GBVS/Lancelot

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< GBVS
Revision as of 23:02, 19 January 2020 by Frost Monarch (talk | contribs)
GBVS Lancelot Nameplate.png
GBVS Lancelot Portrait.png
Health
Prejump
Backdash


Overview

Lancelot is a ??? character who...

Lore:A dual-wielding master swordsman who serves as the captain of the Order of White Dragons of Feendrache Kingdom.

If danger would rear its ugly head in the kingdom he so loves, he would risk both life and limb to see it defeated. Despite this, he can never seem to keep his room clean.

He rushes across the battlefield at blinding speed, a flurry of shining, crystalline slashes. Those who set eyes on this fighting style immediately recognize why he was made captain of his order.

 Lancelot  Lancelot is a mixup heavy character who relies on his speed and various mixup tools to overwhelm the opponent

Pros
Cons
  • Between his Teleports, Unique Action and their followups, and his general movement speed; Lancelot's mobility is near unparalleled
  • 2U is a great sliding attack that can low profile projectiles for an easy punish, gives hard knockdown on hit, and can even be made safe on block if spaced properly
  • "H" Wogenstrom is a multi-hitting, reversal safe oki tool that allows Lancelot to setup high/lows, which he can combo off of into another knockdown
  • "H" Blade Impulse allows Lancelot to extend combos both in the corner and midscreen, while using "A" Impulse as a combo ender allows Lancelot to switch sides with the opponent
  • Short ranged normals make it difficult to contest characters who have more dominant normals
  • Does not have a "true" DP, only other reversal requires full meter
  • While he is emphasized as a "mixup" character, a lot of his mixup tools are hindered by the Block button/cross up protection in general


Normal Moves

c.L
c.L
c.L
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.M
c.M
GBVS Lancelot cM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
650 Mid 6 1 14 0 +4 2
GBVS Lancelot cM.png
Dab on the haters
GBVS Lancelot cM Hitbox.png
c.H
c.H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600, 400 Mid 7 3(3)3 18 -2 +2 4
GBVS Lancelot cH1.pngGBVS Lancelot cH2.png
Slice • and dice!
GBVS Lancelot cH Hitbox1.pngGBVS Lancelot cH Hitbox2.pngGBVS Lancelot cH Hitbox3.png
Frames 7~9 • Frame 13 • Frame 14~16
Auto Combo
Auto Combo
GBVS Lancelot cXX.png
GBVS Lancelot cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 2 16 -3 +1 2
GBVS Lancelot cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3
GBVS Lancelot cXXX.png
f.L
f.L
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.M
f.M
GBVS Lancelot fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Mid 7 3 17 -5 -1 2
GBVS Lancelot fM.png
GBVS Lancelot fM Hitbox.png
f.H
f.H
GBVS Lancelot fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 10 3 22 -8 -4 3
GBVS Lancelot fH.png
GBVS Lancelot fH Hitbox.png
2L
2L
GBVS Lancelot 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Low 6 1 8 +2 +6 0
GBVS Lancelot 2L.png
Even knights cut corners sometimes
GBVS Lancelot 2L Hitbox.png


2M
2M
GBVS Lancelot 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500 Mid 6 2 15 -2 +2 2
GBVS Lancelot 2M.png
GBVS Lancelot 2M Hitbox.png
Clash Level 1
2H
2H
GBVS Lancelot 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid 10 5 24 -12 -8 3
GBVS Lancelot 2H.png
Anti-Air with style
GBVS Lancelot 2H Hitbox1.pngGBVS Lancelot 2H Hitbox2.png
Frame 10 • Frame 11~14
2U
2U
GBVS Lancelot 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 8 16 14 -15 HKD 2
GBVS Lancelot 2U.png
I swear I'm not Vega
GBVS Lancelot 2U Hitbox.png
Clash Level 1


j.L
j.L
GBVS Lancelot jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Lancelot jL.png
Just hanging around
GBVS Lancelot jL Hitbox.png
j.M
j.M
GBVS Lancelot jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 7 3 Until L 1
GBVS Lancelot jM.png
GBVS Lancelot jM Hitbox.png
j.H
j.H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400×2 High/Air 10 3(3)6 Until L 1
GBVS Lancelot jH1.pngGBVS Lancelot jH2.png
GBVS Lancelot jH Hitbox1.pngGBVS Lancelot jH Hitbox2.pngGBVS Lancelot jH Hitbox3.pngGBVS Lancelot jH Hitbox4.png
Frame 10 • Frame 11~12 • Frame 16~18 • Frame 19~21


Unique Actions

Delta Leap
Delta Leap
4 while midair and close to wall
Wirbelwind
Wirbelwind
5U or j.U
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Attack


5U
Wirbelwind
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 36
GBVS Lancelot 5U.png
Dash
Cancellable into followups from frame 17~29
Quick Stop
5U


5U > 5U
Quick Stop
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 14
GBVS Lancelot 5U-5U.png
Quick Stop
Cross Over
6U


5U > 6U
Cross Over
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 18
GBVS Lancelot 5U-6U.png
Cross Over
Feint
4U


5U > 4U
Feint
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 16
GBVS Lancelot 5U-4U.png
Feint
Jump
2/8U


5U > 2U
Jump
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 25
GBVS Lancelot 5U-2U.png
Jump

[Maneuver] Performs a dashing maneuver that can be canceled into various skills on the ground. When activated midair, Lancelot dives diagonally toward the ground.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Lancelot Throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD 0, 4
GBVS Lancelot Throw.pngGBVS Lancelot BackThrow.png
GBVS Lancelot Throw Hitbox.png


Air Throw
Air Throw
GBVS Lancelot AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 5 5 Until L+6 0, 4
GBVS Lancelot AirThrow.png
GBVS Lancelot AirThrow Hitbox.png
Overhead Attack
Overhead Attack
GBVS Lancelot OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-31 Throw
9-31 Low
9-30 Airborne
GBVS Lancelot OverheadAttack.png
GBVS Lancelot UOH Hitbox.png


Special Moves

Wogenstrom
Wogenstrom
236X or 5S
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


236L
L Wogenstrom
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 All 33 Until Hit Total 45 +4 +8 2
GBVS Lancelot 236X.png
Go my squire
and hold down the neutral
GBVS Lancelot 236X Hitbox1.pngGBVS Lancelot 236X Hitbox2.png
236L/H: Frame 33~43
236M: Frame 38~48 • Hitbox after first 11 frames
Cooldown: 50-82F (Technical) 140-172F (Easy)
Easy Input Damage: 600
M


236M
M Wogenstrom
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 All 38 Until Hit Total 50 +4 +8 2
GBVS Lancelot 236X.png
Go my squire
and hold down the neutral
GBVS Lancelot 236X Hitbox1.pngGBVS Lancelot 236X Hitbox2.png
236L/H: Frame 33~43
236M: Frame 38~48 • Hitbox after first 11 frames
Cooldown: 55-110F (Technical) 145-200F (Easy)
Easy Input Damage: 600
H


236H
H Wogenstrom
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350×3 All 33 Until Hit Total 41 +44 +48 2
GBVS Lancelot 236X.png
Go my squire
and hold down the neutral
GBVS Lancelot 236X Hitbox1.pngGBVS Lancelot 236X Hitbox2.png
236L/H: Frame 33~43
236M: Frame 38~48 • Hitbox after first 11 frames
Cooldown: 556-575F (Technical) 676-695F (Easy)
Easy Input Damage: 300×3

Fires a projectile that travels slowly across the stage. This skill has a relatively fast recovery, so Lancelot can move and go on the offensive while the projectile is still on-screen.

  • H version eats one projectile
Blade Impulse
Blade Impulse
66X or 6S
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


66L
L Blade Impulse
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid 16 6 18 -9 KD 2
GBVS Lancelot 66X.png
Gorilla Blade
GBVS Lancelot 66X Hitbox.png
M


66M
M Blade Impulse
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 25 9 16 -6 KD 4
GBVS Lancelot 66X.png
Gorilla Blade
GBVS Lancelot 66X Hitbox.png
H


66H
H Blade Impulse
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 20 9 16 -6 HKD 4
GBVS Lancelot 66X.png
Gorilla Blade
GBVS Lancelot 66X Hitbox.png

[Advancing] Performs a sliding attack.

  • M and H version - If blocked at close range, Lancelot will slip past the opponent and land behind them.

This skill is relatively safe when used at a distance and keeping the foe at bay.

Southern Cross
Southern Cross
214X or 4S
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


214L
L Southern Cross
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 14 5 13 -3 +1 2
GBVS Lancelot 214X.png
The pressure is on.
GBVS Lancelot 214X Hitbox.png
214X
Cooldown: 20F (Technical) 200F (Easy)
M


214M
M Southern Cross
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 19 6 13 -4 0 2
GBVS Lancelot 214X.png
The pressure is on.
GBVS Lancelot 214X Hitbox.png
214X
Cooldown: 20F (Technical) 200F (Easy)
H


214H
H Southern Cross
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 11 3 15 -3 +1 2
GBVS Lancelot 214X.png
The pressure is on.
GBVS Lancelot 214X Hitbox.png
214X
Cooldown: 480F (Technical) 600F (Easy)

Performs an advancing slash attack. This skill has a fast recovery and can be followed up with additional attacks, so Lancelot can continue applying pressure to the foe even if it's blocked.

  • L and M version can be activated twice.
  • H version can be done up to 4 times
Turbulenz
Turbulenz
22X or 2S
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


22L
L Turbulenz
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30 7~21 All, 4~30 Airborne
GBVS Lancelot 22X.png
Don't blink or you'll miss it
M


22M
M Turbulenz
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30 7~21 All, 4~30 Airborne
GBVS Lancelot 22X.png
Don't blink or you'll miss it
H


22H
H Turbulenz
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30 1~21 All
GBVS Lancelot 22X.png
Don't blink or you'll miss it

Instantly teleports into the air. 2S is chargeable. When charged, this skill will be followed up with an overhead attack.

  • H version - Invincible during start-up and teleports above a nearby foe's head. Handy in both offensive and defensive situations.

Skybound Art

Weiss Flugel
Weiss Flugel
236236H or 236S
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236H
Weiss Flugel
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 100×12, 1200 Mid 9+4~13 3 28 -12 HKD 4 1~15 All
GBVS Lancelot 236236H Start.pngGBVS Lancelot 236236H Finish.png
"It's time to end this!"White Wings
GBVS Lancelot 236236H Hitbox.png
Minimum damage: 800
Simple input (236S) damage: 3000
Simple input minimum damage: 450

[Invincible / Advancing] Unleashes a flurry of slashes upon successful connecting. This skill can be effective from a distance as it covers a long range.

Super Skybound Art

Schöner Winterhügel
Schöner Winterhügel
236236U or 63214S
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236U
Schöner Winterhügel
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000×2, 2200 Mid 10+6 4~15 25 -8~-9 HKD 4 1~15 All
GBVS Lancelot 236236U Start.pngGBVS Lancelot 236236U Finish 1.pngGBVS Lancelot 236236U Finish 2.png
"The ice will be your grave!"Beautiful Winter Hill
GBVS Lancelot 236236U Hitbox.png
All versions share a hitbox
Minimum damage: 1260
Simple input (236S+U) damage: 4000
Simple input minimum damage: 800


[Invincible / Advancing] Performs a powerful diving attack. This skill automatically locks onto the foe's position when activated from the ground, but can be adjusted by holding either L, M or H during start-up.

Navigation

To edit frame data, edit values in GBVS/Lancelot/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.