti-airs, including air throw.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Weiss Flugel</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236H<br />
|description=<br />
* Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play<br />
<br />
Lancelot dashes forward with a slash and unleashes a flurry of slashes when he hits. Invincible startup and can travel about half screen if the opponent is far enough, but stops at the opponent's location regardless so it's very punishable on block or whiff. Using the {{clr|3|236236H}} technical input leaves Lancelot closer to the opponent afterwards, allowing for stronger okizeme.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Schöner Winterhügel</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U (Air OK)}}<br />
{{GBVS Move Card|game=GBVS<br />
|input=236236U,j.236236U<br />
|versioned=input<br />
|description=<br />
A powerful diving attack with invincible startup.<br />
----<br />
Ground version automatically locks onto the opponent's position with no additional input, but can be manually angled by holding {{clr|1|L}} (sharp angle, short range), {{clr|2|M}} (shallow angle, far range), or {{clr|3|H}} (shallow angle, full screen range) during startup.<br />
* Lancelot is only invincible during the startup when he jumps up to the wall so on the way down he can run into DPs, armored moves, and projectiles, making this a situationally worse reversal compared to {{clr|3|236236H}}. <br />
* There is a blind spot where the move can whiff when Lancelot is cornered, but intentionally whiffing {{clr|4|236236U}}~[{{clr|3|H}}] can be a risky way to escape the corner. <br />
* Because of the time it takes for Lancelot to travel to the wall and back to the opponent, the opponent may tech out before it hits in some midscreen juggle combo situations when Lancelot's back is too far away from the wall. In this case, either use {{clr|3|236236H}} or save your meter.<br />
----<br />
Air version dives from Lancelot's current position at a sharp angle, similar to a grounded {{clr|4|236236U}}~[{{clr|1|L}}]. Does not track and cannot be manually aimed like the ground version. <br />
* Can be used as a hard callout to crush anti-air attempts, but is even more unsafe than the ground version. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSColors|Size=120|Character=Lancelot}}<br />
{{GBVSweapons|Size=120|Character=Lancelot}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVS|Lancelot|size=58px}}</center><br />
{{GBVS/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVS/Navigation}}<br />
[[category:GBVS Characters]]</div>PrivateTarkus