GBVS/Lancelot

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Overview

Overview
Lancelot is a rushdown character who pressures the opponent with rekkasA 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.
GBVS Lancelot Nameplate.png
GBVS Lancelot Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
High Recovery (30f)
Unique Movement Options
Delta Leap
Wirbelwind
Turbulenz

 Lancelot is a tricky character whose speed and various mixup tools can overwhelm opponents at close range.

Pros
Cons
  • Good Mobility: Between his Turbulenz teleports, Wirbelwind command dashes, and his Delta Leap walljumps, Lancelot's mobility is near unparalleled.
  • Versatile Sweep: 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.
  • Strong Okizeme: 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.
  • Strong Pressure: The 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 allows Lancelot to repeatedly reset pressure or land throws once the opponent has been conditioned to block.
  • Short Range: Lancelot can struggle in neutral against characters who have longer normals and faster projectiles.
  • 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 2H or Turbulenz counterhit.
  • Nontraditional Meterless Reversal: H Turbulenz is not a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.-style reversal that attacks while rising, which limits anti-air options and makes escaping pressure more risky.

Normal Moves

5L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
350 Mid 5 2 7 +2 +6
  • Can transition into auto combo on contact at any range.

Lancelot's 5L does not change based on proximity. However, having no far variation means it will have very poor range in any situation. 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.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
650 Mid 6 1 14 0 +4
  • Combos into 5L on crouching.
  • Combos into c.H on counterhit.

This is your go-to move in pressure alongside 2L and 5L. Your main pressure string out of this normal is c.M > 5L > f.M, which leaves you at the perfect distance for 214L to be plus on block afterwards. Point blank, 2L > 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 2H in terms of hurtboxes.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600, 400 Mid 7 3(3)3 18 -2 +2

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 c.H(1) > 236H combos but CH c.H(2) > 236H does not.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 2 16 -3 +1
c.XXX 350 Mid 12 3 18 -4 0
  • 2nd hit does not combo into 214M, however the third can.
  • 3rd hit does not reliably work in juggle combos outside the corner due to how it launches the opponent and its small hitbox.
  • 5XXX > 214M can frametrap opponents, but is vulnerable to reversals.
Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 Mid 7 3 17 -5 -1

Not a lot of range and will easily get outpoked by other characters' f.M, but the recovery isn't too bad and doesn't extend Lancelot's hurtbox that much. Primarily used in conjunction with 214L to pressure from midrange. If spaced at max range, cancelling into 214L leaves Lancelot plus afterwards.

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
900 Mid 10 3 22 -8 -4

Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into 66L at almost any range, making it a decent buffer when you're trying to stuff someone's poke. Alternatively, you can cancel into 214M which combos on counterhit and can be 0 on block if it's spaced far enough.

Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
350 Low 6 1 8 +2 +6
  • Can cancel into itself and 5L once per string
  • Links into itself, 5L, 2M, and c.M on standing hit, f.M and c.H on crouching or counter hit, and 2U on counter hit only.

Lancelot's fastest low. Like most 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. 2L can actually be used 3 times in a blockstring if you're close, but doing so leaves you out of range of 2M and sometimes out of f.M range as well.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
500 Mid 6 2 15 -2 +2

Lancelot slashes low but don't be fooled, it's a mid. 2M functions as a proximity-independent counterpart to other characters' f.Ls, as Lancelot does not have the latter. It has shorter range than f.M, but has faster startup and better frame advantage while also catching Cross-Overs. It links from 5L and 2L, allowing for combos like 5L/2L > 5L/2L > 2M > 214L. The startup is quick enough to punish moves like Djeeta's 214LGBVS Djeeta 214L.pngGuardMidStartup14Recovery20Advantage-6 and Gran's 214LGBVS Gran 214L.pngGuardMidStartup13Recovery17Advantage-5 on block, and can even hit Charlotta on her way down after blocking her H DPGBVS Charlotta 28X.pngGuardMidStartup11Recovery23Advantage-7~-9, allowing a decent punish combo.

Level Attribute
2
  • Clash Level 1

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 Mid 10 5 24 -12 -8

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 214L. On counterhit and a whiffed 214L, you can confirm a c.M/c.H and get a very high damage combo, and on non-counterhit you can confirm into 214L~4L for a little more damage and a knockdown.

Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 8 16 14 -15 HKD

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 f.M. Gives you a safe jump on hit, but the safe jump is spacing dependent.

Level Attribute
2
  • Clash Level 1

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until L 0

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.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550 High/Air 7 3 Until L

Lancelot slashes beneath him. Contrasting 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/5~2/8U cross-up teleport or low walljump, and loses in the air against other aerial attacks.

Level Attribute
1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400×2 High/Air 10 3(3)6 Until L

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 2L. On hit, combos into 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.

The good horizontal hitbox also makes this move decent at stuffing people air-to-air, but it's slower than j.L and because it's two hits you won't get a combo if you counter them.

Level Attribute
1


Unique Actions

Delta Leap

9 or 6 while midair and touching the wall

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 j.U, making this both a mixup and an escape tool.

Wirbelwind

5U or j.U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U Total 36
5U > 5U Total 14
5U > 6U Total 18
5U > 4U Total 16
5U > 2U Total 25
j.U Until L+7

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.


Air Version

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 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.


Quick Stop

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.


Cross Over

Can cross through opponents, but its recovery and the presence of the Guard button doesn't make it a strong mixup just by itself.


Feint

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.


Jump

Same as the teleport from 22L/M. Used in safe jumps after forward throw or 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.

Version Level Attribute
5U
5U > 5U
5U > 6U
5U > 4U
5U > 2U
j.U

5U:

  • Cancellable into followups from frame 17~29


5U > 5U:
5U > 6U:
5U > 4U:
5U > 2U:
j.U:


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD
  • Forward Throw:
    • Advantage on hit: +34

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.

  • Back Throw:
    • Advantage on hit:

Lancelot's back throw sends the opponent half screen, which is too far for 236X to work as a meaty.

Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until L+6
  • Sets up a hard knockdown not too far in front of Lancelot.

Lancelot's airthrow is similar to his forward throw in that you get a 236X setup for continued pressure.

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.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1 4-31 Throw
9-31 Low
9-30 Airborne
  • Airborne on frame 4, making it a good anti-throw option.
  • Low crush on frame 9, tied with Gran for the fastest.

The can opener. Because Lancelot's Universal Overhead has 6 active frames, the right meaty setup will allow for a combo without a counterhit.

Level Attribute
4


Special Moves

Wogenstrom

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 700 All 33 Until Hit Total 45 +4 +8
236M 700 All 38 Until Hit Total 50 +4 +8
236H 350×3 All 33 Until Hit Total 41 +44 +48

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 c.H(1) is possible and adds a good chunk of damage if you use 236H as it has enough hitstun for you to jump and land a j.H.


L Fireball
  • Faster startup but also fast travel time.
  • Travels fullscreen.

M Fireball
  • Slower startup but also much slower travel time.
  • Travels fullscreen.

Very good to cover your approach because of how slow it travels.


H Fireball
  • Hits 3 times.
  • Only travels 3/4 of the screen.
  • Hard knockdown on air hit.

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.

Version Level Attribute
236L 2
236M 2
236H 2

236L:

  • Cooldown: 50-82F (Technical) 140-172F (Easy)
  • Easy Input Damage: 600


236M:

  • Cooldown: 55-110F (Technical) 145-200F (Easy)
  • Easy Input Damage: 600


236H:

  • Cooldown: 556-575F (Technical) 676-695F (Easy)
  • Easy Input Damage: 300×3

Blade Impulse

GBVS Charge.png 66X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
66L 800 Mid 16 6 18 -9 KD
66M 1000 Mid 25 9 16 -6 KD
66H 1000 Mid 20 9 16 -6 HKD

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.


L Stab
  • Travels about half screen.

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.


M Stab
  • Travels about 3/4ths screen.

Safe on block from most ranges and plus at the tip like 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 5L for a brief combo extension off the mini-launch.


H Stab
  • Travels the same distance as 66M.

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 c.H afterwards. Midscreen, it gives a hard knockdown and usually gives 236H oki or 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.

Version Level Attribute
66L 2
66M 4
66H 4

66L:
66M:
66H:

Southern Cross

GBVS Strike.png 214L/M/H or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 300 Mid 14 5 13 -3 +1
214M 400 Mid 19 6 13 -4 0
214H 300 Mid 11 3 15 -3 +1
214X > 4X 400 (L) / 500 (M) Mid 9 3 16 -4 0
214H > 4H 350 (1st) / 400 (2nd) / 450 (3rd) Mid 7 3 16 -4 0
214X > 4X Ender 500 (L) / 600 (M) / 500 (H) Mid 14 7 24 -16 KD
  • Technical inputs only require 214X for the first attack, while 4X is used for the follow-ups.

Multi-part advancing slash attacks, colloquially known as "rekka A series of special attacks that are only available after the first one is performed.s".

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 214L and 214M can be +1 on block.

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.


214L
  • Can hit up to 3 times.
  • 214L links into 5LGBVS Lancelot 5L.pngGuardMidStartup5Recovery7Advantage+2 on standing counterhit and c.MGBVS Lancelot cM.pngGuardMidStartup6Recovery14Advantage0 on crouching counterhit
  • 214L~4L links into c.M on crouching counterhit only

Staple follow-up after hitting with farther-ranged normals such as f.MGBVS Lancelot fM.pngGuardMidStartup7Recovery17Advantage-5, 2MGBVS Lancelot 2M.pngGuardMidStartup6Recovery15Advantage-2, and f.HGBVS Lancelot fH.pngGuardMidStartup10Recovery22Advantage-8. Using a sequence like c.M, 5L, f.M > 214L to condition an opponent to block can open them up for further pressure, or a throw. Keep in mind that strings like 2L, 5L, f.M > 214L actually leave Lancelot slightly negative, and while c.M, c.M, f.M > 214L can still set up plus-on-block 214L it leaves massive gaps in his pressure.

214L being +1 on hit allows Lancelot to attempt a crush reset with c.M against opponents pressing 5L. Against characters whose fastest normal is 6 frames, c.HGBVS Lancelot cH1.pngGuardMidStartup7Recovery18Advantage-2 can be used instead.


214M
  • Can hit up to 3 times.
  • Both 214M and 214M~4M link into 5L on crouching counterhit only

Slower startup and farther travel distance than 214L. Staple combo ender after hitting c.H or auto comboGBVS Lancelot cXXX.pngGuardMidStartup12Recovery18Advantage-4 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 214M travels farther than 214L, successfully getting an opponent to block it when pushed out of 214L range maintains Lancelot's frame advantage.


214H
  • Can hit up to 5 times.

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.

Version Level Attribute
214L 2
214M 2
214H 2
214X > 4X 2
214H > 4H 2
214X > 4X Ender 2

214L:

  • Cooldown: 20F (Technical) 200F (Easy)


214M:

  • Cooldown: 20F (Technical) 200F (Easy)


214H:

  • Cooldown: 480F (Technical) 600F (Easy)


214X > 4X:
214H > 4H:
214X > 4X Ender:

  • 12f startup when used as 214H~4H~4H~4H~4H

Turbulenz

GBVS Leap.png 22X (Hold OK) or 2S (Hold OK)

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22L Total 30 7~21 All, 4~30 Airborne
22M Total 30 7~21 All, 4~30 Airborne
22H Total 30 1~21 All
22[L] 1000 High/Air 37 8 30 -18 KD 4~23 All
22[M] 1000 High/Air 37 8 30 -17 KD 4~23 All
22[H] 1000 High/Air 37 8 30 -17 HKD 4~23 All

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. It's often very risky to go for the full plunge because of the very slow startup. Doing just the teleport portion allows Lancelot to either do a falling air normal or fastfall to the ground with j.U, but either option leaves him vulnerable to anti-airs, including air throw.

  • Airborne on frame 4.
  • 1X is not a valid input for this move, and will cause Southern Cross to be used instead.

22L
  • Teleports about the distance of Lancelot's backdash.
  • Unlikely to cross-up unless performed point-blank.

22M
  • Teleports about the distance of two of Lancelot's backdashes.
  • More likely to crossup due to the distance it travels.

22H
  • Teleports farther than the other versions, but can not cross up.

H teleport is the only invulnerable reversal Lancelot has other than his Skybound Arts.

Version Level Attribute
22L
22M
22H
22[L] 4
22[M] 4
22[H] 4

22L:
22M:
22H:
22[L]:
22[M]:
22[H]:


Skybound Art

Weiss Flugel

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
500, 100×12, 1200 Mid 9+4~13 3 28 -12 HKD 1~15 All
  • Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play

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 236236H technical input leaves Lancelot closer to the opponent afterwards, allowing for stronger okizeme.

Level Attribute
4
  • Minimum damage: 800
  • Simple input (236S) damage: 3000
  • Simple input minimum damage: 450


Super Skybound Art

Schöner Winterhügel

236236U or 236S+U (Air OK)

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236236U 1000×2, 2200 Mid 10+6 4~15 25 -8~-9 HKD 1~15 All
j.236236U 1000×2, 2200 All 14 Until L+1 34 -16 HKD 1~13 All

A powerful diving attack with invincible startup.


Ground version automatically locks onto the opponent's position with no additional input, but can be manually angled by holding L (sharp angle, short range), M (shallow angle, far range), or H (shallow angle, full screen range) during startup.

  • 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 236236H.
  • There is a blind spot where the move can whiff when Lancelot is cornered, but intentionally whiffing 236236U~[H] can be a risky way to escape the corner.
  • 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 236236H or save your meter.

Air version dives from Lancelot's current position at a sharp angle, similar to a grounded 236236U~[L]. Does not track and cannot be manually aimed like the ground version.

  • Can be used as a hard callout to crush anti-air attempts, but is even more unsafe than the ground version.
Version Level Attribute
236236U 4
j.236236U 4

236236U:

  • Minimum damage: 1260
  • Simple input (236S+U) damage: 4000
  • Simple input minimum damage: 800


j.236236U:

  • Minimum damage: 1260
  • Simple input (236S+U) damage: 4000
  • Simple input minimum damage: 800


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Lancelot Color 01.png
GBVS Lancelot Color 02.png
GBVS Lancelot Color 03.png
GBVS Lancelot Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Lancelot Color 05.png
GBVS Lancelot Color 06.png
GBVS Lancelot Color 07.png
GBVS Lancelot Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Lancelot Color 09.png
GBVS Lancelot Color 10.png
GBVS Lancelot Color 11.png
GBVS Lancelot Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Lancelot Color 13.png
GBVS Lancelot Color 14.png
GBVS Lancelot Color 15.png
GBVS Lancelot Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Lancelot Color 17.png
GBVS Lancelot Color 18.png
GBVS Lancelot Color 19.png
GBVS Lancelot Color EX.png
Weapons
01
02
03
04
GBVS Lancelot Weapon 01.png
GBVS Lancelot Weapon 02.png
GBVS Lancelot Weapon 03.png
GBVS Lancelot Weapon 04.png
05
06
07
08
GBVS Lancelot Weapon 05.png
GBVS Lancelot Weapon 06.png
GBVS Lancelot Weapon 07.png
GBVS Lancelot Weapon 08.png


Navigation

 Lancelot
To edit frame data, edit values in GBVS/Lancelot/Data.


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