https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Zoj&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T10:42:24ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried&diff=428296GBVSR/Siegfried2023-12-15T04:42:17Z<p>Zoj: /* Ultimate Verdrängen */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange. By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ReasonsToPick<br />
|intro= {{Character Label|GBVSR|Siegfried|label=Siegfried}} is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.<br />
|pickMe=<br />
*Effective and consistent gameplay.<br />
*Having an answer to any situation.<br />
*Large and easily confirmable normals.<br />
*High damage output.<br />
|avoidMe=<br />
*Slower than average gameplay.<br />
*Simplistic gameplans.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: {{IconText|GBVSR_ManiganceIcon|[[#Manigance|Manigance]]}}<br />
|content=Manigance is a self-buff that Siegfried can use to spend a small portion of his health to increase his overall damage output for a limited time. The buff can stack up to three times.<br />
<br><br />
One use of {{clr|4|5U}} grants one stack of Manigance. Once this stack reaches the cap of three, each successive use of {{clr|4|5U}} will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of {{clr|4|5U}} are lost.<br />
<br><br />
His [[#Blood of the Dragon|Blood of the Dragon]] Skybound Art also gives him a special variant of this buff that locks the boost at its lowest level in exchange for altered properties of his Skills and {{clr|4|5U}}.<br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Siegfried taps forwards with his hand for a close-range strike. Links into {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A short-range shoulder tackle.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
A short-range downwards sword strike. Causes slowdown on counterhit.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A mid-distance, fast kick. Can link into {{clr|1|623L}}.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
A long-range horizontal sword stab.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
An upwards sword strike. Causes slowdown on counterhit.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
A quick, advancing upwards kick. Able to link into {{clr|1|f.L}} on hit and {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
}}<br />
<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A downwards strike with Siegfried's sword. Lower range than {{clr|3|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
A wide aerial slash similar to {{Character Label|GBVSR|Belial|label=Belial's}} {{MMC|chara=Belial|input=j.H|label={{clr|3|j.H}}}}.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
<tabber><br />
Normal=<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to gain 1 stack of Manigance per use. The hitbox from the move can link into {{clr|1|c.L}} in the corner.<br />
}}<br />
|-|<br />
Blood of the Dragon=<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to slightly restore Siegfried's health. Will no longer alter Manigance stacks, as Manigance during Blood of the Dragon cannot be built beyond the small buff the install provides.<br />
}}<br />
</tabber><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===Raging Strike===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===Raging Chain===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===Brave Counter===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===Nelah Nav===<br />
{{Micon|1|}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L, 236M, 236H<br />
|description=<br />
A slow-moving projectile with high vertical reach.<br />
<br />
----<br />
'''236L'''<br />
<br><br />
A fast, small projectile that reaches full screen. Good for applying preasure full screen or against matchups where Siegfried can't play to his normals.<br />
<br />
----<br />
'''236M'''<br />
<br><br />
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen<br />
with the upside of having multiple hits and having enough recovery to run behind it. Allows for easier control of space with higher commitment.<br />
----<br />
'''236H'''<br />
<br><br />
A combination of both Light and Medium versions. Is decently fasts to come out and has multiple hits but doesn't reach full screen.<br />
}}<br />
<br />
===Messager===<br />
{{Micon|5|}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L, 623M, 623H<br />
|description=<br />
Siegfried's Reversal that additionally acts as a combo ender.<br />
<br />
----<br />
'''623L'''<br />
<br><br />
An upward swipe that has no invuln. Regardless of having none, this is Siegfried's main Abare option due to it being surprisingly fast to the point of mashing out of advantage.<br />
<br />
----<br />
'''623M'''<br />
<br><br />
A double strike that'll leave Siegfried airborne, but has invulnerability on startup.<br />
<br />
----<br />
'''623H'''<br />
<br><br />
Hits 4 times with invulnerability on startup.<br />
}}<br />
<br />
===Verdrängen===<br />
{{Micon|6|}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L, 214M, 214H<br />
|description=<br />
A powerful but slow downwards sword strike. All versions can be charged for extra power.<br />
<br />
----<br />
'''214L'''<br />
<br><br />
Standard combo ender.<br />
<br />
----<br />
'''214M'''<br />
<br><br />
<br />
<br />
----<br />
'''214H'''<br />
<br><br />
The fully-charged version can be combo'd into from counterhit {{clr|3|f.H}}.<br />
}}<br />
<br />
===Orkan===<br />
{{Micon|10|}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|description=<br />
Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to {{Character Label|GBVSR|Percival|label=Percival's}} {{MMC|chara=Percival|input=214H|label=Lord's Strike}}.<br />
<br />
----<br />
'''22L'''<br />
<br><br />
<br />
<br />
----<br />
'''22M'''<br />
<br><br />
<br />
<br />
----<br />
'''22H'''<br />
<br><br />
<br />
}}<br />
<br />
===Héritier===<br />
{{InputBadge|Orkan > {{clr|1|L}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > L<br />
|description=<br />
A upwards slice finisher for Orkan. When performed from {{clr|3|22H}}, allows for a combo in the corner. Is a true blockstring from Orkan, and safe on block.<br />
}}<br />
<br />
===L'Ombre d'Hier===<br />
{{InputBadge|Orkan > {{clr|2|M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > M<br />
|description=<br />
After Orkan, will cause Siegfried to enter a parry stance. Being hit by a strike will cause an automatic counterattack. Best used to catch people trying to mash between Orkan and either Uwe or Deliverance.<br />
<br />
Keep in mind that SBAs and SSBAs, as well as any kind of throw will break the parry stance and result in a counterhit.<br />
}}<br />
<br />
===Uwe===<br />
{{InputBadge|Orkan > {{clr|3|H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > H<br />
|description=<br />
Higher damage followup than Héritier, but with a gap between it and Orkan. Siegfried performs a double downwards slash that causes a ground bounce.<br />
}}<br />
<br />
===Deliverance===<br />
{{InputBadge|Orkan > {{clr|4|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > U<br />
|description=<br />
Performs a command grab after Orkan, driving the opponent towards the corner.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===Ultimate Nelah Nav===<br />
{{Micon|1|}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.<br />
}}<br />
<br />
===Ultimate Messager===<br />
{{Micon|5|}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that beats safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that send them fullscreen for a hard knockdown.<br />
}}<br />
<br />
===Ultimate Verdrängen===<br />
{{Micon|6|}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description=<br />
'''This move is unblockable.'''<br />
<br />
Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.<br />
<br />
The move has super armour immediately upon startup, giving it use in checking projectiles from a closer distance than what you'd normally use either SBA or {{clr|4|236U}} for. <br />
}}<br />
<br />
===Ultimate Orkan===<br />
{{Micon|10|}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=<br />
Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Schwarze Fange</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|versioned=input<br />
|description=<br />
A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.<br />
<br />
Go-to conversion from any normal when Siegfried has 100% Skybound Gauge. As well as this, the move is incredibly potent at checking projectiles from a far distance.<br />
}}<br />
<br />
===<big>Blood of the Dragon</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|versioned=input<br />
|description=<br />
An install that enhances all of Siegfried's special moves until the end of the round. Gives them a slight power boost, as well as allowing him to restore HP through using them.<br />
<br />
When activated, a significant amount of Siegfried's remaining health will be immediately consumed, and he'll gain a power boost on all his moves equivalent to lvl1 Manigance, while not being able to raise this level higher. The properties of his {{clr|4|5U}} change to account for this.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Rasendes Schwartzblut</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Siegfried}}<br />
{{GBVSRweapons|Size=120|Character=Siegfried}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Siegfried|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried&diff=428294GBVSR/Siegfried2023-12-15T04:42:01Z<p>Zoj: /* Ultimate Verdrängen */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange. By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ReasonsToPick<br />
|intro= {{Character Label|GBVSR|Siegfried|label=Siegfried}} is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.<br />
|pickMe=<br />
*Effective and consistent gameplay.<br />
*Having an answer to any situation.<br />
*Large and easily confirmable normals.<br />
*High damage output.<br />
|avoidMe=<br />
*Slower than average gameplay.<br />
*Simplistic gameplans.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: {{IconText|GBVSR_ManiganceIcon|[[#Manigance|Manigance]]}}<br />
|content=Manigance is a self-buff that Siegfried can use to spend a small portion of his health to increase his overall damage output for a limited time. The buff can stack up to three times.<br />
<br><br />
One use of {{clr|4|5U}} grants one stack of Manigance. Once this stack reaches the cap of three, each successive use of {{clr|4|5U}} will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of {{clr|4|5U}} are lost.<br />
<br><br />
His [[#Blood of the Dragon|Blood of the Dragon]] Skybound Art also gives him a special variant of this buff that locks the boost at its lowest level in exchange for altered properties of his Skills and {{clr|4|5U}}.<br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Siegfried taps forwards with his hand for a close-range strike. Links into {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A short-range shoulder tackle.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
A short-range downwards sword strike. Causes slowdown on counterhit.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A mid-distance, fast kick. Can link into {{clr|1|623L}}.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
A long-range horizontal sword stab.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
An upwards sword strike. Causes slowdown on counterhit.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
A quick, advancing upwards kick. Able to link into {{clr|1|f.L}} on hit and {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
}}<br />
<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A downwards strike with Siegfried's sword. Lower range than {{clr|3|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
A wide aerial slash similar to {{Character Label|GBVSR|Belial|label=Belial's}} {{MMC|chara=Belial|input=j.H|label={{clr|3|j.H}}}}.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
<tabber><br />
Normal=<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to gain 1 stack of Manigance per use. The hitbox from the move can link into {{clr|1|c.L}} in the corner.<br />
}}<br />
|-|<br />
Blood of the Dragon=<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to slightly restore Siegfried's health. Will no longer alter Manigance stacks, as Manigance during Blood of the Dragon cannot be built beyond the small buff the install provides.<br />
}}<br />
</tabber><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===Raging Strike===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===Raging Chain===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===Brave Counter===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===Nelah Nav===<br />
{{Micon|1|}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L, 236M, 236H<br />
|description=<br />
A slow-moving projectile with high vertical reach.<br />
<br />
----<br />
'''236L'''<br />
<br><br />
A fast, small projectile that reaches full screen. Good for applying preasure full screen or against matchups where Siegfried can't play to his normals.<br />
<br />
----<br />
'''236M'''<br />
<br><br />
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen<br />
with the upside of having multiple hits and having enough recovery to run behind it. Allows for easier control of space with higher commitment.<br />
----<br />
'''236H'''<br />
<br><br />
A combination of both Light and Medium versions. Is decently fasts to come out and has multiple hits but doesn't reach full screen.<br />
}}<br />
<br />
===Messager===<br />
{{Micon|5|}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L, 623M, 623H<br />
|description=<br />
Siegfried's Reversal that additionally acts as a combo ender.<br />
<br />
----<br />
'''623L'''<br />
<br><br />
An upward swipe that has no invuln. Regardless of having none, this is Siegfried's main Abare option due to it being surprisingly fast to the point of mashing out of advantage.<br />
<br />
----<br />
'''623M'''<br />
<br><br />
A double strike that'll leave Siegfried airborne, but has invulnerability on startup.<br />
<br />
----<br />
'''623H'''<br />
<br><br />
Hits 4 times with invulnerability on startup.<br />
}}<br />
<br />
===Verdrängen===<br />
{{Micon|6|}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L, 214M, 214H<br />
|description=<br />
A powerful but slow downwards sword strike. All versions can be charged for extra power.<br />
<br />
----<br />
'''214L'''<br />
<br><br />
Standard combo ender.<br />
<br />
----<br />
'''214M'''<br />
<br><br />
<br />
<br />
----<br />
'''214H'''<br />
<br><br />
The fully-charged version can be combo'd into from counterhit {{clr|3|f.H}}.<br />
}}<br />
<br />
===Orkan===<br />
{{Micon|10|}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|description=<br />
Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to {{Character Label|GBVSR|Percival|label=Percival's}} {{MMC|chara=Percival|input=214H|label=Lord's Strike}}.<br />
<br />
----<br />
'''22L'''<br />
<br><br />
<br />
<br />
----<br />
'''22M'''<br />
<br><br />
<br />
<br />
----<br />
'''22H'''<br />
<br><br />
<br />
}}<br />
<br />
===Héritier===<br />
{{InputBadge|Orkan > {{clr|1|L}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > L<br />
|description=<br />
A upwards slice finisher for Orkan. When performed from {{clr|3|22H}}, allows for a combo in the corner. Is a true blockstring from Orkan, and safe on block.<br />
}}<br />
<br />
===L'Ombre d'Hier===<br />
{{InputBadge|Orkan > {{clr|2|M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > M<br />
|description=<br />
After Orkan, will cause Siegfried to enter a parry stance. Being hit by a strike will cause an automatic counterattack. Best used to catch people trying to mash between Orkan and either Uwe or Deliverance.<br />
<br />
Keep in mind that SBAs and SSBAs, as well as any kind of throw will break the parry stance and result in a counterhit.<br />
}}<br />
<br />
===Uwe===<br />
{{InputBadge|Orkan > {{clr|3|H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > H<br />
|description=<br />
Higher damage followup than Héritier, but with a gap between it and Orkan. Siegfried performs a double downwards slash that causes a ground bounce.<br />
}}<br />
<br />
===Deliverance===<br />
{{InputBadge|Orkan > {{clr|4|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > U<br />
|description=<br />
Performs a command grab after Orkan, driving the opponent towards the corner.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===Ultimate Nelah Nav===<br />
{{Micon|1|}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.<br />
}}<br />
<br />
===Ultimate Messager===<br />
{{Micon|5|}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that beats safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that send them fullscreen for a hard knockdown.<br />
}}<br />
<br />
===Ultimate Verdrängen===<br />
{{Micon|6|}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description=<br />
'''This move is unblockable.'''<br />
Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.<br />
<br />
The move has super armour immediately upon startup, giving it use in checking projectiles from a closer distance than what you'd normally use either SBA or {{clr|4|236U}} for. <br />
}}<br />
<br />
===Ultimate Orkan===<br />
{{Micon|10|}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=<br />
Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Schwarze Fange</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|versioned=input<br />
|description=<br />
A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.<br />
<br />
Go-to conversion from any normal when Siegfried has 100% Skybound Gauge. As well as this, the move is incredibly potent at checking projectiles from a far distance.<br />
}}<br />
<br />
===<big>Blood of the Dragon</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|versioned=input<br />
|description=<br />
An install that enhances all of Siegfried's special moves until the end of the round. Gives them a slight power boost, as well as allowing him to restore HP through using them.<br />
<br />
When activated, a significant amount of Siegfried's remaining health will be immediately consumed, and he'll gain a power boost on all his moves equivalent to lvl1 Manigance, while not being able to raise this level higher. The properties of his {{clr|4|5U}} change to account for this.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Rasendes Schwartzblut</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Siegfried}}<br />
{{GBVSRweapons|Size=120|Character=Siegfried}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Siegfried|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried/Data&diff=428293GBVSR/Siegfried/Data2023-12-15T04:39:01Z<p>Zoj: </p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Siegfried<br />
|health =17,000<br />
|prejump =4f<br />
|backdash=26f<br />
|portrait=GBVSR_Siegfried_Portrait.png<br />
|icon =GBVSR_Siegfried_Icon.png<br />
|nameplate=GBVSR_Siegfried_Nameplate.png<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.L |name=<br />
|damage=600 |level=0 |attribute=|guard=Mid<br />
|startup=5 |active=X |recovery=X |onBlock={{Adv-GBVS|P|+4}} |onHit=+8<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cL.png<br />
|hitboxes=GBVS_Siegfried_c5L_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.M |name=<br />
|damage=1100 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=X |recovery=X |onBlock=0 |onHit=+4<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cM.png<br />
|hitboxes=GBVS_Siegfried_c5M_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.H |name=<br />
|damage=1600 |level=4 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-2 }} |onHit=+2<br />
|blockstun=18 |groundHit=22 |airHit=22 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cH.png<br />
|hitboxes=GBVS_Siegfried_c5H_Hitbox_1.png;GBVS_Siegfried_c5H_Hitbox_2.png<br />
|hitboxCaption=Frames 10-11 (1st hit).\ Frames 12-15 (2nd and 3rd hits).<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XXX |name=<br />
|damage=700 |level=3 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=0<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6M |name=<br />
|damage=700 |level=3 |attribute=|guard=Low<br />
|startup=12 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4 }} |onHit=+30<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6H |name=<br />
|damage=700 |level=3 |attribute=|guard=High<br />
|startup=12 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.L |name=<br />
|damage=600 |level=1 |attribute=|guard=Mid<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|+1 }} |onHit=+5<br />
|blockstun=12 |groundHit=16 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fL.png<br />
|hitboxes=GBVS_Siegfried_f5L_Hitbox.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.M |name=<br />
|damage=900 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-6 }} |onHit=-2<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fM.png<br />
|hitboxes=GBVS_Siegfried_f5M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-2.\Active frames 3-4.<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.H |name=<br />
|damage=1400 |level=3 |attribute=|guard=Mid<br />
|startup=17 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-13 }} |onHit=-9<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fH.png |hitboxes=GBVS_Siegfried_f5H_Hitbox_1.png<br />
|hitboxCaption=Active frames 1-2\ Active frames 3-4\ Active frames 5-7\ Active frames 8-9.<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute=|guard=Low<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|P|-2 }} |onHit=+2<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2L.png<br />
|hitboxes=GBVS_Siegfried_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2M |name=<br />
|damage=900 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2M.png<br />
|hitboxes=GBVS_Siegfried_2M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2H |name=<br />
|damage=1300 |level=3 |attribute=|guard=Mid<br />
|startup=11 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-10 }} |onHit=-8<br />
|blockstun=16 |groundHit=20 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2H.png<br />
|hitboxes=GBVS_Siegfried_2H_Hitbox_1.png; GBVS_Siegfried_2H_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2U |name=<br />
|damage=1000. 500 *2 |level=2 |attribute=|guard=Low<br />
|startup=7 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-10 }} |onHit=HKD<br />
|blockstun=14 |groundHit=18 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2U.png<br />
|hitboxes=GBVS_Siegfried_2U_Hitbox.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66L |name=<br />
|damage=-600 |level=2 |attribute=|guard=Mid<br />
|startup=-8 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|+2 }} |onHit=+6<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66L.png<br />
|hitboxes=GBVSR_Siegfried_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66M |name=<br />
|damage=1100 |level=2 |attribute=|guard=Low<br />
|startup=12 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-8 }} |onHit=+24<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66M.png<br />
|hitboxes=GBVSR_Siegfried_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66H |name=<br />
|damage=600 + 1200 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-8 }} |onHit=9<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66H.png<br />
|hitboxes=GBVSR_Siegfried_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.L |name=<br />
|damage=600 |level=1 |attribute=|guard=High/Air<br />
|startup=5 |active=Until L |recovery=0 |onBlock=|onHit=<br />
|blockstun=12 |groundHit=14 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jL.png<br />
|hitboxes= GBVS_Siegfried_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.M |name=<br />
|damage=700 |level=2 |attribute=|guard=High/Air<br />
|startup=9 |active=X |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jM.png<br />
|hitboxes=GBVS_Siegfried_jM_Hitbox.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.H |name=<br />
|damage=1000, 200×2 |level=2 |attribute=|guard=High/Air [All]<br />
|startup=11 |active=X |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jH.png<br />
|hitboxes=GBVS_Siegfried_jH_Hitbox_1.png; GBVS_Siegfried_jH_Hitbox_2.png<br />
|hitboxCaption= Frames 9-10 (1st hit)\ Frames 11-14 (2nd and 3rd hits)<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.U |name=<br />
|damage=1000, 500*2 |level=2 |attribute=|guard=High/Air<br />
|startup=20 |active=X |recovery=X |onBlock=-5|onHit=+18<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jU.png<br />
|hitboxes=GBVS_Siegfried_jU_Hitbox_1.png; GBVS_Siegfried_jU_Hitbox_2.png<br />
|hitboxCaption=First hitbox (Active frames 1-3)\ Second hitbox (Active frame 4-12)<br />
}}<br />
<br />
==Unique Action==<br />
===5U Data===<br />
{{MoveData-GBVSR |character=Siegfried |type=unique<br />
|input=5U |name=Manigance<br />
|damage=1200|level=|attribute=|guard=<br />
|startup=18|active=X|recovery=Total 36 |onBlock=-5|onHit=+31<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_5U.png<br />
|hitboxes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level=0, 4 |attribute=|guard=Throw<br />
|startup=7 |active=3 |recovery=31 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Throw.png;GBVS_Siegfried_bThrow.png<br />
|caption=Forward Throw\Back Throw<br />
|hitboxes=GBVS_Siegfried_GroundThrow_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level=0, 4 |attribute=|guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_AirThrow.png<br />
|hitboxes=GBVS_Siegfried_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1500 |level=4 |attribute=|guard=Mid<br />
|startup=28 |active=X |recovery=X |onBlock={{Adv-GBVS|M|+8 }} |onHit=+15<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVS_Siegfried_RagingStrike.png<br />
|hitboxes=GBVS_Siegfried_5MH_Hitbox_1.png; GBVS_Siegfried_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=13 |active=X |recovery=X |onBlock={{Adv-GBVS|M|N/A }} |onHit=+15<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_RagingChain.png<br />
|hitboxes=GBVS_Siegfried_6MH_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_BraveCounter.png<br />
|hitboxes=GBVS_Siegfried_BC_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236L |name=L Nelah Nav<br />
|damage=880 |level=4 |attribute=|guard=Mid<br />
|startup=20 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=-2<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236L.png<br />
|hitboxes=GBVS_Siegfried_236L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236M |name=M Nelah Nav<br />
|damage=880 |level=4 |attribute=|guard=Mid<br />
|startup=40 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=-2<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236M.png<br />
|hitboxes=GBVS_Siegfried_236M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236H |name=H Nelah Nav<br />
|damage=1320, 440*3 |level=4 |attribute=|guard=Mid<br />
|startup=18 |active=X |recovery=X |onBlock={{Adv-GBVS|M|+4 }} |onHit=+8<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236H.png<br />
|hitboxes=GBVS_Siegfried_236H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623L |name=L Messager<br />
|damage=1100 |level=4 |attribute=|guard=Mid<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-20 }} |onHit=+29<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623L.png<br />
|hitboxes=GBVS_Siegfried_623L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623M |name=M Messager<br />
|damage=1210, 550 + 330*2 |level=4 |attribute=|guard=Mid<br />
|startup=12 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-24 }} |onHit=+15<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623M.png<br />
|hitboxes=GBVS_Siegfried_623M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623H |name=H Messager<br />
|damage=1650, 660 + 330*3 |level=4 |attribute=|guard=Mid<br />
|startup=11 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-24 }} |onHit=+26<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623H.png<br />
|hitboxes=GBVS_Siegfried_623H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214L |name=L Verdrängen<br />
|damage=1760 |level=4 |attribute=|guard=Mid<br />
|startup=19 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4 }} |onHit=+30<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214L.png<br />
|hitboxes=GBVS_Siegfried_214L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214M (Can be Held) |name=M Verdrängen<br />
|damage=2200~2420 |level=4 |attribute=|guard=Mid<br />
|startup=30~41 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4~+3 }} |onHit=+30~+41<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214M.png<br />
|hitboxes=GBVS_Siegfried_214M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214H (Can be Held)|name=H Verdrängen<br />
|damage=2640~2860 |level=4 |attribute=|guard=Mid<br />
|startup=18~31 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4~+3 }} |onHit=+30~+41<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214H.png<br />
|hitboxes=GBVS_Siegfried_214H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22L |name=L Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=14 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22L.png<br />
|hitboxes=GBVS_Siegfried_22L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22M |name=M Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=21 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22M.png<br />
|hitboxes=GBVS_Siegfried_22M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22H |name=H Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=16 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22H.png<br />
|hitboxes=GBVS_Siegfried_22H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > L |name=Héritier<br />
|damage=660 |level=4 |attribute=|guard=Mid<br />
|startup=13 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+25<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Héritier.png<br />
|hitboxes=GBVS_Siegfried_Héritier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > M |name=L'Ombre d'Hier<br />
|damage=1320 |level=4 |attribute=|guard=Mid<br />
|startup=X |active=X |recovery=X |onBlock={{Adv-GBVS|M|NA }} |onHit=34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_LOmbre_dHier.png<br />
|hitboxes=GBVS_Siegfried_LOmbre_dHier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > H |name=Uwe<br />
|damage=1760 |level=4 |attribute=|guard=Mid<br />
|startup=17 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=+36<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Uwe.png<br />
|hitboxes=GBVS_Siegfried_Uwe_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > U |name=Deliverance<br />
|damage=1750 |level=4 |attribute=|guard=Throw<br />
|startup=26 |active=X |recovery=X |onBlock={{Adv-GBVS|M|NA }} |onHit=52<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Deliverance.png<br />
|hitboxes=GBVS_Siegfried_Deliverance_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Ultimate Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236U |name=Ultimate Nelah Nav<br />
|damage=550, 1760 |level= |attribute=|guard=Mid<br />
|startup={{Tt|9}} |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=KD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_236U.png<br />
|hitboxes=GBVSR_Siegfried_236U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623U |name=Ultimate Messager<br />
|damage=660, 1540 |level= |attribute=|guard=Mid<br />
|startup=8 |active= |recovery= |onBlock={{Adv-GBVS|VM|-20 }} |onHit=+40<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_623U.png<br />
|hitboxes=GBVSR_Siegfried_623U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214U (Can Be Charged) |name=Ultimate Verdrängen<br />
|damage=3850 |level= |attribute=|guard=Unblockable<br />
|startup=35 |active=X |recovery=X |onBlock=N/A (Unblockable)|onHit=+58<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_214U.png<br />
|hitboxes=GBVSR_Siegfried_214U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22U |name=Ultimate Orkan<br />
|damage=440×2, 770, 1650 |level= |attribute=|guard=Mid<br />
|startup=13 |active= |recovery= |onBlock=-4 |onHit=+52<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_22U.png<br />
|hitboxes=GBVSR_Siegfried_22U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236H |name=Schwarze Fänge<br />
|damage=4950→3850 |level=4 |attribute=|guard=All<br />
|startup=14 |active=X|recovery=Total 98 |onBlock={{Adv-GBVS|VM|-18 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=60 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SBA.png<br />
|hitboxes=GBVS_Siegfried_236236H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
===214214H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=214214H |name=Blood of the Dragon<br />
|damage=- |level=- |attribute=|guard=-<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock=- |onHit=-<br />
|blockstun=- |groundHit=|airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Install.png<br />
|hitboxes=GBVS_Siegfried_214214H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236U |name=Rasendes Scharzblut<br />
|damage=6600→4400 |level=4 |attribute=|guard=Mid→All<br />
|startup=11 |active=6×5 |recovery=39 |onBlock={{Adv-GBVS|VM|-21 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SSBA2.png;GBVS_Siegfried_SSBA.png<br />
|hitboxes=GBVS_Siegfried_236236U_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried/Data&diff=428292GBVSR/Siegfried/Data2023-12-15T04:26:52Z<p>Zoj: </p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Siegfried<br />
|health =17,000<br />
|prejump =4f<br />
|backdash=26f<br />
|portrait=GBVSR_Siegfried_Portrait.png<br />
|icon =GBVSR_Siegfried_Icon.png<br />
|nameplate=GBVSR_Siegfried_Nameplate.png<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.L |name=<br />
|damage=600 |level=0 |attribute=|guard=Mid<br />
|startup=5 |active=X |recovery=X |onBlock={{Adv-GBVS|P|+4}} |onHit=+8<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cL.png<br />
|hitboxes=GBVS_Siegfried_c5L_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.M |name=<br />
|damage=1100 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=X |recovery=X |onBlock=0 |onHit=+4<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cM.png<br />
|hitboxes=GBVS_Siegfried_c5M_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.H |name=<br />
|damage=1600 |level=4 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-2 }} |onHit=+2<br />
|blockstun=18 |groundHit=22 |airHit=22 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cH.png<br />
|hitboxes=GBVS_Siegfried_c5H_Hitbox_1.png;GBVS_Siegfried_c5H_Hitbox_2.png<br />
|hitboxCaption=Frames 10-11 (1st hit).\ Frames 12-15 (2nd and 3rd hits).<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XXX |name=<br />
|damage=700 |level=3 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=0<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6M |name=<br />
|damage=- |level=3 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6H |name=<br />
|damage=- |level=3 |attribute=|guard=High<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.L |name=<br />
|damage=600 |level=1 |attribute=|guard=Mid<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|+1 }} |onHit=+5<br />
|blockstun=12 |groundHit=16 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fL.png<br />
|hitboxes=GBVS_Siegfried_f5L_Hitbox.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.M |name=<br />
|damage=900 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-6 }} |onHit=-2<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fM.png<br />
|hitboxes=GBVS_Siegfried_f5M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-2.\Active frames 3-4.<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.H |name=<br />
|damage=1400 |level=3 |attribute=|guard=Mid<br />
|startup=17 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-13 }} |onHit=-9<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fH.png |hitboxes=GBVS_Siegfried_f5H_Hitbox_1.png<br />
|hitboxCaption=Active frames 1-2\ Active frames 3-4\ Active frames 5-7\ Active frames 8-9.<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute=|guard=Low<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|P|-2 }} |onHit=+2<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2L.png<br />
|hitboxes=GBVS_Siegfried_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2M |name=<br />
|damage=900 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2M.png<br />
|hitboxes=GBVS_Siegfried_2M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2H |name=<br />
|damage=1300 |level=3 |attribute=|guard=Mid<br />
|startup=11 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-10 }} |onHit=-8<br />
|blockstun=16 |groundHit=20 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2H.png<br />
|hitboxes=GBVS_Siegfried_2H_Hitbox_1.png; GBVS_Siegfried_2H_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2U |name=<br />
|damage=1000. 500 *2 |level=2 |attribute=|guard=Low<br />
|startup=7 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-10 }} |onHit=HKD<br />
|blockstun=14 |groundHit=18 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2U.png<br />
|hitboxes=GBVS_Siegfried_2U_Hitbox.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66L |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66L.png<br />
|hitboxes=GBVSR_Siegfried_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66M |name=<br />
|damage=- |level=2 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66M.png<br />
|hitboxes=GBVSR_Siegfried_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66H |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66H.png<br />
|hitboxes=GBVSR_Siegfried_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.L |name=<br />
|damage=600 |level=1 |attribute=|guard=High/Air<br />
|startup=5 |active=Until L |recovery=0 |onBlock=|onHit=<br />
|blockstun=12 |groundHit=14 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jL.png<br />
|hitboxes= GBVS_Siegfried_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.M |name=<br />
|damage=700 |level=2 |attribute=|guard=High/Air<br />
|startup=9 |active=X |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jM.png<br />
|hitboxes=GBVS_Siegfried_jM_Hitbox.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.H |name=<br />
|damage=1000, 200×2 |level=2 |attribute=|guard=High/Air [All]<br />
|startup=11 |active=X |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jH.png<br />
|hitboxes=GBVS_Siegfried_jH_Hitbox_1.png; GBVS_Siegfried_jH_Hitbox_2.png<br />
|hitboxCaption= Frames 9-10 (1st hit)\ Frames 11-14 (2nd and 3rd hits)<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.U |name=<br />
|damage=1000, 500*2 |level=2 |attribute=|guard=High/Air<br />
|startup=20 |active=X |recovery=X |onBlock=-5|onHit=+18<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jU.png<br />
|hitboxes=GBVS_Siegfried_jU_Hitbox_1.png; GBVS_Siegfried_jU_Hitbox_2.png<br />
|hitboxCaption=First hitbox (Active frames 1-3)\ Second hitbox (Active frame 4-12)<br />
}}<br />
<br />
==Unique Action==<br />
===5U Data===<br />
{{MoveData-GBVSR |character=Siegfried |type=unique<br />
|input=5U |name=Manigance<br />
|damage=1200|level=|attribute=|guard=<br />
|startup=18|active=X|recovery=Total 36 |onBlock=-5|onHit=+31<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_5U.png<br />
|hitboxes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level=0, 4 |attribute=|guard=Throw<br />
|startup=7 |active=3 |recovery=31 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Throw.png;GBVS_Siegfried_bThrow.png<br />
|caption=Forward Throw\Back Throw<br />
|hitboxes=GBVS_Siegfried_GroundThrow_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level=0, 4 |attribute=|guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_AirThrow.png<br />
|hitboxes=GBVS_Siegfried_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVS_Siegfried_RagingStrike.png<br />
|hitboxes=GBVS_Siegfried_5MH_Hitbox_1.png; GBVS_Siegfried_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_RagingChain.png<br />
|hitboxes=GBVS_Siegfried_6MH_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_BraveCounter.png<br />
|hitboxes=GBVS_Siegfried_BC_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236L |name=L Nelah Nav<br />
|damage=880 |level=4 |attribute=|guard=Mid<br />
|startup=20 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=-2<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236L.png<br />
|hitboxes=GBVS_Siegfried_236L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236M |name=M Nelah Nav<br />
|damage=880 |level=4 |attribute=|guard=Mid<br />
|startup=40 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=-2<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236M.png<br />
|hitboxes=GBVS_Siegfried_236M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236H |name=H Nelah Nav<br />
|damage=1320, 440*3 |level=4 |attribute=|guard=Mid<br />
|startup=18 |active=X |recovery=X |onBlock={{Adv-GBVS|M|+4 }} |onHit=+8<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236H.png<br />
|hitboxes=GBVS_Siegfried_236H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623L |name=L Messager<br />
|damage=1100 |level=4 |attribute=|guard=Mid<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-20 }} |onHit=+29<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623L.png<br />
|hitboxes=GBVS_Siegfried_623L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623M |name=M Messager<br />
|damage=1210, 550 + 330*2 |level=4 |attribute=|guard=Mid<br />
|startup=12 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-24 }} |onHit=+15<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623M.png<br />
|hitboxes=GBVS_Siegfried_623M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623H |name=H Messager<br />
|damage=1650, 660 + 330*3 |level=4 |attribute=|guard=Mid<br />
|startup=11 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-24 }} |onHit=+26<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623H.png<br />
|hitboxes=GBVS_Siegfried_623H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214L |name=L Verdrängen<br />
|damage=1760 |level=4 |attribute=|guard=Mid<br />
|startup=19 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4 }} |onHit=+30<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214L.png<br />
|hitboxes=GBVS_Siegfried_214L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214M (Can be Held) |name=M Verdrängen<br />
|damage=2200~2420 |level=4 |attribute=|guard=Mid<br />
|startup=30~41 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4~+3 }} |onHit=+30~+41<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214M.png<br />
|hitboxes=GBVS_Siegfried_214M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214H (Can be Held)|name=H Verdrängen<br />
|damage=2640~2860 |level=4 |attribute=|guard=Mid<br />
|startup=18~31 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4~+3 }} |onHit=+30~+41<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214H.png<br />
|hitboxes=GBVS_Siegfried_214H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22L |name=L Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=14 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22L.png<br />
|hitboxes=GBVS_Siegfried_22L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22M |name=M Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=21 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22M.png<br />
|hitboxes=GBVS_Siegfried_22M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22H |name=H Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=16 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22H.png<br />
|hitboxes=GBVS_Siegfried_22H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > L |name=Héritier<br />
|damage=660 |level=4 |attribute=|guard=Mid<br />
|startup=13 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+25<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Héritier.png<br />
|hitboxes=GBVS_Siegfried_Héritier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > M |name=L'Ombre d'Hier<br />
|damage=1320 |level=4 |attribute=|guard=Mid<br />
|startup=X |active=X |recovery=X |onBlock={{Adv-GBVS|M|NA }} |onHit=X<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_LOmbre_dHier.png<br />
|hitboxes=GBVS_Siegfried_LOmbre_dHier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > H |name=Uwe<br />
|damage=1760 |level=4 |attribute=|guard=Mid<br />
|startup=17 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=+36<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Uwe.png<br />
|hitboxes=GBVS_Siegfried_Uwe_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > U |name=Deliverance<br />
|damage=1750 |level=4 |attribute=|guard=Throw<br />
|startup=26 |active=X |recovery=X |onBlock={{Adv-GBVS|M|NA }} |onHit=52<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Deliverance.png<br />
|hitboxes=GBVS_Siegfried_Deliverance_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Ultimate Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236U |name=Ultimate Nelah Nav<br />
|damage=550, 1760 |level= |attribute=|guard=Mid<br />
|startup={{Tt|9}} |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=KD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_236U.png<br />
|hitboxes=GBVSR_Siegfried_236U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623U |name=Ultimate Messager<br />
|damage=660, 1540 |level= |attribute=|guard=Mid<br />
|startup=8 |active= |recovery= |onBlock={{Adv-GBVS|VM|-20 }} |onHit=+40<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_623U.png<br />
|hitboxes=GBVSR_Siegfried_623U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214U (Can Be Charged) |name=Ultimate Verdrängen<br />
|damage=3850 |level= |attribute=|guard=Unblockable<br />
|startup=35 |active=X |recovery=X |onBlock=N/A (Unblockable)|onHit=+58<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_214U.png<br />
|hitboxes=GBVSR_Siegfried_214U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22U |name=Ultimate Orkan<br />
|damage=440×2, 770, 1650 |level= |attribute=|guard=Mid<br />
|startup=13 |active= |recovery= |onBlock=-4 |onHit=+52<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_22U.png<br />
|hitboxes=GBVSR_Siegfried_22U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236H |name=Schwarze Fänge<br />
|damage=4950→3850 |level=4 |attribute=|guard=All<br />
|startup=14 |active=X|recovery=Total 98 |onBlock={{Adv-GBVS|VM|-18 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=60 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SBA.png<br />
|hitboxes=GBVS_Siegfried_236236H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
===214214H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=214214H |name=Blood of the Dragon<br />
|damage=- |level=- |attribute=|guard=-<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock=- |onHit=-<br />
|blockstun=- |groundHit=|airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Install.png<br />
|hitboxes=GBVS_Siegfried_214214H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236U |name=Rasendes Scharzblut<br />
|damage=6600→4400 |level=4 |attribute=|guard=Mid→All<br />
|startup=11 |active=6×5 |recovery=39 |onBlock={{Adv-GBVS|VM|-21 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SSBA2.png;GBVS_Siegfried_SSBA.png<br />
|hitboxes=GBVS_Siegfried_236236U_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried/Data&diff=428290GBVSR/Siegfried/Data2023-12-15T04:20:55Z<p>Zoj: </p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Siegfried<br />
|health =17,000<br />
|prejump =4f<br />
|backdash=26f<br />
|portrait=GBVSR_Siegfried_Portrait.png<br />
|icon =GBVSR_Siegfried_Icon.png<br />
|nameplate=GBVSR_Siegfried_Nameplate.png<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.L |name=<br />
|damage=600 |level=0 |attribute=|guard=Mid<br />
|startup=5 |active=X |recovery=X |onBlock={{Adv-GBVS|P|+4}} |onHit=+8<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cL.png<br />
|hitboxes=GBVS_Siegfried_c5L_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.M |name=<br />
|damage=1100 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=X |recovery=X |onBlock=0 |onHit=+4<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cM.png<br />
|hitboxes=GBVS_Siegfried_c5M_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.H |name=<br />
|damage=1600 |level=4 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-2 }} |onHit=+2<br />
|blockstun=18 |groundHit=22 |airHit=22 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cH.png<br />
|hitboxes=GBVS_Siegfried_c5H_Hitbox_1.png;GBVS_Siegfried_c5H_Hitbox_2.png<br />
|hitboxCaption=Frames 10-11 (1st hit).\ Frames 12-15 (2nd and 3rd hits).<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XXX |name=<br />
|damage=700 |level=3 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=0<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6M |name=<br />
|damage=- |level=3 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6H |name=<br />
|damage=- |level=3 |attribute=|guard=High<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.L |name=<br />
|damage=600 |level=1 |attribute=|guard=Mid<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|+1 }} |onHit=+5<br />
|blockstun=12 |groundHit=16 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fL.png<br />
|hitboxes=GBVS_Siegfried_f5L_Hitbox.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.M |name=<br />
|damage=900 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-6 }} |onHit=-2<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fM.png<br />
|hitboxes=GBVS_Siegfried_f5M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-2.\Active frames 3-4.<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.H |name=<br />
|damage=1400 |level=3 |attribute=|guard=Mid<br />
|startup=17 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-13 }} |onHit=-9<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fH.png |hitboxes=GBVS_Siegfried_f5H_Hitbox_1.png<br />
|hitboxCaption=Active frames 1-2\ Active frames 3-4\ Active frames 5-7\ Active frames 8-9.<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute=|guard=Low<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|P|-2 }} |onHit=+2<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2L.png<br />
|hitboxes=GBVS_Siegfried_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2M |name=<br />
|damage=900 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2M.png<br />
|hitboxes=GBVS_Siegfried_2M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2H |name=<br />
|damage=1300 |level=3 |attribute=|guard=Mid<br />
|startup=11 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-10 }} |onHit=-8<br />
|blockstun=16 |groundHit=20 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2H.png<br />
|hitboxes=GBVS_Siegfried_2H_Hitbox_1.png; GBVS_Siegfried_2H_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2U |name=<br />
|damage=1000. 500 *2 |level=2 |attribute=|guard=Low<br />
|startup=7 |active=X |recovery=X |onBlock={{Adv-GBVS|VM|-10 }} |onHit=HKD<br />
|blockstun=14 |groundHit=18 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2U.png<br />
|hitboxes=GBVS_Siegfried_2U_Hitbox.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66L |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66L.png<br />
|hitboxes=GBVSR_Siegfried_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66M |name=<br />
|damage=- |level=2 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66M.png<br />
|hitboxes=GBVSR_Siegfried_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66H |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66H.png<br />
|hitboxes=GBVSR_Siegfried_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.L |name=<br />
|damage=600 |level=1 |attribute=|guard=High/Air<br />
|startup=5 |active=Until L |recovery=0 |onBlock=|onHit=<br />
|blockstun=12 |groundHit=14 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jL.png<br />
|hitboxes= GBVS_Siegfried_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.M |name=<br />
|damage=700 |level=2 |attribute=|guard=High/Air<br />
|startup=9 |active=X |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jM.png<br />
|hitboxes=GBVS_Siegfried_jM_Hitbox.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.H |name=<br />
|damage=1000, 200×2 |level=2 |attribute=|guard=High/Air [All]<br />
|startup=11 |active=X |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jH.png<br />
|hitboxes=GBVS_Siegfried_jH_Hitbox_1.png; GBVS_Siegfried_jH_Hitbox_2.png<br />
|hitboxCaption= Frames 9-10 (1st hit)\ Frames 11-14 (2nd and 3rd hits)<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.U |name=<br />
|damage=1000, 500*2 |level=2 |attribute=|guard=High/Air<br />
|startup=20 |active=X |recovery=X |onBlock=-5|onHit=+18<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jU.png<br />
|hitboxes=GBVS_Siegfried_jU_Hitbox_1.png; GBVS_Siegfried_jU_Hitbox_2.png<br />
|hitboxCaption=First hitbox (Active frames 1-3)\ Second hitbox (Active frame 4-12)<br />
}}<br />
<br />
==Unique Action==<br />
===5U Data===<br />
{{MoveData-GBVSR |character=Siegfried |type=unique<br />
|input=5U |name=Manigance<br />
|damage=1200|level=|attribute=|guard=<br />
|startup=18|active=X|recovery=Total 36 |onBlock=-5|onHit=+31<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_5U.png<br />
|hitboxes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level=0, 4 |attribute=|guard=Throw<br />
|startup=7 |active=3 |recovery=31 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Throw.png;GBVS_Siegfried_bThrow.png<br />
|caption=Forward Throw\Back Throw<br />
|hitboxes=GBVS_Siegfried_GroundThrow_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level=0, 4 |attribute=|guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_AirThrow.png<br />
|hitboxes=GBVS_Siegfried_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVS_Siegfried_RagingStrike.png<br />
|hitboxes=GBVS_Siegfried_5MH_Hitbox_1.png; GBVS_Siegfried_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_RagingChain.png<br />
|hitboxes=GBVS_Siegfried_6MH_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_BraveCounter.png<br />
|hitboxes=GBVS_Siegfried_BC_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236L |name=L Nelah Nav<br />
|damage=880 |level=4 |attribute=|guard=Mid<br />
|startup=20 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=-2<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236L.png<br />
|hitboxes=GBVS_Siegfried_236L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236M |name=M Nelah Nav<br />
|damage=880 |level=4 |attribute=|guard=Mid<br />
|startup=40 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=-2<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236M.png<br />
|hitboxes=GBVS_Siegfried_236M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236H |name=H Nelah Nav<br />
|damage=1320, 440*3 |level=4 |attribute=|guard=Mid<br />
|startup=18 |active=X |recovery=X |onBlock={{Adv-GBVS|M|+4 }} |onHit=+8<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236H.png<br />
|hitboxes=GBVS_Siegfried_236H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623L |name=L Messager<br />
|damage=1100 |level=4 |attribute=|guard=Mid<br />
|startup=6 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-20 }} |onHit=+29<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623L.png<br />
|hitboxes=GBVS_Siegfried_623L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623M |name=M Messager<br />
|damage=1210, 550 + 330*2 |level=4 |attribute=|guard=Mid<br />
|startup=12 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-24 }} |onHit=+15<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623M.png<br />
|hitboxes=GBVS_Siegfried_623M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623H |name=H Messager<br />
|damage=1650, 660 + 330*3 |level=4 |attribute=|guard=Mid<br />
|startup=11 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-24 }} |onHit=+26<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623H.png<br />
|hitboxes=GBVS_Siegfried_623H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214L |name=L Verdrängen<br />
|damage=1760 |level=4 |attribute=|guard=Mid<br />
|startup=19 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4 }} |onHit=+30<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214L.png<br />
|hitboxes=GBVS_Siegfried_214L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214M (Can be Held) |name=M Verdrängen<br />
|damage=2200~2420 |level=4 |attribute=|guard=Mid<br />
|startup=30~41 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4~+3 }} |onHit=+30~+41<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214M.png<br />
|hitboxes=GBVS_Siegfried_214M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214H (Can be Held)|name=H Verdrängen<br />
|damage=2640~2860 |level=4 |attribute=|guard=Mid<br />
|startup=18~31 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-4~+3 }} |onHit=+30~+41<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214H.png<br />
|hitboxes=GBVS_Siegfried_214H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22L |name=L Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=14 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22L.png<br />
|hitboxes=GBVS_Siegfried_22L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22M |name=M Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=21 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22M.png<br />
|hitboxes=GBVS_Siegfried_22M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22H |name=H Orkan<br />
|damage=880, 440*2 |level=4 |attribute=|guard=Mid<br />
|startup=16 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=+34<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22H.png<br />
|hitboxes=GBVS_Siegfried_22H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > L |name=Héritier<br />
|damage=660 |level=4 |attribute=|guard=Mid<br />
|startup=13 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-3 }} |onHit=+25<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Héritier.png<br />
|hitboxes=GBVS_Siegfried_Héritier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > M |name=L'Ombre d'Hier<br />
|damage=1320 |level=4 |attribute=|guard=Mid<br />
|startup=X |active=X |recovery=X |onBlock={{Adv-GBVS|M|NA }} |onHit=X<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_LOmbre_dHier.png<br />
|hitboxes=GBVS_Siegfried_LOmbre_dHier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > H |name=Uwe<br />
|damage=1760 |level=4 |attribute=|guard=Mid<br />
|startup=17 |active=X |recovery=X |onBlock={{Adv-GBVS|M|-6 }} |onHit=+36<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Uwe.png<br />
|hitboxes=GBVS_Siegfried_Uwe_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > U |name=Deliverance<br />
|damage=1750 |level=4 |attribute=|guard=Throw<br />
|startup=26 |active=X |recovery=X |onBlock={{Adv-GBVS|M|NA }} |onHit=52<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Deliverance.png<br />
|hitboxes=GBVS_Siegfried_Deliverance_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Ultimate Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236U |name=Ultimate Nelah Nav<br />
|damage=550, 1760 |level= |attribute=|guard=Mid<br />
|startup={{Tt|9}} |active=X |recovery=X |onBlock={{Adv-GBVS|M|-7 }} |onHit=KD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_236U.png<br />
|hitboxes=GBVSR_Siegfried_236U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623U |name=Ultimate Messager<br />
|damage=660, 1540 |level= |attribute=|guard=Mid<br />
|startup=8 |active= |recovery= |onBlock={{Adv-GBVS|VM|-20 }} |onHit=+40<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_623U.png<br />
|hitboxes=GBVSR_Siegfried_623U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214U (Can Be Charged) |name=Ultimate Verdrängen<br />
|damage=1925~3850 |level= |attribute=|guard=Unblockable<br />
|startup=35 |active=X |recovery=X |onBlock=N/A (Unblockable)|onHit=+58<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_214U.png<br />
|hitboxes=GBVSR_Siegfried_214U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22U |name=Ultimate Orkan<br />
|damage=440×2, 770, 1650 |level= |attribute=|guard=Mid<br />
|startup=13 |active= |recovery= |onBlock=-4 |onHit=+52<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_22U.png<br />
|hitboxes=GBVSR_Siegfried_22U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236H |name=Schwarze Fänge<br />
|damage=4950→3850 |level=4 |attribute=|guard=All<br />
|startup=14 |active=X|recovery=Total 98 |onBlock={{Adv-GBVS|VM|-18 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=60 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SBA.png<br />
|hitboxes=GBVS_Siegfried_236236H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
===214214H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=214214H |name=Blood of the Dragon<br />
|damage=- |level=- |attribute=|guard=-<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock=- |onHit=-<br />
|blockstun=- |groundHit=|airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Install.png<br />
|hitboxes=GBVS_Siegfried_214214H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236U |name=Rasendes Scharzblut<br />
|damage=6600→4400 |level=4 |attribute=|guard=Mid→All<br />
|startup=11 |active=6×5 |recovery=39 |onBlock={{Adv-GBVS|VM|-21 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SSBA2.png;GBVS_Siegfried_SSBA.png<br />
|hitboxes=GBVS_Siegfried_236236U_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried/Data&diff=419456GBVSR/Siegfried/Data2023-11-16T01:27:59Z<p>Zoj: /* 236236U */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Siegfried<br />
|health =17,000<br />
|prejump =4f<br />
|backdash=26f<br />
|portrait=GBVSR_Siegfried_Portrait.png<br />
|icon =GBVSR_Siegfried_Icon.png<br />
|nameplate=GBVSR_Siegfried_Nameplate.png<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.L |name=<br />
|damage=400 |level=0 |attribute=|guard=Mid<br />
|startup=5 |active=3 |recovery=6 |onBlock={{Adv-GBVS|P|+2}} |onHit=+6<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cL.png<br />
|hitboxes=GBVS_Siegfried_c5L_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.M |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=3 |recovery=12 |onBlock=0 |onHit=+4<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cM.png<br />
|hitboxes=GBVS_Siegfried_c5M_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.H |name=<br />
|damage=800, 200×2 |level=4 |attribute=|guard=Mid<br />
|startup=10 |active=2,2,2 |recovery=19 |onBlock={{Adv-GBVS|M|-2 }} |onHit=+2<br />
|blockstun=18 |groundHit=22 |airHit=22 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cH.png<br />
|hitboxes=GBVS_Siegfried_c5H_Hitbox_1.png;GBVS_Siegfried_c5H_Hitbox_2.png<br />
|hitboxCaption=Frames 10-11 (1st hit).\ Frames 12-15 (2nd and 3rd hits).<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX |name=<br />
|damage=200, 150 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=1,2 |recovery=16 |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XXX |name=<br />
|damage=350 |level=3 |attribute=|guard=Mid<br />
|startup=12 |active=3 |recovery=18 |onBlock={{Adv-GBVS|M|-4 }} |onHit=0<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6M |name=<br />
|damage=- |level=3 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6H |name=<br />
|damage=- |level=3 |attribute=|guard=High<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.L |name=<br />
|damage=400 |level=1 |attribute=|guard=Mid<br />
|startup=6 |active=3 |recovery=15 |onBlock={{Adv-GBVS|VM|-5 }} |onHit=-1<br />
|blockstun=12 |groundHit=16 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fL.png<br />
|hitboxes=GBVS_Siegfried_f5L_Hitbox.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.M |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=4 |recovery=17 |onBlock={{Adv-GBVS|VM|-6 }} |onHit=-2<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fM.png<br />
|hitboxes=GBVS_Siegfried_f5M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-2.\Active frames 3-4.<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.H |name=<br />
|damage=1000 |level=3 |attribute=|guard=Mid<br />
|startup=10 |active=9 |recovery=21 |onBlock={{Adv-GBVS|VM|-11 }} |onHit=-7<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fH.png |hitboxes=GBVS_Siegfried_f5H_Hitbox_1.png<br />
|hitboxCaption=Active frames 1-2\ Active frames 3-4\ Active frames 5-7\ Active frames 8-9.<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute=|guard=Low<br />
|startup=6 |active=3 |recovery=6 |onBlock={{Adv-GBVS|P|+2 }} |onHit=+6<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2L.png<br />
|hitboxes=GBVS_Siegfried_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2M |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=6 |recovery=14 |onBlock={{Adv-GBVS|M|-5 }} |onHit=-1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2M.png<br />
|hitboxes=GBVS_Siegfried_2M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2H |name=<br />
|damage=1000 |level=3 |attribute=|guard=Mid<br />
|startup=12 |active=6 |recovery=24 |onBlock={{Adv-GBVS|VM|-13 }} |onHit=-9<br />
|blockstun=16 |groundHit=20 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2H.png<br />
|hitboxes=GBVS_Siegfried_2H_Hitbox_1.png; GBVS_Siegfried_2H_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2U |name=<br />
|damage=700 |level=2 |attribute=|guard=Low<br />
|startup=9 |active=6 |recovery=18 |onBlock={{Adv-GBVS|VM|-9 }} |onHit=HKD<br />
|blockstun=14 |groundHit=18 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2U.png<br />
|hitboxes=GBVS_Siegfried_2U_Hitbox.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66L |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66L.png<br />
|hitboxes=GBVSR_Siegfried_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66M |name=<br />
|damage=- |level=2 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66M.png<br />
|hitboxes=GBVSR_Siegfried_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66H |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66H.png<br />
|hitboxes=GBVSR_Siegfried_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.L |name=<br />
|damage=400 |level=1 |attribute=|guard=High/Air<br />
|startup=5 |active=Until L |recovery=0 |onBlock=|onHit=<br />
|blockstun=12 |groundHit=14 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jL.png<br />
|hitboxes= GBVS_Siegfried_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.M |name=<br />
|damage=600 |level=2 |attribute=|guard=High/Air<br />
|startup=7 |active=9 |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jM.png<br />
|hitboxes=GBVS_Siegfried_jM_Hitbox.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.H |name=<br />
|damage=400, 200×2 |level=2 |attribute=|guard=High/Air [All]<br />
|startup=9 |active=2,2,2 |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jH.png<br />
|hitboxes=GBVS_Siegfried_jH_Hitbox_1.png; GBVS_Siegfried_jH_Hitbox_2.png<br />
|hitboxCaption= Frames 9-10 (1st hit)\ Frames 11-14 (2nd and 3rd hits)<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.U |name=<br />
|damage=800 |level=2 |attribute=|guard=High/Air<br />
|startup=11 |active=12 |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jU.png<br />
|hitboxes=GBVS_Siegfried_jU_Hitbox_1.png; GBVS_Siegfried_jU_Hitbox_2.png<br />
|hitboxCaption=First hitbox (Active frames 1-3)\ Second hitbox (Active frame 4-12)<br />
}}<br />
<br />
==Unique Action==<br />
===5U Data===<br />
{{MoveData-GBVSR |character=Siegfried |type=unique<br />
|input=5U |name=Manigance<br />
|damage=|level=|attribute=|guard=<br />
|startup=|active=|recovery=Total 36 |onBlock=|onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_5U.png<br />
|hitboxes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=1500 |level=0, 4 |attribute=|guard=Throw<br />
|startup=7 |active=3 |recovery=31 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Throw.png;GBVS_Siegfried_bThrow.png<br />
|caption=Forward Throw\Back Throw<br />
|hitboxes=GBVS_Siegfried_GroundThrow_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=1500 |level=0, 4 |attribute=|guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_AirThrow.png<br />
|hitboxes=GBVS_Siegfried_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVS_Siegfried_RagingStrike.png<br />
|hitboxes=GBVS_Siegfried_5MH_Hitbox_1.png; GBVS_Siegfried_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_RagingChain.png<br />
|hitboxes=GBVS_Siegfried_6MH_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_BraveCounter.png<br />
|hitboxes=GBVS_Siegfried_BC_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236L |name=L Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236L.png<br />
|hitboxes=GBVS_Siegfried_236L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236M |name=M Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236M.png<br />
|hitboxes=GBVS_Siegfried_236M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236H |name=H Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236H.png<br />
|hitboxes=GBVS_Siegfried_236H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623L |name=L Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623L.png<br />
|hitboxes=GBVS_Siegfried_623L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623M |name=M Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623M.png<br />
|hitboxes=GBVS_Siegfried_623M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623H |name=H Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623H.png<br />
|hitboxes=GBVS_Siegfried_623H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214L |name=L Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214L.png<br />
|hitboxes=GBVS_Siegfried_214L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214M |name=M Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214M.png<br />
|hitboxes=GBVS_Siegfried_214M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214H |name=H Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214H.png<br />
|hitboxes=GBVS_Siegfried_214H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22L |name=L Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22L.png<br />
|hitboxes=GBVS_Siegfried_22L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22M |name=M Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22M.png<br />
|hitboxes=GBVS_Siegfried_22M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22H |name=H Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22H.png<br />
|hitboxes=GBVS_Siegfried_22H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > L |name=Héritier<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Héritier.png<br />
|hitboxes=GBVS_Siegfried_Héritier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > M |name=L'Ombre d'Hier<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_LOmbre_dHier.png<br />
|hitboxes=GBVS_Siegfried_LOmbre_dHier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > H |name=Uwe<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Uwe.png<br />
|hitboxes=GBVS_Siegfried_Uwe_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > U |name=Deliverance<br />
|damage=1000 |level=4 |attribute=|guard=Throw<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Deliverance.png<br />
|hitboxes=GBVS_Siegfried_Deliverance_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==U Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236U |name=Ultimate Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236U.png<br />
|hitboxes=GBVS_Siegfried_236U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623U |name=Ultimate Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623U.png<br />
|hitboxes=GBVS_Siegfried_623U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214U |name=Ultimate Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214U.png<br />
|hitboxes=GBVS_Siegfried_214U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22U |name=Ultimate Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22U.png<br />
|hitboxes=GBVS_Siegfried_22U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236H |name=Schwarze Fänge<br />
|damage=4950→3850 |level=4 |attribute=|guard=All<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock={{Adv-GBVS|VM|-39 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=60 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SBA.png<br />
|hitboxes=GBVS_Siegfried_236236H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
===214214H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=214214H |name=Blood of the Dragon<br />
|damage=- |level=- |attribute=|guard=-<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock=- |onHit=-<br />
|blockstun=- |groundHit=|airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Install.png<br />
|hitboxes=GBVS_Siegfried_214214H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236U |name=Rasendes Scharzblut<br />
|damage=6600→4400 |level=4 |attribute=|guard=Mid→All<br />
|startup=8+7 |active=6×5 |recovery=39 |onBlock={{Adv-GBVS|VM|-26 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SSBA2.png;GBVS_Siegfried_SSBA.png<br />
|hitboxes=GBVS_Siegfried_236236U_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried/Data&diff=419455GBVSR/Siegfried/Data2023-11-16T01:27:03Z<p>Zoj: /* 236236H */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Siegfried<br />
|health =17,000<br />
|prejump =4f<br />
|backdash=26f<br />
|portrait=GBVSR_Siegfried_Portrait.png<br />
|icon =GBVSR_Siegfried_Icon.png<br />
|nameplate=GBVSR_Siegfried_Nameplate.png<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.L |name=<br />
|damage=400 |level=0 |attribute=|guard=Mid<br />
|startup=5 |active=3 |recovery=6 |onBlock={{Adv-GBVS|P|+2}} |onHit=+6<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cL.png<br />
|hitboxes=GBVS_Siegfried_c5L_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.M |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=3 |recovery=12 |onBlock=0 |onHit=+4<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cM.png<br />
|hitboxes=GBVS_Siegfried_c5M_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.H |name=<br />
|damage=800, 200×2 |level=4 |attribute=|guard=Mid<br />
|startup=10 |active=2,2,2 |recovery=19 |onBlock={{Adv-GBVS|M|-2 }} |onHit=+2<br />
|blockstun=18 |groundHit=22 |airHit=22 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cH.png<br />
|hitboxes=GBVS_Siegfried_c5H_Hitbox_1.png;GBVS_Siegfried_c5H_Hitbox_2.png<br />
|hitboxCaption=Frames 10-11 (1st hit).\ Frames 12-15 (2nd and 3rd hits).<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX |name=<br />
|damage=200, 150 |level=2 |attribute=|guard=Mid<br />
|startup=9 |active=1,2 |recovery=16 |onBlock={{Adv-GBVS|M|-3 }} |onHit=+1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XXX |name=<br />
|damage=350 |level=3 |attribute=|guard=Mid<br />
|startup=12 |active=3 |recovery=18 |onBlock={{Adv-GBVS|M|-4 }} |onHit=0<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6M |name=<br />
|damage=- |level=3 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=c.XX6H |name=<br />
|damage=- |level=3 |attribute=|guard=High<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.L |name=<br />
|damage=400 |level=1 |attribute=|guard=Mid<br />
|startup=6 |active=3 |recovery=15 |onBlock={{Adv-GBVS|VM|-5 }} |onHit=-1<br />
|blockstun=12 |groundHit=16 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fL.png<br />
|hitboxes=GBVS_Siegfried_f5L_Hitbox.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.M |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=4 |recovery=17 |onBlock={{Adv-GBVS|VM|-6 }} |onHit=-2<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fM.png<br />
|hitboxes=GBVS_Siegfried_f5M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-2.\Active frames 3-4.<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=f.H |name=<br />
|damage=1000 |level=3 |attribute=|guard=Mid<br />
|startup=10 |active=9 |recovery=21 |onBlock={{Adv-GBVS|VM|-11 }} |onHit=-7<br />
|blockstun=16 |groundHit=20 |airHit=20 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_fH.png |hitboxes=GBVS_Siegfried_f5H_Hitbox_1.png<br />
|hitboxCaption=Active frames 1-2\ Active frames 3-4\ Active frames 5-7\ Active frames 8-9.<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute=|guard=Low<br />
|startup=6 |active=3 |recovery=6 |onBlock={{Adv-GBVS|P|+2 }} |onHit=+6<br />
|blockstun=10 |groundHit=14 |airHit=14 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2L.png<br />
|hitboxes=GBVS_Siegfried_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2M |name=<br />
|damage=700 |level=2 |attribute=|guard=Mid<br />
|startup=7 |active=6 |recovery=14 |onBlock={{Adv-GBVS|M|-5 }} |onHit=-1<br />
|blockstun=14 |groundHit=18 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2M.png<br />
|hitboxes=GBVS_Siegfried_2M_Hitbox_1.png;<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2H |name=<br />
|damage=1000 |level=3 |attribute=|guard=Mid<br />
|startup=12 |active=6 |recovery=24 |onBlock={{Adv-GBVS|VM|-13 }} |onHit=-9<br />
|blockstun=16 |groundHit=20 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2H.png<br />
|hitboxes=GBVS_Siegfried_2H_Hitbox_1.png; GBVS_Siegfried_2H_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\ Active frames 4-6<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=2U |name=<br />
|damage=700 |level=2 |attribute=|guard=Low<br />
|startup=9 |active=6 |recovery=18 |onBlock={{Adv-GBVS|VM|-9 }} |onHit=HKD<br />
|blockstun=14 |groundHit=18 |airHit=30 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_2U.png<br />
|hitboxes=GBVS_Siegfried_2U_Hitbox.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66L |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66L.png<br />
|hitboxes=GBVSR_Siegfried_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66M |name=<br />
|damage=- |level=2 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66M.png<br />
|hitboxes=GBVSR_Siegfried_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=66H |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVS|VM|- }} |onHit=-<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Siegfried_66H.png<br />
|hitboxes=GBVSR_Siegfried_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.L |name=<br />
|damage=400 |level=1 |attribute=|guard=High/Air<br />
|startup=5 |active=Until L |recovery=0 |onBlock=|onHit=<br />
|blockstun=12 |groundHit=14 |airHit=16 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jL.png<br />
|hitboxes= GBVS_Siegfried_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.M |name=<br />
|damage=600 |level=2 |attribute=|guard=High/Air<br />
|startup=7 |active=9 |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jM.png<br />
|hitboxes=GBVS_Siegfried_jM_Hitbox.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.H |name=<br />
|damage=400, 200×2 |level=2 |attribute=|guard=High/Air [All]<br />
|startup=9 |active=2,2,2 |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jH.png<br />
|hitboxes=GBVS_Siegfried_jH_Hitbox_1.png; GBVS_Siegfried_jH_Hitbox_2.png<br />
|hitboxCaption= Frames 9-10 (1st hit)\ Frames 11-14 (2nd and 3rd hits)<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Siegfried |type=normal<br />
|input=j.U |name=<br />
|damage=800 |level=2 |attribute=|guard=High/Air<br />
|startup=11 |active=12 |recovery=Until L |onBlock=|onHit=<br />
|blockstun=14 |groundHit=14 |airHit=18 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_jU.png<br />
|hitboxes=GBVS_Siegfried_jU_Hitbox_1.png; GBVS_Siegfried_jU_Hitbox_2.png<br />
|hitboxCaption=First hitbox (Active frames 1-3)\ Second hitbox (Active frame 4-12)<br />
}}<br />
<br />
==Unique Action==<br />
===5U Data===<br />
{{MoveData-GBVSR |character=Siegfried |type=unique<br />
|input=5U |name=Manigance<br />
|damage=|level=|attribute=|guard=<br />
|startup=|active=|recovery=Total 36 |onBlock=|onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_5U.png<br />
|hitboxes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=1500 |level=0, 4 |attribute=|guard=Throw<br />
|startup=7 |active=3 |recovery=31 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Throw.png;GBVS_Siegfried_bThrow.png<br />
|caption=Forward Throw\Back Throw<br />
|hitboxes=GBVS_Siegfried_GroundThrow_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=1500 |level=0, 4 |attribute=|guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock=HKD |onHit=HKD<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_AirThrow.png<br />
|hitboxes=GBVS_Siegfried_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVS_Siegfried_RagingStrike.png<br />
|hitboxes=GBVS_Siegfried_5MH_Hitbox_1.png; GBVS_Siegfried_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_RagingChain.png<br />
|hitboxes=GBVS_Siegfried_6MH_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_BraveCounter.png<br />
|hitboxes=GBVS_Siegfried_BC_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236L |name=L Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236L.png<br />
|hitboxes=GBVS_Siegfried_236L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236M |name=M Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236M.png<br />
|hitboxes=GBVS_Siegfried_236M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236H |name=H Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236H.png<br />
|hitboxes=GBVS_Siegfried_236H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623L |name=L Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623L.png<br />
|hitboxes=GBVS_Siegfried_623L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623M |name=M Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623M.png<br />
|hitboxes=GBVS_Siegfried_623M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623H |name=H Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623H.png<br />
|hitboxes=GBVS_Siegfried_623H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214L |name=L Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214L.png<br />
|hitboxes=GBVS_Siegfried_214L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214M |name=M Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214M.png<br />
|hitboxes=GBVS_Siegfried_214M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214H |name=H Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214H.png<br />
|hitboxes=GBVS_Siegfried_214H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22L |name=L Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22L.png<br />
|hitboxes=GBVS_Siegfried_22L_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22M |name=M Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22M.png<br />
|hitboxes=GBVS_Siegfried_22M_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22H |name=H Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22H.png<br />
|hitboxes=GBVS_Siegfried_22H_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > L |name=Héritier<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Héritier.png<br />
|hitboxes=GBVS_Siegfried_Héritier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > M |name=L'Ombre d'Hier<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_LOmbre_dHier.png<br />
|hitboxes=GBVS_Siegfried_LOmbre_dHier_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > H |name=Uwe<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Uwe.png<br />
|hitboxes=GBVS_Siegfried_Uwe_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22X > U |name=Deliverance<br />
|damage=1000 |level=4 |attribute=|guard=Throw<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Deliverance.png<br />
|hitboxes=GBVS_Siegfried_Deliverance_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==U Skills==<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=236U |name=Ultimate Nelah Nav<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_236U.png<br />
|hitboxes=GBVS_Siegfried_236U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=623U |name=Ultimate Messager<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_623U.png<br />
|hitboxes=GBVS_Siegfried_623U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=214U |name=Ultimate Verdrängen<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_214U.png<br />
|hitboxes=GBVS_Siegfried_214U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
{{MoveData-GBVSR |character=Siegfried |type=other<br />
|input=22U |name=Ultimate Orkan<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_22U.png<br />
|hitboxes=GBVS_Siegfried_22U_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236H |name=Schwarze Fänge<br />
|damage=4950→3850 |level=4 |attribute=|guard=All<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock={{Adv-GBVS|VM|-39 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=60 |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SBA.png<br />
|hitboxes=GBVS_Siegfried_236236H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
===214214H===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=214214H |name=Blood of the Dragon<br />
|damage=- |level=- |attribute=|guard=-<br />
|startup=7+4 |active=|recovery=Total 98 |onBlock=- |onHit=-<br />
|blockstun=- |groundHit=|airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_Install.png<br />
|hitboxes=GBVS_Siegfried_214214H_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Siegfried |type=super<br />
|input=236236U |name=Rasendes Scharzblut<br />
|damage=4500→3500 |level=4 |attribute=|guard=Mid→All<br />
|startup=8+7 |active=6×5 |recovery=39 |onBlock={{Adv-GBVS|VM|-26 }} |onHit=HKD<br />
|blockstun=18 |groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVS_Siegfried_SSBA2.png;GBVS_Siegfried_SSBA.png<br />
|hitboxes=GBVS_Siegfried_236236U_Hitbox.png<br />
|hitboxCaption=-<br />
|notes=-<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Raven/Strategy&diff=192672GGXRD-R2/Raven/Strategy2021-01-20T01:33:05Z<p>Zoj: /* General Tactics */</p>
<hr />
<div>{{NavTabs|game=GGXRD-R2|chara=Raven|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/364-raven/|videos={{KeeponrockinXRDLink|raven}}|active=strategy}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==General Tactics==<br />
Ravens main goal is to use his good far reaching normals to score a knockdown in the neutral game. After scoring a knockdown raven should become very aggressive utilizing his multiple okizeme and setplay tools to lock the opponent down and keep them guessing. As his excitement level increases you will have better pressure and more damaging combos to utilize.<br />
<br />
==Blockstrings==<br />
<br />
===Glide IAD Strings===<br />
Raven's Glide strings are generally very free-flowing. You have a variety of ways to mix-up your opponent and make them guess on how to defend. <br />
*{{clr|3|j.S}}, {{clr|4|j.H}}(2): One of the more damaging strings<br />
*{{clr|3|j.S}}, {{clr|1|j.P}}, {{clr|3|j.S}}: Easy to confirm after<br />
*{{clr|3|j.S}}, {{clr|1|j.P}}, {{clr|4|j.H}}: Lots of blockstun (but also pushback). You can also delay the H long enough to have it whiff and get a grab/{{clr|2|2K}}, and if you make the {{clr|4|j.H}} hit, it'll hit people mashing too early.<br />
*{{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}: H doesn't hit so you can grab or go low with {{clr|2|2K}}. Use carefully, because you can be grabbed when canceling.<br />
*{{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|1|j.P}}: Fake 2 hits into grab w/ late overhead.<br />
*{{clr|2|j.K}}. {{clr|3|j.S}}, {{clr|5|j.D}}: Leaves you close to the opponent. Knockdowns if the second hit of {{clr|5|j.D}} connects, but it can be canceled into his grounded normals when timed properly.<br />
*Glide, delay {{clr|2|j.K}}, anything will beat people mashing {{clr|1|6P}} or grab (cuz some people still do this lol)<br />
<br />
Once they're afraid to hit grab/{{clr|1|6P}} after glide then you can do:<br />
*Glide, nothing, Grab<br />
<br />
It's good to run through each of these strings at least once to see how the opponent will react to them in terms of IB/FD/Grabbing/Mashing. After landing, you can connect many of Raven's normals, the most common being {{clr|3|c.S}} and {{clr|2|2K}}.<br />
<br />
==Tips and Tricks==<br />
===How to control the airdash===<br />
Raven's airdash is unique in that it follows a curve, rather than going straight. This means that he is constantly changing directions for the duration of the airdash until he is parallel to the ground. However, like most other character's airdashes, even if cancelled into an attack, Raven will keep the momentum of the airdash. (Unless you use {{clr|2|j.2K}} or a special move, which alter his momentum)<br />
<br />
Once the airdash is cancelled into an attack, Raven is locked into the direction and momentum of the airdash and will not stop until he runs out of momentum or hits the ground. Therefore, in order to go in a downwards direction, the airdash must be cancelled before Raven travels parallel to the ground. <br />
<br />
The trajectory of Raven's airdash is generally the same J shaped curve no matter where you do it, except for when he reaches a certain minimum height where the trajectory will flatten and go parallel to the ground. This means that the lower the airdash is executed, the shorter distance you have to cancel before Raven travels parallel to the ground.<br />
<br />
<br />
===Frame Data===<br />
A list of Raven's hitboxes can be found in the following Imgur album. Consult them when considering how to poke/counterpoke with or against him.<br />
<br />
https://imgur.com/a/VbtooV4<br />
<br />
==Fighting Raven==<br />
===Give it to me HERE===<br />
While Raven is in his super armored stance, similarly to Potemkin's Hammer Fall, you can YRC when he absorbs an attack and you can even throw him if he's absorbing a projectile!<br />
==Navigation==<br />
{{#lst:GGXRD-R2/Raven/Data|Links}}<br />
{{Navbar-GGXRD-R2}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Raven/Strategy&diff=192671GGXRD-R2/Raven/Strategy2021-01-20T01:31:51Z<p>Zoj: /* Tips and Tricks */</p>
<hr />
<div>{{NavTabs|game=GGXRD-R2|chara=Raven|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/364-raven/|videos={{KeeponrockinXRDLink|raven}}|active=strategy}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==General Tactics==<br />
Ravens main goal is to use his good far reaching normals to score a knockdown in the neutral game. After scoring a knockdown raven should become very aggressive utilizing his multiple okizeme and setplay tools to lock the opponent down and keep them guessing.<br />
<br />
==Blockstrings==<br />
<br />
===Glide IAD Strings===<br />
Raven's Glide strings are generally very free-flowing. You have a variety of ways to mix-up your opponent and make them guess on how to defend. <br />
*{{clr|3|j.S}}, {{clr|4|j.H}}(2): One of the more damaging strings<br />
*{{clr|3|j.S}}, {{clr|1|j.P}}, {{clr|3|j.S}}: Easy to confirm after<br />
*{{clr|3|j.S}}, {{clr|1|j.P}}, {{clr|4|j.H}}: Lots of blockstun (but also pushback). You can also delay the H long enough to have it whiff and get a grab/{{clr|2|2K}}, and if you make the {{clr|4|j.H}} hit, it'll hit people mashing too early.<br />
*{{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}: H doesn't hit so you can grab or go low with {{clr|2|2K}}. Use carefully, because you can be grabbed when canceling.<br />
*{{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|1|j.P}}: Fake 2 hits into grab w/ late overhead.<br />
*{{clr|2|j.K}}. {{clr|3|j.S}}, {{clr|5|j.D}}: Leaves you close to the opponent. Knockdowns if the second hit of {{clr|5|j.D}} connects, but it can be canceled into his grounded normals when timed properly.<br />
*Glide, delay {{clr|2|j.K}}, anything will beat people mashing {{clr|1|6P}} or grab (cuz some people still do this lol)<br />
<br />
Once they're afraid to hit grab/{{clr|1|6P}} after glide then you can do:<br />
*Glide, nothing, Grab<br />
<br />
It's good to run through each of these strings at least once to see how the opponent will react to them in terms of IB/FD/Grabbing/Mashing. After landing, you can connect many of Raven's normals, the most common being {{clr|3|c.S}} and {{clr|2|2K}}.<br />
<br />
==Tips and Tricks==<br />
===How to control the airdash===<br />
Raven's airdash is unique in that it follows a curve, rather than going straight. This means that he is constantly changing directions for the duration of the airdash until he is parallel to the ground. However, like most other character's airdashes, even if cancelled into an attack, Raven will keep the momentum of the airdash. (Unless you use {{clr|2|j.2K}} or a special move, which alter his momentum)<br />
<br />
Once the airdash is cancelled into an attack, Raven is locked into the direction and momentum of the airdash and will not stop until he runs out of momentum or hits the ground. Therefore, in order to go in a downwards direction, the airdash must be cancelled before Raven travels parallel to the ground. <br />
<br />
The trajectory of Raven's airdash is generally the same J shaped curve no matter where you do it, except for when he reaches a certain minimum height where the trajectory will flatten and go parallel to the ground. This means that the lower the airdash is executed, the shorter distance you have to cancel before Raven travels parallel to the ground.<br />
<br />
<br />
===Frame Data===<br />
A list of Raven's hitboxes can be found in the following Imgur album. Consult them when considering how to poke/counterpoke with or against him.<br />
<br />
https://imgur.com/a/VbtooV4<br />
<br />
==Fighting Raven==<br />
===Give it to me HERE===<br />
While Raven is in his super armored stance, similarly to Potemkin's Hammer Fall, you can YRC when he absorbs an attack and you can even throw him if he's absorbing a projectile!<br />
==Navigation==<br />
{{#lst:GGXRD-R2/Raven/Data|Links}}<br />
{{Navbar-GGXRD-R2}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Raven/Strategy&diff=192670GGXRD-R2/Raven/Strategy2021-01-20T01:31:23Z<p>Zoj: /* General Tactics */</p>
<hr />
<div>{{NavTabs|game=GGXRD-R2|chara=Raven|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/364-raven/|videos={{KeeponrockinXRDLink|raven}}|active=strategy}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==General Tactics==<br />
Ravens main goal is to use his good far reaching normals to score a knockdown in the neutral game. After scoring a knockdown raven should become very aggressive utilizing his multiple okizeme and setplay tools to lock the opponent down and keep them guessing.<br />
<br />
==Blockstrings==<br />
<br />
===Glide IAD Strings===<br />
Raven's Glide strings are generally very free-flowing. You have a variety of ways to mix-up your opponent and make them guess on how to defend. <br />
*{{clr|3|j.S}}, {{clr|4|j.H}}(2): One of the more damaging strings<br />
*{{clr|3|j.S}}, {{clr|1|j.P}}, {{clr|3|j.S}}: Easy to confirm after<br />
*{{clr|3|j.S}}, {{clr|1|j.P}}, {{clr|4|j.H}}: Lots of blockstun (but also pushback). You can also delay the H long enough to have it whiff and get a grab/{{clr|2|2K}}, and if you make the {{clr|4|j.H}} hit, it'll hit people mashing too early.<br />
*{{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}: H doesn't hit so you can grab or go low with {{clr|2|2K}}. Use carefully, because you can be grabbed when canceling.<br />
*{{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|1|j.P}}: Fake 2 hits into grab w/ late overhead.<br />
*{{clr|2|j.K}}. {{clr|3|j.S}}, {{clr|5|j.D}}: Leaves you close to the opponent. Knockdowns if the second hit of {{clr|5|j.D}} connects, but it can be canceled into his grounded normals when timed properly.<br />
*Glide, delay {{clr|2|j.K}}, anything will beat people mashing {{clr|1|6P}} or grab (cuz some people still do this lol)<br />
<br />
Once they're afraid to hit grab/{{clr|1|6P}} after glide then you can do:<br />
*Glide, nothing, Grab<br />
<br />
It's good to run through each of these strings at least once to see how the opponent will react to them in terms of IB/FD/Grabbing/Mashing. After landing, you can connect many of Raven's normals, the most common being {{clr|3|c.S}} and {{clr|2|2K}}.<br />
<br />
==Tips and Tricks==<br />
===How to control the airdash===<br />
Raven's airdash is unique in that it follows a curve, rather than going straight. This means that he is constantly changing directions for the duration of the airdash until he is parallel to the ground. However, like most other character's airdashes, even if cancelled into an attack, Raven will keep the momentum of the airdash. (Unless you use {{clr|2|j.2K}} or a special move, which alter his momentum)<br />
<br />
Once the airdash is cancelled into an attack, Raven is locked into the direction and momentum of the airdash and will not stop until he runs out of momentum or hits the ground. Therefore, in order to go in a downwards direction, the airdash must be cancelled before Raven travels parallel to the ground. <br />
<br />
The trajectory of Raven's airdash is generally the same J shaped curve no matter where you do it, except for when he reaches a certain minimum height where the trajectory will flatten and go parallel to the ground. This means that the lower the airdash is executed, the shorter distance you have to cancel before Raven travels parallel to the ground.<br />
<br />
==Fighting Raven==<br />
===Give it to me HERE===<br />
While Raven is in his super armored stance, similarly to Potemkin's Hammer Fall, you can YRC when he absorbs an attack and you can even throw him if he's absorbing a projectile!<br />
==Navigation==<br />
{{#lst:GGXRD-R2/Raven/Data|Links}}<br />
{{Navbar-GGXRD-R2}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GGST/Ky_Kiske&diff=192645GGST/Ky Kiske2021-01-19T20:32:31Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GGST|chara=Ky Kiske}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Ky Kiske<br />
| game = GGST<br />
| lore = A serious man who dedicates himself completely to his work, the people, and his morals.<br />
<br />
His love for justice and determination to help those less fortunate is reflected in all aspects of his life.<br />
On the other hand, this also means he can show rather extreme dislike for anything that disrupts the peace or breaks the rules.<br />
After taking his position as King, this enthusiasm shifted into a broader perspective, allowing him to see the world from a variety of viewpoints.<br />
This isn't to say, however, that he can't still come off as naïve and emotional at times.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|GGST|Ky Kiske}}, classified as a ''Balanace'' type, is a classic all-rounder with excellent moves.<br />
|pros=<br />
* got a sexy glow-up<br />
* his wife isn't around tho so have fun<br />
* sin kiske's dad<br />
|cons=<br />
* is married to an anime girl<br />
* no more ponytail<br />
* more vanilla than a Christian girl on prom night<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GGST<br />
| fullname=Ky Kiske<br />
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement = {{#lst:{{PAGENAME}}/Data|movement}}<br />
| beginner = 5 | official = yes<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Shock State<br />
| content=<br />
Some attacks put the opponent into Shock State on contact. Hitting the opponent with certain attacks during Shock State gain bonus effects, varying from more blockstun to better hit effects, allowing for better combos, or better okizeme.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_5P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>5K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_5K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>c.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_c.S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>f.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_f.S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>5H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>5D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_5D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_6P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>6K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_6K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>6H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_6H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_2P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_2K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_2S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_2D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_j.P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_j.K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_j.S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_j.H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_j.D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Ground Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Stun_Edge.png|S H O C K S T A T E<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
*Leave a Shock State to the opponent on contact.<br />
</div><br />
</div><br />
<br />
===<big>Stun Edge Charge Attack</big>===<br />
<span class="input-badge">'''236H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Stun_Edge_Charge_Attack.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
*Leave a Shock State to the opponent on contact.<br />
</div><br />
</div><br />
<br />
===<big>Aerial Stun Edge</big>===<br />
<span class="input-badge">'''j.236S/H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Aerial_Stun Edge.png|Shin Akuma returns<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
* Leave a Shock State to the opponent on contact.<br />
* Can airdash after.<br />
</div><br />
</div><br />
<br />
===<big>Stun Dipper</big>===<br />
<span class="input-badge">'''236K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Stun_Dipper.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|}<br />
==== ====<br />
If the opponent gets hit when they are in Shock State, you can throw a Stun Edge Charge Attack saftely without RCing.<br />
</div><br />
</div><br />
<br />
===<big>Foudre Arc</big>===<br />
<span class="input-badge">'''214K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Foudre_Arc.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Flying kick with a high arc. It covers a huge distance quickly, is safe on block, and can hop over a lot of attacks.<br />
If it hits the opponent while they are in Shock state, it will cause more hitstun allowing a meterless followup combo.<br />
Will always combo after 2H's second hit on a standing or airborne opponent.<br />
</div><br />
</div><br />
<br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''623S/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Vapor_Thrust.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
|-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Dire Eclat</big>===<br />
<span class="input-badge">'''214S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Dire_Eclat.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
*Leave a Shock State to the opponent on contact.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
===<big>Ride The Lighting</big>===<br />
<span class="input-badge">'''632146H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Ride_The_Lighting.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''236236P'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_Sacred_Edge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|}<br />
==== ====<br />
*Leave a Shock State to the opponent on contact.<br />
</div><br />
</div><br />
<br />
==Instant Kill==<br />
<br />
===<big>???</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ky_Kiske_???.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GGST}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GGST/Chipp_Zanuff&diff=191750GGST/Chipp Zanuff2021-01-12T03:25:45Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GGST|chara=Chipp Zanuff}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content= live fast die faster<br />
{{Bio<br />
| name = Chipp Zanuff<br />
| game = GGST<br />
| quote = A vote for me, is a vote for love!<br />
| lore = Chipp Zanuff is shown in game as a straightforward and simple-minded man, impatient and quick-tempered, but unable to get angry for a long time, and believes that failing is simply a chance to improve. He rarely loses hope, constantly striving to become stronger and improve his skills. Chipp possesses a great love of Japan, and even claims to have been born there, and not in America; but his image of the country is largely idealized and has little to do with reality. Chipp's non-Japanese origin is given away by his speech: some of his lines during combat consist only of the stereotypical Japanese words, usually known to foreigners, for example, "harakiri", "kamikaze",and even "Fujiyama geisha". From- https://guilty-gear.fandom.com/wiki/Chipp_Zanuff<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
|pros=<br />
* super slick wall combos <br />
* That outfit is sick who's writing these<br />
|cons=<br />
* straight up explodes in two hit<br />
* Literally a weeb<br />
* That outfit<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GGST<br />
| fullname=Chipp Zanuff<br />
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement = {{#lst:{{PAGENAME}}/Data|movement}}<br />
| beginner = 3 | official = yes<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_5P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Backhand jab.<br />
</div><br />
</div><br />
<br />
===<big>5K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_5K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Overall very fast 5K, not as fast as 5P but still pretty close, plus has better range.<br />
</div><br />
</div><br />
<br />
===<big>c.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_c.S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>f.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_f.S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>5H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>5D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_5D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Chipp summons a Tanuki in front of him.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_6P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Hand slap. Very slow and punishable 6P.<br />
</div><br />
</div><br />
<br />
===<big>6K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_6K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Horrendous startup, but you're airborne (and thus unthrowable) for the entire attack except the landing lag.<br />
</div><br />
</div><br />
<br />
===<big>6H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_6H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_2P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_2K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_2S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_2D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_j.P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_j.K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_j.S.png |SPEEN!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
Your best crossup tool.<br />
*No longer bounces you upwards.<br />
</div><br />
</div><br />
<br />
===<big>j.H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_j.H.png |Acrobatic showoff<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Your best jump-in due to the excellent hitbox, hard to anti-air.<br />
*Hits 2 times.<br />
*Easy crossups.<br />
</div><br />
</div><br />
<br />
===<big>j.D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_j.D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.2K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_j.2K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Ground Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Alpha Blade Horizontal</big>===<br />
<span class="input-badge">'''236P (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Ground.png|Ground<br />
GGST_Chipp_Zanuff_Alpha_Blade_Horizontal_Air.png|Air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236P}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Alpha Blade Diagonal</big>===<br />
<span class="input-badge">'''236K (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Alpha_Blade_Diagonal_Ground.png| Ground<br />
GGST_Chipp_Zanuff_Alpha_Blade_Diagonal_Air.png|Air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
Alpha Blade but it goes diagonally. <br />
*Ground version goes upwards and air version goes downwards.<br />
</div><br />
</div><br />
<br />
===<big>Beta Blade</big>===<br />
<span class="input-badge">'''623S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Beta_Blade.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
|}<br />
==== ====<br />
Upward uppercut-like slash. Solid DP with good invicibility. Use as a reversal or combo ender.<br />
</div><br />
</div><br />
<br />
===<big>Gamma Blade</big>===<br />
<span class="input-badge">'''236H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Gamma_Blade.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
Sends a clone forward that will attack the opponent. Chipp can now cancel the move from normals, which makes the move a strong pressure tool compare to in previous iterations. But in return, the opponent can also hit his clone and he will get the damage, so when pressuring them and you consider cancelling into this, make sure you leave no gap or have the opponent respect you. DON'T THROW THIS OUT IN NEUTRAL WITHOUT KNOWING WHAT YOU ARE DOING.<br />
</div><br />
</div><br />
<br />
===<big>Resshou</big>===<br />
<span class="input-badge">'''236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Resshou.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
Kung-fu forward palm thrust. Starter of Chipp's rekka.<br />
</div><br />
</div><br />
<br />
===<big>Rokusai</big>===<br />
<span class="input-badge">'''Resshou > 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Rokusai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S 236S}}<br />
|}<br />
==== ====<br />
Downward kick. Followup to Rokusai(236S).<br />
*Can be followed up with Senshuu(236K).<br />
</div><br />
</div><br />
<br />
===<big>Senshuu</big>===<br />
<span class="input-badge">'''Resshou > 236K'''</span> <span class="input-badge">'''Rokusai > 236K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Senshuu.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S 236K}}<br />
|}<br />
==== ====<br />
Flip kick. Followup to Rokusai(236S).<br />
*Can't be followed-up with Rokusai(236S).<br />
</div><br />
</div><br />
<br />
===<big>Genrou Zan</big>===<br />
<span class="input-badge">'''63214S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Genrou_Zan.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214S}}<br />
|}<br />
==== ====<br />
Command grab. Range is good and damage is alright, but startup is really too long.<br />
</div><br />
</div><br />
<br />
===<big>Shuriken</big>===<br />
<span class="input-badge">'''j.214P'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Shuriken.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214P}}<br />
|}<br />
==== ====<br />
Regular air fireball.<br />
*Freezes Chipp midair during the throw.<br />
</div><br />
</div><br />
<br />
===<big>Wall Run</big>===<br />
<span class="input-badge">'''Hold 6 while dashing to a wall's edge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Wall_Run.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Wall Run}}<br />
|}<br />
==== ====<br />
During wall run, you can use your 5P, 5K, 5S or 5H, or press 4 or 2 to get off the wall.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
===<big>Zansei Rouga</big>===<br />
<span class="input-badge">'''632146H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Zansei_Rouga.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Banki Messai</big>===<br />
<span class="input-badge">'''236236K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Chipp_Zanuff_Banki_Messai.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GGST}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Zooey&diff=186236GBVS/Zooey2020-11-18T18:03:28Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Zooey|discord=https://discord.gg/mRyMfHa}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Zooey is the last DLC character for DLC pack 1, released on April 28th. She is a long range character that uses powerful specials, relying on her character specific wyvern gauge to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.<br />
}}<br />
{{Bio<br />
| name = Zooey<br />
| game = GBVS<br />
| quote = I am the will of the world.<br />
| lore = At first glance Zooey appears to be an innocent young girl, but her true form is that of the Grand Order, a primal beast tasked with keeping the balance of the world. Abhorring chaos, she takes to the skies and readies herself to fight after sensing three singularities—Gran, Beelzebub, and Djeeta—who will disturb the equilibrium of space and time.<br />
<br />
With swordsmanship beyond mortal capabilities and lightning magic at her command, as well as the aid of her faithful dragons Dyrn and Lyrn, she will ensure balance is upheld.<br />
| voice = English: Laura Post/Japanese: Ami Koshimizu<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Zooey|32px}} is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.<br />
| pros =<br />
* '''Good pressure tools'''<br />
* '''Has the ability to stall her air momentum with Aerial Thunder'''<br />
* '''Absolutely insane okizeme'''<br />
| cons =<br />
* '''Relies on a character specific meter on top of cooldowns'''<br />
* '''Only invincible option is Skybound Art; next-best reversal does not activate armor until frame 5.'''<br />
|tablewidth=100<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Zooey<br />
| nameplate=yes<br />
| health=11000<br />
| colors=yes<br />
| colorsize=75<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
|header=Dragon Gauge [[File:GBVS_Zooey_Dragon_Gauge.png|180px|link=]]<br />
|content=Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. [[#Summon Dragon|Summon Dragon]] puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.<br />
<br />
Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using [[#Convergence|Convergence and The Last Wish]]. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets hit. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
<br />
* 0 on block, only useful as a frame trap if a light is used after.<br />
* Does not link into {{clr|4|c.H}} on counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
<br />
* Punishable on block.<br />
* Links into itself on Counter Hit.<br />
* Not a frame trap after {{clr|1|c.L}}/{{clr|1|2L}}.<br />
</div><br />
</div><br />
<br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cXX.png | <br />
GBVS_Zooey_cXXX.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
<br />
Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]].<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
<br />
*useful for anti air against metera unique action<br />
Decent range normal can cancel into most of her moves and SSBA<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2L.png |Don't worry, it's a low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2M.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2H.png | you can't Hyde<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
<br />
* Can cut down recovery with {{clr|2|5U}} for CH AA combos, which also builds Wyvern meter.<br />
Zooey's main anti-air. She technically has another anti-air with [[GBVS/Zooey#Aerial Spinning Slash|Aerial Spinning Slash]], but it leads to pitiful damage compared to {{clr|4|2H}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2U.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
<br />
Useful as an ender to set up her [[GBVS/Zooey#Thunder|Thunder]] okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jL.png |No, this doesn't have armor.<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
<br />
* Active until landing.<br />
* Can be used for fuzzy guard setups.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jM.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
<br />
Can Cross-Up.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jH.png | Dab on em<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jU.png |'''T E Y A H'''<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
Causes wallbounce on counterhit, launches on ground hit. Functions like [[GGXRD-R2/Sol_Badguy#j.D|Sol Badguy's j.D]] from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another {{clr|2|j.U}} while falling. Sadly, it launches at a shallow enough angle that you can usually only get two {{clr|2|j.U}}'s in a combo before the opponent is too low to continue.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>Convergence</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Convergence.png |Damnit I wasted the limit break joke on Percival.<br />
GBVS_Zooey_TheLastWish.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Convergence|subtitle=5U}}<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|-<br />
{{AttackVersion|name=The Last Wish|subtitle={{clr|2|5U}} > {{clr|1|6L}}/M/H}}<br />
{{#lst:{{PAGENAME}}/Data|5U 6X}}<br />
|}<br />
==== ====<br />
<br />
* Minimum {{clr|2|5U}} charge duration is 23 frames total and gains 8.5% Dragon Gauge<br />
* Earliest ''The Last Wish'' cancel from {{clr|2|5U}} is on frame 16 (Total startup: 20)<br />
Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press {{clr|1|6L}}/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.<br />
<br />
While Lyrn is active or in cooldown, {{clr|2|5U}} charge speed is halved and The Last Wish on hit only charges for 16.7%. If Lyrn is active and not in cooldown, the gauge also gradually depletes for as long as Zooey is in hitstun (4% per second). Exact values for Dragon Gauge can be found in [[GBVS/Zooey/Frame Data|Zooey's Frame Data page.]]<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_GroundThrow.png |<br />
GBVS_Zooey_BackThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
<br />
Zooey can combo off her forward throw with the second part of the [[GBVS/Zooey#Summon Dragon|H Summon Dragon]], making this throw significantly scarier than most once you get the opponent in the corner.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AirThrow.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
<br />
This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow.<br />
</div><br />
</div><br />
<br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Zooey OverheadAttack.png |Netplay<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
<br />
Standard universal overhead. Zooey performs a short hop before hitting the opponent on the head with her sword. More dangerous than most universal overheads due to both her dragons and her negative edge thunder. Hits mad far.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Dragon {{Micon|1}}</big>===<br />
<span class="input-badge">'''236X or 5S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Immortal_Thrust.png |L version<br />
GBVS_Zooey_Breath.png |M version<br />
GBVS_Zooey_Sweeping_Beam.png |H version<br>"Do you take VISA?"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L|subtitle=Immortal Thrust}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name=M|subtitle=Heavy Breath}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name=H|subtitle=Sweeping Beam}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
<br />
Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown.<br />
* Immortal Thrust (13.3%) is an extremely fast projectile, clashes with other projectiles and allows Lyrn to use his other two moves at a range.<br />
* Heavy Breath (20%) launches into the air, allowing follow up air to air. even though the startup is 34 frames. Zooey cannot move until frame 50<br />
* Sweeping Beam (33.3%) has significant startup, persists through block, lost on hit or teched throw(Beam will still finish if you are hit while it is firing one of them), also allows followup combo after forward throw. Cannot move until frame 44<br />
All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.<br />
<br />
Lyrn, when already set due to a previous summon, has a number of rules regarding spacing and which situations will cause him to be repositioned.<br />
* Immortal Thrust will always teleport Lyrn to Zooey's position before sending him forward.<br />
* If Zooey and Lyrn are on the same side of the opponent, Heavy Breath and Sweeping Beam will always activate at Lyrn's current position unless Zooey is closer to the opponent than Lyrn, at which point Lyrn will teleport to Zooey's location before attacking. If Zooey and Lyrn are on opposite sides of the opponent, Heavy Breath and Sweeping Beam will always activate from Lyrn's current position towards the opponent unless Zooey is at least about half a stage's length away from Lyrn, at which point Lyrn will teleport to Zooey's location before attacking.<br />
* Heavy Breath will cause Lyrn to reposition if he is so close to the corner that Heavy Breath would otherwise hit offscreen. Lyrn will teleport back from the corner just far enough for Heavy Breath to remain onscreen. Sweeping Beam, when done too close to the corner, will move Lyrn to the exact same position Heavy Breath moves him to.<br />
</div><br />
</div><br />
<br />
===<big>Spinning Slash {{Micon|6}}</big>===<br />
<span class="input-badge">'''214X or 4S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Spinning_Slash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
<br />
Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance.<br />
<br />
Chains into two different followups, allowing for confirms into knockdown or frame traps.<br />
<br />
L version can be cancelled into for a natural combo from all buttons except {{clr|1|c.L}} and {{clr|1|2L}} (even on CH). <br />
<br />
M version can only be cancelled into for a natural combo from {{clr|4|c.H}}, {{clr|4|f.H}}, and {{clr|4|2H}}. It can be cancelled into for a natural combo from {{clr|3|c.M}}, {{clr|3|f.M}}, and {{clr|3|2M}} on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from {{clr|1|f.L}} if the attack hits crouching ''and'' is a CH.<br />
<br />
H version links to {{clr|4|c.H}} on counter hit<br />
</div><br />
</div><br />
<br />
===<big>Ray Strike</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_RayStrike.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214XX}}<br />
|}<br />
==== ====<br />
<br />
Combos naturally from all three versions of Spinning Slash.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Bisection</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|6L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Bisection.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X6X}}<br />
|}<br />
==== ====<br />
<br />
This followup only combos from Spinning Slash on crouching hit, counter hit, or if the Spinning Slash was the H version. There's a small gap between the L/M version of Spinning Slash and Bisection, allowing for unsafe frametraps without Lyrn backing you up.<br />
<br />
{{clr|1|214L}}/{{clr|3|M}}~6X is true on crouching opponents or if the {{clr|1|214L}}/{{clr|3|M}} was CH.<br />
<br />
Launches from H version of Spinning Slash. Bisection followups from L/M versions of Spinning Slash launch on CH.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Aerial Spinning Slash {{Micon|14}}</big>===<br />
<span class="input-badge">'''623X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AerialSpinningSlash.png |Bandit Revolver?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
<br />
*Value in [] on the H version are for when the rising part whiffs<br />
Zooey leaps into the air before crashing down to the ground. L version does not have a hitbox on the way up. H version is slightly plus on block and invincible to air attacks, but the actual damage it does as an anti-air is pitiful.<br />
</div><br />
</div><br />
<br />
===<big>Thunder {{Micon|16}}</big>===<br />
<span class="input-badge">'''22X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Thunder.png |Sword Iris!<br />
GBVS_Zooey_Thunder_Diagram.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
<br />
* Data in [] refers to the lightning itself.<br />
* Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).<br />
* c.XXX > {{clr|1|22L}} is -2 on block and +2 on hit<br />
Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox.<br />
<br />
* Zooey designates a strike point for the lightning depending on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.<br />
*<br />
* L version calls lightning closest to Zooey, M version calls lightning farther out. Weirdly enough, M version has the longest range, going out further than the H version.<br />
*<br />
* H version hits multiple times -- starting close to Zooey and traveling outwards -- pushing the opponent away from her. It covers the area between the front of Zooey and the area just slightly before M lightning range.<br />
<br />
The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.<br />
</div><br />
</div><br />
<br />
===<big>Thunder (Midair) {{Micon|16}}</big>===<br />
<span class="input-badge">'''j.22X or j.S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Aerial_Thunder.png |Beats by Dr.Doom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.22H}}<br />
|}<br />
==== ====<br />
<br />
Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground.<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Gamma Ray</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Gamma_Ray.png |No, not THAT Gamma Ray.<br />
GBVS_Zooey_Gamma_Ray2.png |Still painful.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Armageddon</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Armageddon.png |"You will perish! Return to the void of the sky and the stars!"<br />
GBVS_Zooey_Armageddon2.png |She could start in this form but then it wouldn't be balanced. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
<br />
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Massive wall of moving hitbox that covers jumping opponent but rather short in range. Its initial cinematic may signals the opponent to block-punish this, so it is safer to use it as a whiff-punish move or combo ender to close out the round.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Zooey&diff=186235GBVS/Zooey2020-11-18T18:02:50Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Zooey|discord=https://discord.gg/mRyMfHa}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Zooey is the last DLC character for DLC pack 1, released on April 28th. She is a long range character that uses powerful specials, relying on her character specific wyvern gauge to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.<br />
{{Bio<br />
| name = Zooey<br />
| game = GBVS<br />
| quote = I am the will of the world.<br />
| lore = At first glance Zooey appears to be an innocent young girl, but her true form is that of the Grand Order, a primal beast tasked with keeping the balance of the world. Abhorring chaos, she takes to the skies and readies herself to fight after sensing three singularities—Gran, Beelzebub, and Djeeta—who will disturb the equilibrium of space and time.<br />
<br />
With swordsmanship beyond mortal capabilities and lightning magic at her command, as well as the aid of her faithful dragons Dyrn and Lyrn, she will ensure balance is upheld.<br />
| voice = English: Laura Post/Japanese: Ami Koshimizu<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Zooey|32px}} is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.<br />
| pros =<br />
* '''Good pressure tools'''<br />
* '''Has the ability to stall her air momentum with Aerial Thunder'''<br />
* '''Absolutely insane okizeme'''<br />
| cons =<br />
* '''Relies on a character specific meter on top of cooldowns'''<br />
* '''Only invincible option is Skybound Art; next-best reversal does not activate armor until frame 5.'''<br />
|tablewidth=100<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Zooey<br />
| nameplate=yes<br />
| health=11000<br />
| colors=yes<br />
| colorsize=75<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
|header=Dragon Gauge [[File:GBVS_Zooey_Dragon_Gauge.png|180px|link=]]<br />
|content=Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. [[#Summon Dragon|Summon Dragon]] puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.<br />
<br />
Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using [[#Convergence|Convergence and The Last Wish]]. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets hit. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
<br />
* 0 on block, only useful as a frame trap if a light is used after.<br />
* Does not link into {{clr|4|c.H}} on counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
<br />
* Punishable on block.<br />
* Links into itself on Counter Hit.<br />
* Not a frame trap after {{clr|1|c.L}}/{{clr|1|2L}}.<br />
</div><br />
</div><br />
<br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cXX.png | <br />
GBVS_Zooey_cXXX.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
<br />
Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]].<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
<br />
*useful for anti air against metera unique action<br />
Decent range normal can cancel into most of her moves and SSBA<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2L.png |Don't worry, it's a low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2M.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2H.png | you can't Hyde<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
<br />
* Can cut down recovery with {{clr|2|5U}} for CH AA combos, which also builds Wyvern meter.<br />
Zooey's main anti-air. She technically has another anti-air with [[GBVS/Zooey#Aerial Spinning Slash|Aerial Spinning Slash]], but it leads to pitiful damage compared to {{clr|4|2H}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2U.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
<br />
Useful as an ender to set up her [[GBVS/Zooey#Thunder|Thunder]] okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jL.png |No, this doesn't have armor.<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
<br />
* Active until landing.<br />
* Can be used for fuzzy guard setups.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jM.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
<br />
Can Cross-Up.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jH.png | Dab on em<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jU.png |'''T E Y A H'''<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
Causes wallbounce on counterhit, launches on ground hit. Functions like [[GGXRD-R2/Sol_Badguy#j.D|Sol Badguy's j.D]] from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another {{clr|2|j.U}} while falling. Sadly, it launches at a shallow enough angle that you can usually only get two {{clr|2|j.U}}'s in a combo before the opponent is too low to continue.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>Convergence</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Convergence.png |Damnit I wasted the limit break joke on Percival.<br />
GBVS_Zooey_TheLastWish.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Convergence|subtitle=5U}}<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|-<br />
{{AttackVersion|name=The Last Wish|subtitle={{clr|2|5U}} > {{clr|1|6L}}/M/H}}<br />
{{#lst:{{PAGENAME}}/Data|5U 6X}}<br />
|}<br />
==== ====<br />
<br />
* Minimum {{clr|2|5U}} charge duration is 23 frames total and gains 8.5% Dragon Gauge<br />
* Earliest ''The Last Wish'' cancel from {{clr|2|5U}} is on frame 16 (Total startup: 20)<br />
Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press {{clr|1|6L}}/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.<br />
<br />
While Lyrn is active or in cooldown, {{clr|2|5U}} charge speed is halved and The Last Wish on hit only charges for 16.7%. If Lyrn is active and not in cooldown, the gauge also gradually depletes for as long as Zooey is in hitstun (4% per second). Exact values for Dragon Gauge can be found in [[GBVS/Zooey/Frame Data|Zooey's Frame Data page.]]<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_GroundThrow.png |<br />
GBVS_Zooey_BackThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
<br />
Zooey can combo off her forward throw with the second part of the [[GBVS/Zooey#Summon Dragon|H Summon Dragon]], making this throw significantly scarier than most once you get the opponent in the corner.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AirThrow.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
<br />
This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow.<br />
</div><br />
</div><br />
<br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Zooey OverheadAttack.png |Netplay<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
<br />
Standard universal overhead. Zooey performs a short hop before hitting the opponent on the head with her sword. More dangerous than most universal overheads due to both her dragons and her negative edge thunder. Hits mad far.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Dragon {{Micon|1}}</big>===<br />
<span class="input-badge">'''236X or 5S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Immortal_Thrust.png |L version<br />
GBVS_Zooey_Breath.png |M version<br />
GBVS_Zooey_Sweeping_Beam.png |H version<br>"Do you take VISA?"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L|subtitle=Immortal Thrust}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name=M|subtitle=Heavy Breath}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name=H|subtitle=Sweeping Beam}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
<br />
Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown.<br />
* Immortal Thrust (13.3%) is an extremely fast projectile, clashes with other projectiles and allows Lyrn to use his other two moves at a range.<br />
* Heavy Breath (20%) launches into the air, allowing follow up air to air. even though the startup is 34 frames. Zooey cannot move until frame 50<br />
* Sweeping Beam (33.3%) has significant startup, persists through block, lost on hit or teched throw(Beam will still finish if you are hit while it is firing one of them), also allows followup combo after forward throw. Cannot move until frame 44<br />
All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.<br />
<br />
Lyrn, when already set due to a previous summon, has a number of rules regarding spacing and which situations will cause him to be repositioned.<br />
* Immortal Thrust will always teleport Lyrn to Zooey's position before sending him forward.<br />
* If Zooey and Lyrn are on the same side of the opponent, Heavy Breath and Sweeping Beam will always activate at Lyrn's current position unless Zooey is closer to the opponent than Lyrn, at which point Lyrn will teleport to Zooey's location before attacking. If Zooey and Lyrn are on opposite sides of the opponent, Heavy Breath and Sweeping Beam will always activate from Lyrn's current position towards the opponent unless Zooey is at least about half a stage's length away from Lyrn, at which point Lyrn will teleport to Zooey's location before attacking.<br />
* Heavy Breath will cause Lyrn to reposition if he is so close to the corner that Heavy Breath would otherwise hit offscreen. Lyrn will teleport back from the corner just far enough for Heavy Breath to remain onscreen. Sweeping Beam, when done too close to the corner, will move Lyrn to the exact same position Heavy Breath moves him to.<br />
</div><br />
</div><br />
<br />
===<big>Spinning Slash {{Micon|6}}</big>===<br />
<span class="input-badge">'''214X or 4S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Spinning_Slash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
<br />
Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance.<br />
<br />
Chains into two different followups, allowing for confirms into knockdown or frame traps.<br />
<br />
L version can be cancelled into for a natural combo from all buttons except {{clr|1|c.L}} and {{clr|1|2L}} (even on CH). <br />
<br />
M version can only be cancelled into for a natural combo from {{clr|4|c.H}}, {{clr|4|f.H}}, and {{clr|4|2H}}. It can be cancelled into for a natural combo from {{clr|3|c.M}}, {{clr|3|f.M}}, and {{clr|3|2M}} on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from {{clr|1|f.L}} if the attack hits crouching ''and'' is a CH.<br />
<br />
H version links to {{clr|4|c.H}} on counter hit<br />
</div><br />
</div><br />
<br />
===<big>Ray Strike</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_RayStrike.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214XX}}<br />
|}<br />
==== ====<br />
<br />
Combos naturally from all three versions of Spinning Slash.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Bisection</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|6L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Bisection.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X6X}}<br />
|}<br />
==== ====<br />
<br />
This followup only combos from Spinning Slash on crouching hit, counter hit, or if the Spinning Slash was the H version. There's a small gap between the L/M version of Spinning Slash and Bisection, allowing for unsafe frametraps without Lyrn backing you up.<br />
<br />
{{clr|1|214L}}/{{clr|3|M}}~6X is true on crouching opponents or if the {{clr|1|214L}}/{{clr|3|M}} was CH.<br />
<br />
Launches from H version of Spinning Slash. Bisection followups from L/M versions of Spinning Slash launch on CH.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Aerial Spinning Slash {{Micon|14}}</big>===<br />
<span class="input-badge">'''623X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AerialSpinningSlash.png |Bandit Revolver?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
<br />
*Value in [] on the H version are for when the rising part whiffs<br />
Zooey leaps into the air before crashing down to the ground. L version does not have a hitbox on the way up. H version is slightly plus on block and invincible to air attacks, but the actual damage it does as an anti-air is pitiful.<br />
</div><br />
</div><br />
<br />
===<big>Thunder {{Micon|16}}</big>===<br />
<span class="input-badge">'''22X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Thunder.png |Sword Iris!<br />
GBVS_Zooey_Thunder_Diagram.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
<br />
* Data in [] refers to the lightning itself.<br />
* Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).<br />
* c.XXX > {{clr|1|22L}} is -2 on block and +2 on hit<br />
Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox.<br />
<br />
* Zooey designates a strike point for the lightning depending on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.<br />
*<br />
* L version calls lightning closest to Zooey, M version calls lightning farther out. Weirdly enough, M version has the longest range, going out further than the H version.<br />
*<br />
* H version hits multiple times -- starting close to Zooey and traveling outwards -- pushing the opponent away from her. It covers the area between the front of Zooey and the area just slightly before M lightning range.<br />
<br />
The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.<br />
</div><br />
</div><br />
<br />
===<big>Thunder (Midair) {{Micon|16}}</big>===<br />
<span class="input-badge">'''j.22X or j.S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Aerial_Thunder.png |Beats by Dr.Doom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.22H}}<br />
|}<br />
==== ====<br />
<br />
Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground.<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Gamma Ray</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Gamma_Ray.png |No, not THAT Gamma Ray.<br />
GBVS_Zooey_Gamma_Ray2.png |Still painful.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Armageddon</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Armageddon.png |"You will perish! Return to the void of the sky and the stars!"<br />
GBVS_Zooey_Armageddon2.png |She could start in this form but then it wouldn't be balanced. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
<br />
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Massive wall of moving hitbox that covers jumping opponent but rather short in range. Its initial cinematic may signals the opponent to block-punish this, so it is safer to use it as a whiff-punish move or combo ender to close out the round.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Zooey&diff=186234GBVS/Zooey2020-11-18T17:53:16Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Zooey|discord=https://discord.gg/mRyMfHa}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Zooey is the last DLC character for DLC pack 1, released on April 28th. She is a long range character that uses powerful specials, relying on her character specific wyvern gauge to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.<br />
{{Bio<br />
| name = Zooey<br />
| game = GBVS<br />
| quote = I am the will of the world.<br />
| lore = At first glance Zooey appears to be an innocent young girl, but her true form is that of the Grand Order, a primal beast tasked with keeping the balance of the world. Abhorring chaos, she takes to the skies and readies herself to fight after sensing three singularities—Gran, Beelzebub, and Djeeta—who will disturb the equilibrium of space and time.<br />
<br />
With swordsmanship beyond mortal capabilities and lightning magic at her command, as well as the aid of her faithful dragons Dyrn and Lyrn, she will ensure balance is upheld.<br />
| voice = English: Laura Post/Japanese: Ami Koshimizu<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Zooey|32px}} is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.<br />
| pros =<br />
* Good pressure tools<br />
* Has the ability to stall her air momentum with Aerial Thunder<br />
* Absolutely insane okizeme<br />
| cons =<br />
* Relies on a character specific meter on top of cooldowns<br />
* Only invincible option is Skybound Art; next-best reversal does not activate armor until frame 5.<br />
|tablewidth=100<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Zooey<br />
| nameplate=yes<br />
| health=11000<br />
| colors=yes<br />
| colorsize=75<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
|header=Dragon Gauge [[File:GBVS_Zooey_Dragon_Gauge.png|180px|link=]]<br />
|content=Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. [[#Summon Dragon|Summon Dragon]] puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.<br />
<br />
Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using [[#Convergence|Convergence and The Last Wish]]. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets hit. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
<br />
* 0 on block, only useful as a frame trap if a light is used after.<br />
* Does not link into {{clr|4|c.H}} on counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
<br />
* Punishable on block.<br />
* Links into itself on Counter Hit.<br />
* Not a frame trap after {{clr|1|c.L}}/{{clr|1|2L}}.<br />
</div><br />
</div><br />
<br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cXX.png | <br />
GBVS_Zooey_cXXX.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
<br />
Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]].<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
<br />
*useful for anti air against metera unique action<br />
Decent range normal can cancel into most of her moves and SSBA<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2L.png |Don't worry, it's a low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2M.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2H.png | you can't Hyde<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
<br />
* Can cut down recovery with {{clr|2|5U}} for CH AA combos, which also builds Wyvern meter.<br />
Zooey's main anti-air. She technically has another anti-air with [[GBVS/Zooey#Aerial Spinning Slash|Aerial Spinning Slash]], but it leads to pitiful damage compared to {{clr|4|2H}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2U.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
<br />
Useful as an ender to set up her [[GBVS/Zooey#Thunder|Thunder]] okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jL.png |No, this doesn't have armor.<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
<br />
* Active until landing.<br />
* Can be used for fuzzy guard setups.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jM.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
<br />
Can Cross-Up.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jH.png | Dab on em<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jU.png |'''T E Y A H'''<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
Causes wallbounce on counterhit, launches on ground hit. Functions like [[GGXRD-R2/Sol_Badguy#j.D|Sol Badguy's j.D]] from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another {{clr|2|j.U}} while falling. Sadly, it launches at a shallow enough angle that you can usually only get two {{clr|2|j.U}}'s in a combo before the opponent is too low to continue.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>Convergence</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Convergence.png |Damnit I wasted the limit break joke on Percival.<br />
GBVS_Zooey_TheLastWish.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Convergence|subtitle=5U}}<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|-<br />
{{AttackVersion|name=The Last Wish|subtitle={{clr|2|5U}} > {{clr|1|6L}}/M/H}}<br />
{{#lst:{{PAGENAME}}/Data|5U 6X}}<br />
|}<br />
==== ====<br />
<br />
* Minimum {{clr|2|5U}} charge duration is 23 frames total and gains 8.5% Dragon Gauge<br />
* Earliest ''The Last Wish'' cancel from {{clr|2|5U}} is on frame 16 (Total startup: 20)<br />
Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press {{clr|1|6L}}/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.<br />
<br />
While Lyrn is active or in cooldown, {{clr|2|5U}} charge speed is halved and The Last Wish on hit only charges for 16.7%. If Lyrn is active and not in cooldown, the gauge also gradually depletes for as long as Zooey is in hitstun (4% per second). Exact values for Dragon Gauge can be found in [[GBVS/Zooey/Frame Data|Zooey's Frame Data page.]]<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_GroundThrow.png |<br />
GBVS_Zooey_BackThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
<br />
Zooey can combo off her forward throw with the second part of the [[GBVS/Zooey#Summon Dragon|H Summon Dragon]], making this throw significantly scarier than most once you get the opponent in the corner.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AirThrow.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
<br />
This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow.<br />
</div><br />
</div><br />
<br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Zooey OverheadAttack.png |Netplay<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
<br />
Standard universal overhead. Zooey performs a short hop before hitting the opponent on the head with her sword. More dangerous than most universal overheads due to both her dragons and her negative edge thunder. Hits mad far.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Dragon {{Micon|1}}</big>===<br />
<span class="input-badge">'''236X or 5S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Immortal_Thrust.png |L version<br />
GBVS_Zooey_Breath.png |M version<br />
GBVS_Zooey_Sweeping_Beam.png |H version<br>"Do you take VISA?"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L|subtitle=Immortal Thrust}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name=M|subtitle=Heavy Breath}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name=H|subtitle=Sweeping Beam}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
<br />
Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown.<br />
* Immortal Thrust (13.3%) is an extremely fast projectile, clashes with other projectiles and allows Lyrn to use his other two moves at a range.<br />
* Heavy Breath (20%) launches into the air, allowing follow up air to air. even though the startup is 34 frames. Zooey cannot move until frame 50<br />
* Sweeping Beam (33.3%) has significant startup, persists through block, lost on hit or teched throw(Beam will still finish if you are hit while it is firing one of them), also allows followup combo after forward throw. Cannot move until frame 44<br />
All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.<br />
<br />
Lyrn, when already set due to a previous summon, has a number of rules regarding spacing and which situations will cause him to be repositioned.<br />
* Immortal Thrust will always teleport Lyrn to Zooey's position before sending him forward.<br />
* If Zooey and Lyrn are on the same side of the opponent, Heavy Breath and Sweeping Beam will always activate at Lyrn's current position unless Zooey is closer to the opponent than Lyrn, at which point Lyrn will teleport to Zooey's location before attacking. If Zooey and Lyrn are on opposite sides of the opponent, Heavy Breath and Sweeping Beam will always activate from Lyrn's current position towards the opponent unless Zooey is at least about half a stage's length away from Lyrn, at which point Lyrn will teleport to Zooey's location before attacking.<br />
* Heavy Breath will cause Lyrn to reposition if he is so close to the corner that Heavy Breath would otherwise hit offscreen. Lyrn will teleport back from the corner just far enough for Heavy Breath to remain onscreen. Sweeping Beam, when done too close to the corner, will move Lyrn to the exact same position Heavy Breath moves him to.<br />
</div><br />
</div><br />
<br />
===<big>Spinning Slash {{Micon|6}}</big>===<br />
<span class="input-badge">'''214X or 4S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Spinning_Slash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
<br />
Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance.<br />
<br />
Chains into two different followups, allowing for confirms into knockdown or frame traps.<br />
<br />
L version can be cancelled into for a natural combo from all buttons except {{clr|1|c.L}} and {{clr|1|2L}} (even on CH). <br />
<br />
M version can only be cancelled into for a natural combo from {{clr|4|c.H}}, {{clr|4|f.H}}, and {{clr|4|2H}}. It can be cancelled into for a natural combo from {{clr|3|c.M}}, {{clr|3|f.M}}, and {{clr|3|2M}} on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from {{clr|1|f.L}} if the attack hits crouching ''and'' is a CH.<br />
<br />
H version links to {{clr|4|c.H}} on counter hit<br />
</div><br />
</div><br />
<br />
===<big>Ray Strike</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_RayStrike.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214XX}}<br />
|}<br />
==== ====<br />
<br />
Combos naturally from all three versions of Spinning Slash.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Bisection</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|6L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Bisection.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X6X}}<br />
|}<br />
==== ====<br />
<br />
This followup only combos from Spinning Slash on crouching hit, counter hit, or if the Spinning Slash was the H version. There's a small gap between the L/M version of Spinning Slash and Bisection, allowing for unsafe frametraps without Lyrn backing you up.<br />
<br />
{{clr|1|214L}}/{{clr|3|M}}~6X is true on crouching opponents or if the {{clr|1|214L}}/{{clr|3|M}} was CH.<br />
<br />
Launches from H version of Spinning Slash. Bisection followups from L/M versions of Spinning Slash launch on CH.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Aerial Spinning Slash {{Micon|14}}</big>===<br />
<span class="input-badge">'''623X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AerialSpinningSlash.png |Bandit Revolver?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
<br />
*Value in [] on the H version are for when the rising part whiffs<br />
Zooey leaps into the air before crashing down to the ground. L version does not have a hitbox on the way up. H version is slightly plus on block and invincible to air attacks, but the actual damage it does as an anti-air is pitiful.<br />
</div><br />
</div><br />
<br />
===<big>Thunder {{Micon|16}}</big>===<br />
<span class="input-badge">'''22X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Thunder.png |Sword Iris!<br />
GBVS_Zooey_Thunder_Diagram.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
<br />
* Data in [] refers to the lightning itself.<br />
* Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).<br />
* c.XXX > {{clr|1|22L}} is -2 on block and +2 on hit<br />
Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox.<br />
<br />
* Zooey designates a strike point for the lightning depending on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.<br />
*<br />
* L version calls lightning closest to Zooey, M version calls lightning farther out. Weirdly enough, M version has the longest range, going out further than the H version.<br />
*<br />
* H version hits multiple times -- starting close to Zooey and traveling outwards -- pushing the opponent away from her. It covers the area between the front of Zooey and the area just slightly before M lightning range.<br />
<br />
The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.<br />
</div><br />
</div><br />
<br />
===<big>Thunder (Midair) {{Micon|16}}</big>===<br />
<span class="input-badge">'''j.22X or j.S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Aerial_Thunder.png |Beats by Dr.Doom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.22H}}<br />
|}<br />
==== ====<br />
<br />
Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground.<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Gamma Ray</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Gamma_Ray.png |No, not THAT Gamma Ray.<br />
GBVS_Zooey_Gamma_Ray2.png |Still painful.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Armageddon</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Armageddon.png |"You will perish! Return to the void of the sky and the stars!"<br />
GBVS_Zooey_Armageddon2.png |She could start in this form but then it wouldn't be balanced. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
<br />
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Massive wall of moving hitbox that covers jumping opponent but rather short in range. Its initial cinematic may signals the opponent to block-punish this, so it is safer to use it as a whiff-punish move or combo ender to close out the round.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Zooey&diff=186233GBVS/Zooey2020-11-18T17:51:35Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Zooey|discord=https://discord.gg/mRyMfHa}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Zooey is the last DLC character for DLC pack 1, released on April 28th. She is a long range character that uses powerful specials, relying on her character specific wyvern gauge to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.<br />
{{Bio<br />
| name = Zooey<br />
| game = GBVS<br />
| quote = I am the will of the world.<br />
| lore = At first glance Zooey appears to be an innocent young girl, but her true form is that of the Grand Order, a primal beast tasked with keeping the balance of the world. Abhorring chaos, she takes to the skies and readies herself to fight after sensing three singularities—Gran, Beelzebub, and Djeeta—who will disturb the equilibrium of space and time.<br />
<br />
With swordsmanship beyond mortal capabilities and lightning magic at her command, as well as the aid of her faithful dragons Dyrn and Lyrn, she will ensure balance is upheld.<br />
| voice = English: Laura Post/Japanese: Ami Koshimizu<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Zooey|32px}} is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.<br />
| pros =<br />
* Good pressure tools<br />
* Has the ability to stall her air momentum with Aerial Thunder<br />
* Absolutely insane okizeme<br />
| cons =<br />
* Relies on a character specific meter on top of cooldowns<br />
* Only invincible option is Skybound Art; next-best reversal does not activate armor until frame 5.<br />
|tablewidth=100<br />
</div><br />
</div><br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Zooey<br />
| nameplate=yes<br />
| health=11000<br />
| colors=yes<br />
| colorsize=75<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
|header=Dragon Gauge [[File:GBVS_Zooey_Dragon_Gauge.png|180px|link=]]<br />
|content=Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. [[#Summon Dragon|Summon Dragon]] puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.<br />
<br />
Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using [[#Convergence|Convergence and The Last Wish]]. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets hit. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
<br />
* 0 on block, only useful as a frame trap if a light is used after.<br />
* Does not link into {{clr|4|c.H}} on counterhit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
<br />
* Punishable on block.<br />
* Links into itself on Counter Hit.<br />
* Not a frame trap after {{clr|1|c.L}}/{{clr|1|2L}}.<br />
</div><br />
</div><br />
<br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_cXX.png | <br />
GBVS_Zooey_cXXX.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
<br />
Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]].<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
<br />
*useful for anti air against metera unique action<br />
Decent range normal can cancel into most of her moves and SSBA<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_fH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2L.png |Don't worry, it's a low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2M.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2H.png | you can't Hyde<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
<br />
* Can cut down recovery with {{clr|2|5U}} for CH AA combos, which also builds Wyvern meter.<br />
Zooey's main anti-air. She technically has another anti-air with [[GBVS/Zooey#Aerial Spinning Slash|Aerial Spinning Slash]], but it leads to pitiful damage compared to {{clr|4|2H}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_2U.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
<br />
Useful as an ender to set up her [[GBVS/Zooey#Thunder|Thunder]] okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jL.png |No, this doesn't have armor.<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
<br />
* Active until landing.<br />
* Can be used for fuzzy guard setups.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jM.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
<br />
Can Cross-Up.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jH.png | Dab on em<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_jU.png |'''T E Y A H'''<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
Causes wallbounce on counterhit, launches on ground hit. Functions like [[GGXRD-R2/Sol_Badguy#j.D|Sol Badguy's j.D]] from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another {{clr|2|j.U}} while falling. Sadly, it launches at a shallow enough angle that you can usually only get two {{clr|2|j.U}}'s in a combo before the opponent is too low to continue.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>Convergence</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Convergence.png |Damnit I wasted the limit break joke on Percival.<br />
GBVS_Zooey_TheLastWish.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Convergence|subtitle=5U}}<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|-<br />
{{AttackVersion|name=The Last Wish|subtitle={{clr|2|5U}} > {{clr|1|6L}}/M/H}}<br />
{{#lst:{{PAGENAME}}/Data|5U 6X}}<br />
|}<br />
==== ====<br />
<br />
* Minimum {{clr|2|5U}} charge duration is 23 frames total and gains 8.5% Dragon Gauge<br />
* Earliest ''The Last Wish'' cancel from {{clr|2|5U}} is on frame 16 (Total startup: 20)<br />
Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press {{clr|1|6L}}/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.<br />
<br />
While Lyrn is active or in cooldown, {{clr|2|5U}} charge speed is halved and The Last Wish on hit only charges for 16.7%. If Lyrn is active and not in cooldown, the gauge also gradually depletes for as long as Zooey is in hitstun (4% per second). Exact values for Dragon Gauge can be found in [[GBVS/Zooey/Frame Data|Zooey's Frame Data page.]]<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_GroundThrow.png |<br />
GBVS_Zooey_BackThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
<br />
Zooey can combo off her forward throw with the second part of the [[GBVS/Zooey#Summon Dragon|H Summon Dragon]], making this throw significantly scarier than most once you get the opponent in the corner.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AirThrow.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
<br />
This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow.<br />
</div><br />
</div><br />
<br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Zooey OverheadAttack.png |Netplay<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
<br />
Standard universal overhead. Zooey performs a short hop before hitting the opponent on the head with her sword. More dangerous than most universal overheads due to both her dragons and her negative edge thunder. Hits mad far.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Dragon {{Micon|1}}</big>===<br />
<span class="input-badge">'''236X or 5S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Immortal_Thrust.png |L version<br />
GBVS_Zooey_Breath.png |M version<br />
GBVS_Zooey_Sweeping_Beam.png |H version<br>"Do you take VISA?"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L|subtitle=Immortal Thrust}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name=M|subtitle=Heavy Breath}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name=H|subtitle=Sweeping Beam}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
<br />
Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown.<br />
* Immortal Thrust (13.3%) is an extremely fast projectile, clashes with other projectiles and allows Lyrn to use his other two moves at a range.<br />
* Heavy Breath (20%) launches into the air, allowing follow up air to air. even though the startup is 34 frames. Zooey cannot move until frame 50<br />
* Sweeping Beam (33.3%) has significant startup, persists through block, lost on hit or teched throw(Beam will still finish if you are hit while it is firing one of them), also allows followup combo after forward throw. Cannot move until frame 44<br />
All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.<br />
<br />
Lyrn, when already set due to a previous summon, has a number of rules regarding spacing and which situations will cause him to be repositioned.<br />
* Immortal Thrust will always teleport Lyrn to Zooey's position before sending him forward.<br />
* If Zooey and Lyrn are on the same side of the opponent, Heavy Breath and Sweeping Beam will always activate at Lyrn's current position unless Zooey is closer to the opponent than Lyrn, at which point Lyrn will teleport to Zooey's location before attacking. If Zooey and Lyrn are on opposite sides of the opponent, Heavy Breath and Sweeping Beam will always activate from Lyrn's current position towards the opponent unless Zooey is at least about half a stage's length away from Lyrn, at which point Lyrn will teleport to Zooey's location before attacking.<br />
* Heavy Breath will cause Lyrn to reposition if he is so close to the corner that Heavy Breath would otherwise hit offscreen. Lyrn will teleport back from the corner just far enough for Heavy Breath to remain onscreen. Sweeping Beam, when done too close to the corner, will move Lyrn to the exact same position Heavy Breath moves him to.<br />
</div><br />
</div><br />
<br />
===<big>Spinning Slash {{Micon|6}}</big>===<br />
<span class="input-badge">'''214X or 4S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Spinning_Slash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
<br />
Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance.<br />
<br />
Chains into two different followups, allowing for confirms into knockdown or frame traps.<br />
<br />
L version can be cancelled into for a natural combo from all buttons except {{clr|1|c.L}} and {{clr|1|2L}} (even on CH). <br />
<br />
M version can only be cancelled into for a natural combo from {{clr|4|c.H}}, {{clr|4|f.H}}, and {{clr|4|2H}}. It can be cancelled into for a natural combo from {{clr|3|c.M}}, {{clr|3|f.M}}, and {{clr|3|2M}} on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from {{clr|1|f.L}} if the attack hits crouching ''and'' is a CH.<br />
<br />
H version links to {{clr|4|c.H}} on counter hit<br />
</div><br />
</div><br />
<br />
===<big>Ray Strike</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_RayStrike.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214XX}}<br />
|}<br />
==== ====<br />
<br />
Combos naturally from all three versions of Spinning Slash.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Bisection</big>===<br />
<span class="input-badge">'''Spinning Slash > {{clr|1|6L}}/{{clr|3|M}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Bisection.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X6X}}<br />
|}<br />
==== ====<br />
<br />
This followup only combos from Spinning Slash on crouching hit, counter hit, or if the Spinning Slash was the H version. There's a small gap between the L/M version of Spinning Slash and Bisection, allowing for unsafe frametraps without Lyrn backing you up.<br />
<br />
{{clr|1|214L}}/{{clr|3|M}}~6X is true on crouching opponents or if the {{clr|1|214L}}/{{clr|3|M}} was CH.<br />
<br />
Launches from H version of Spinning Slash. Bisection followups from L/M versions of Spinning Slash launch on CH.<br />
<br />
This followup itself does not change regardless of which attack button was used.<br />
</div><br />
</div><br />
<br />
===<big>Aerial Spinning Slash {{Micon|14}}</big>===<br />
<span class="input-badge">'''623X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_AerialSpinningSlash.png |Bandit Revolver?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
<br />
*Value in [] on the H version are for when the rising part whiffs<br />
Zooey leaps into the air before crashing down to the ground. L version does not have a hitbox on the way up. H version is slightly plus on block and invincible to air attacks, but the actual damage it does as an anti-air is pitiful.<br />
</div><br />
</div><br />
<br />
===<big>Thunder {{Micon|16}}</big>===<br />
<span class="input-badge">'''22X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Thunder.png |Sword Iris!<br />
GBVS_Zooey_Thunder_Diagram.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
<br />
* Data in [] refers to the lightning itself.<br />
* Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).<br />
* c.XXX > {{clr|1|22L}} is -2 on block and +2 on hit<br />
Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox.<br />
<br />
* Zooey designates a strike point for the lightning depending on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.<br />
*<br />
* L version calls lightning closest to Zooey, M version calls lightning farther out. Weirdly enough, M version has the longest range, going out further than the H version.<br />
*<br />
* H version hits multiple times -- starting close to Zooey and traveling outwards -- pushing the opponent away from her. It covers the area between the front of Zooey and the area just slightly before M lightning range.<br />
<br />
The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.<br />
</div><br />
</div><br />
<br />
===<big>Thunder (Midair) {{Micon|16}}</big>===<br />
<span class="input-badge">'''j.22X or j.S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Aerial_Thunder.png |Beats by Dr.Doom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.22H}}<br />
|}<br />
==== ====<br />
<br />
Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground.<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Gamma Ray</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Gamma_Ray.png |No, not THAT Gamma Ray.<br />
GBVS_Zooey_Gamma_Ray2.png |Still painful.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Armageddon</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zooey_Armageddon.png |"You will perish! Return to the void of the sky and the stars!"<br />
GBVS_Zooey_Armageddon2.png |She could start in this form but then it wouldn't be balanced. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
<br />
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Massive wall of moving hitbox that covers jumping opponent but rather short in range. Its initial cinematic may signals the opponent to block-punish this, so it is safer to use it as a whiff-punish move or combo ender to close out the round.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_07.png&diff=186232File:GBVS Zooey Weapon 07.png2020-11-18T17:51:11Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_06.png&diff=186231File:GBVS Zooey Weapon 06.png2020-11-18T17:51:03Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_05.png&diff=186230File:GBVS Zooey Weapon 05.png2020-11-18T17:50:55Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_04.png&diff=186229File:GBVS Zooey Weapon 04.png2020-11-18T17:50:46Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_03.png&diff=186228File:GBVS Zooey Weapon 03.png2020-11-18T17:50:38Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_02.png&diff=186227File:GBVS Zooey Weapon 02.png2020-11-18T17:50:27Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zooey_Weapon_01.png&diff=186226File:GBVS Zooey Weapon 01.png2020-11-18T17:50:20Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Zeta&diff=186225GBVS/Zeta2020-11-18T17:49:52Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Zeta|discord=https://discord.gg/sC9C2V9}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<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 />
{{Bio<br />
| name = Zeta<br />
| game = GBVS<br />
| quote = Spear of Arvess! Show me your strength!<br />
| lore = This fearless fighter belongs to the Society, an organization which hunts primal beasts. She has formed a contract with the seal weapon known as the Spear of Arvess.<br><br />
She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners.<br />
In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat.<br />
| voice = English: Mela Lee/Japanese: Kana Hanazawa<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Zeta}} 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 [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#f.M|{{clr|3|2M}}]] and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry.<br />
* '''Air Mobility:''' Zeta has good air mobility using [[{{PAGENAME}}#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, [[{{PAGENAME}}#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 [[{{PAGENAME}}#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|2|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, [[{{PAGENAME}}#2L|{{clr|1|2L}}]] and [[{{PAGENAME}}#c.L|{{clr|1|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 [[{{PAGENAME}}#Skybound Art|Skybound]] and [[{{PAGENAME}}#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Zeta<br />
| nameplate=yes<br />
| health=10000<br />
| prejump=4f<br />
| backdash=22f<br />
| colors=yes<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_cL.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
<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|3|c.M}} on regular hit, and {{clr|2|2U}} on crouching.<br />
* Generally requires at least one auto-combo hit to comfortably combo into any specials on cancel.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_cM.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_cH.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
<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|4|2H}} is your go-to option at close range.<br />
* Links into itself or {{clr|4|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 />
</div><br />
</div><br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_cXX.png |<br />
GBVS_Zeta_cXXX.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
<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|2|5U}} is a true blockstring and can be a good way to push the opponent into the corner, even on block.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_fL.png |Good ol' Ryu st.Hk<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_fM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
<br />
One of Zeta's main pokes. {{clr|3|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|2|5U}} to harass the opponent for some minor push into the corner.<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_fH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
<br />
Very similar {{clr|4|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than {{clr|3|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|4|2H}} would whiff, and is surprisingly consistent in this context.<br />
* Range is somewhat worse than {{clr|3|f.M}} and {{clr|3|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 />
</div><br />
</div><br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_2L.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
<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|3|c.M}} on normal hit.<br />
* Links into {{clr|2|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|2|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 />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_2M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
<br />
Zeta's other main poke, in tandem with {{clr|3|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|4|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|2|5U}} to harass the opponent for some minor push into the corner.<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_2H.png|They laugh no more<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
<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|4|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 />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_2U.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
<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|2|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 />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
<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|2|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|2|2U}}.<br />
</div><br />
</div><br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_jM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
<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|2|j.U}}.<br />
</div><br />
</div><br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_jH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<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|2|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
</div><br />
</div><br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_jU.png|Pogo!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, with each hitting 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|2|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|2|j.U}} is performed low enough, all 3 {{clr|2|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|2|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|2|j.U}} into {{clr|3|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 />
</div><br />
</div><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_SignoDrive.png |Sin and Mai players be like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_Throw.png |forward<br />
GBVS_Zeta_BackThrow.png |back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_AirThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_OverheadAttack.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders {{Micon|1}}</big>===<br />
<span class="input-badge">'''236X or 5S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_InfiniteWonders.png |The move to annoy everyone with.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
<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 />
* '''{{clr|1|L}} Version:''' The fastest version, in both startup and recovery. Main version to use generically.<br />
* '''{{clr|3|M}} Version:''' Slower startup. Can be delayed by holding down the button, which 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 />
* '''{{clr|4|H}} Version:''' Hits twice at close range, and wallbounces in the corner. Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it.<br />
* Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end.<br />
* 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 />
</div><br />
</div><br />
===<big>Spear of Arvess {{Micon|6}}</big>===<br />
<span class="input-badge">'''66X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_SpearOfArvess.png |Beowulf's back, in anime form!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|66L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|66M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|66H}}<br />
|}<br />
==== ====<br />
<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 />
* '''{{clr|1|L}} Version:''' The general version you'll combo into the most. Generally combos consistently from her medium pokes after the 1.2.1 patch.<br />
* '''{{clr|3|M}} Version:''' Slower, but travels further than the L version. Only combos from {{clr|4|f.H}} or auto combo.<br />
* '''{{clr|4|H}} Version:''' Has 2 possible followups instead of just 1. Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.<br />
</div><br />
</div><br />
===<big>Spear of Arvess (Rise) {{Micon|11}}</big>===<br />
<span class="input-badge">'''22X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_SpearOfArvessRise.png |Zeta mains playing airdashers while others still stuck with ground footsies.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
<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 />
* '''{{clr|1|L}} Version:''' Zeta travels diagonally upwards. Good for basic anti-air combos.<br />
* '''{{clr|3|M}} Version:''' Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
* '''{{clr|4|H}} Version:''' Like the horizontal variant, has 2 possible followups instead of 1. Has the same trajectory as the L version. Generally used in anti-air combos or as corner combo filler.<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 />
</div><br />
</div><br />
<br />
===<big>Spear of Arvess (Fall) {{Micon|11}}</big>===<br />
<span class="input-badge">'''j.22X or j.S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_SpearOfArvessFall.png |Mika Missile energy. She even got the twin-tail down.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.22H}}<br />
|}<br />
==== ====<br />
<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.<br />
* '''{{clr|1|L}} Version:''' Zeta travels diagonally downwards. Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
* '''{{clr|3|M}} Version:''' Zeta travels directly downwards. Mainly just useful for baiting anti-airs while directly above an opponent.<br />
* '''{{clr|4|H}} Version:''' Like the grounded variant, has 2 possible followups instead of 1. Has the same trajectory as the L version. 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 />
Performs a rush attack that can be canceled into a follow-up attack while in motion. L falls diagonally, M falls vertically, and H can cancel twice.<br />
Shares cooldown with the grounded version. 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 />
</div><br />
</div><br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
<span class="input-badge">'''Spear of Arvess > X'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_SpearOfArvess.png |Kugel Blitz?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66X Followup}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
===<big>Rhapsody {{Micon|4}}</big>===<br />
<span class="input-badge">'''214X or 4S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_Rhapsody.png |For when you're too good to have a reversal.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
<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 />
* '''{{clr|1|L}} Version:''' Armors highs and jumping attacks. 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]].<br />
* '''{{clr|3|M}} Version:''' Armors lows. 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.<br />
* '''{{clr|4|H}} Version:''' Armors all strike and projectile attacks. 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. <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 />
</div><br />
</div><br />
<br />
===<big>Crimson Cleave</big>===<br />
<span class="input-badge">'''Rhapsody > L'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_CrimsonCleave.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X L}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
===<big>Rising Split</big>===<br />
<span class="input-badge">'''Rhapsody > M'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_RisingSplit.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X M}}<br />
|}<br />
==== ====<br />
<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|4|f.H}} or {{clr|3|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 />
</div><br />
</div><br />
===<big>Knee Assault</big>===<br />
<span class="input-badge">'''Rhapsody > H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_KneeAssault.png |THE KNEE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X H}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_ResoluteStrike2.png |<br />
GBVS_Zeta_ResoluteStrike.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236236H}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Zeta_SiriusRoar.png |Fly YOU to the moon.<br />
GBVS_Zeta_SiriusRoar2.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
<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 />
</div><br />
</div><br />
<br />
<br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_07.png&diff=186224File:GBVS Zeta Weapon 07.png2020-11-18T17:49:36Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_06.png&diff=186223File:GBVS Zeta Weapon 06.png2020-11-18T17:49:28Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_05.png&diff=186222File:GBVS Zeta Weapon 05.png2020-11-18T17:49:19Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_04.png&diff=186221File:GBVS Zeta Weapon 04.png2020-11-18T17:49:11Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_03.png&diff=186220File:GBVS Zeta Weapon 03.png2020-11-18T17:49:03Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_02.png&diff=186219File:GBVS Zeta Weapon 02.png2020-11-18T17:48:54Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Zeta_Weapon_01.png&diff=186218File:GBVS Zeta Weapon 01.png2020-11-18T17:48:33Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Soriz&diff=186217GBVS/Soriz2020-11-18T17:48:12Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Soriz|discord=https://discord.gg/JvHb6Vh|gbfwiki=https://gbf.wiki/Soriz_(SSR)}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Soriz is a brawler who pesters the opponent with dash-punches and high chip damage while keeping himself relatively safe.<br />
{{Bio<br />
| name = Soriz<br />
| game = GBVS<br />
| quote = My fists don't lie!<br />
| lore = Soriz once tried his hands at wielding a weapon, before he realized that his hands themselves were the ultimate tool for battle. He threw himself wholeheartedly into training his fists, proving to the world his conviction and earning fame as a fearsome warrior. Even now he continues to hone his aged body, always striving for newer peaks.<br />
<br />
Despite his usual stoic expression, he's got quite the unsavory side hiding underneath, but most opponents are too busy facing off against his boulder-like fists and log-like kicks to do much about his discourteous behavior.<br />
| voice = English: Jamieson Price/Japanese: Rikiya Koyama<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Soriz}} is a brawler who harasses opponents from mid-range with his {{clr|1|236L}} and pressures opponents at extremely close range with his other options, including a tool to shrug off incoming attacks.<br />
| pros =<br />
* '''Good Damage''': Soriz has access to great chip damage and ridiculous corner combo damage.<br />
* '''Safe Pressure''': Thanks to moves such as [[GBVS/Soriz#Impact Knuckles|Impact Knuckles]] Soriz is able to apply pressure while keeping himself safe from retaliation in many situations.<br />
* '''Rewarding Frame Traps''': In the corner, Soriz can score massive damage off of his myriad of frame traps.<br />
* [https://youtu.be/kGs9_LyTJt8 S O I Y A]<br />
| cons =<br />
* '''Lack of a Reliable Reversal''': Soriz's only invincible option is [[{{PAGENAME}}#Leaping Tiger, Charging Dragon|Leaping Tiger, Charging Dragon]]. His next-best reversal does not activate armor until frame 3.<br />
* '''Neutral Issues''': Soriz lacks a fireball which makes neutral difficult in matchups where Impact Knuckles is less effective. Additionally, Soriz does not have particularly great speed nor range which accentuates this issue.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Soriz<br />
| nameplate=yes<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| colors=yes<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
|header={{IconText|GBVS_MuscleFuryIcon|[[#Muscle Fury|Manliness]]}} Buff<br />
|content=Soriz' defense is increased during [[#Muscle Fury|Muscle Fury]] and [[#Macho Ultimatum|Macho Ultimatum]]. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.<br><br />
Each hit taken is represented by a stack of {{IconText|GBVS_Manliness_1|Manliness}}. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz c.L.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
Fast close-up pressure tool for staggers and frame-traps. Can link into {{clr|3|c.M}} on-hit if in range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz c.M.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz c.H.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
His best starter in terms of raw damage. Use this for punishes and CH combos. On CH, it can link into itself for crushing damage.<br />
</div><br />
</div><br />
<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 5XX.png |<br />
GBVS Soriz 5XXX.png |<br />
</gallery><br />
</div><br />
===<big>Auto Combo</big>===<br />
|input=<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
Generic auto combo filler. Both hits are cancellable. Third hit tends to whiff against opponents who are too high in the air.<br />
</div><br />
</div><br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 5L.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
A standing low. Strong low option from far away. Can hit confirm easily into specials or {{clr|4|236236H}}.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 5M.png|<br />
</gallery><br />
</div>|caption=<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
Your go-to poke for neutral. Has less reach than {{clr|4|5H}} but is faster.<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 5H.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
Forward-moving kick with lots of range, but will typically whiff against most crouching hurtboxes if too far. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 2L.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 2M.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 2H.png| Kage 2HP<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than [[GBVS/Soriz#Roundhouse Fang|Roundhouse Fang]] but is far more rewarding on CH and less risky on block as it can be special-canceled.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz 2U.png| The Spunky Tomboy Sweep<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes. Can be cancelled into specials and UOH.<br />
</div><br />
</div><br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz jL.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz jM.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
Essentially an aerial version of his {{clr|3|f.M}}. Use this as an anti-air tool.<br />
</div><br />
</div><br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_jH.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Has the deepest reach of all your jump-ins. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_jU.png|<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
<br />
* Launches the opponent upwards.<br />
This would be useful in a game where you can jump-cancel moves in combos, but Granblue is not such a game. The only real use it has is [[GBVS/Soriz#Way of the Fundoshi Fist|Way of the Fundoshi Fist]] CH AA {{clr|4|2H}} combos, which are extremely situational. Because it launches upwards, it's much harder to convert off of CH than his other jumping normals. Practically useless as a jump-in as it whiffs on crouchers.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>{{IconText|Muscle Fury|GBVS_MuscleFuryIcon|Right}}</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_MuscleFury.png |Growler?<br />
GBVS_Soriz_ReactiveMuscles.png |Not!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=5U}}<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|-<br />
{{AttackVersion|name=Reactive Muscles|subtitle={{clr|2|5U}} > 6X}}<br />
{{#lst:{{PAGENAME}}/Data|5U 6X}}<br />
|}<br />
==== ====<br />
<br />
* Armored on frame 3.<br />
* Reactive Muscles on close CH gains 20% meter.<br />
* Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.<br />
Soriz assumes a stance that allows him to absorb anything that isn't a throw, Skybound Art, or Super Skybound Art. It can be extended by holding U, and Soriz takes less damage while the stance is up. Keep in mind that like most armored moves, you will die if your HP drops below zero while armoring. Soriz also has access to the Reactive Muscles counterattack. You may choose to do the counterattack at any point in the stance animation whether or not your opponent hits you during it. If it counterhits a very close opponent, it will proc a cinematic zoom-in and build a very large amount of meter (20%). On crouching CH, it is possible to link into {{clr|1|c.L}}. Reactive Muscles hits both in front and behind Soriz. It also has Crush frames VS jump-in attacks, making it a viable anti-air option.<br />
<br />
Damage modifier during 5U:<br />
:1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%<br />
:Does not stack with Macho Ultimatum's damage reduction<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz grab.png |BOI<br />
GBVS Soriz BackThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up {{clr|1|2L}} in most cases, forward throw gives you a very strong mix game:<br />
* Safe {{clr|1|c.L}} (baits invincible reversals)<br />
* Meaty {{clr|3|c.M}} (can be up to +4 oB and +8 oH) <br />
* Meaty {{clr|4|c.H}} (links to itself on CH)<br />
* Wait and throw again (can be walked, jumped, and mashed out of)<br />
* Meaty {{clr|1|2L}} (beats walking, jumping, and mashing)<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz airgrab.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
Soriz slams his opponent down to the ground with an axe-kick while in the air.<br />
</div><br />
</div><br />
<br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz MH.png |<br />
</gallery><br />
</div><div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
Universal overhead. Goes over lows and baits throws.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Impact Knuckles {{Micon|8}}</big>===<br />
<span class="input-badge">'''236X or 5S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_ImpactKnuckle.png |Gustav Buster!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
<br />
Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. All versions are safe and give advantage on hit, meaning Soriz can safely back off or continue pressure as he pleases. The hitbox does not appear until he reaches a certain distance from the opponent, much like Balrog's Dash Straight. You'll be cancelling most of your moves into this to maintain pressure, as some characters cannot stop you from pressing a button afterwards.<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
</div><br />
</div><br />
<br />
===<big>Roundhouse Fang {{Micon|11}}</big>===<br />
<span class="input-badge">'''623X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_Ryuugakyoku.png |No DP Struggle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
<br />
Upwards kick. Has Crush properties vs airbone attacks during it's active frames but has no invincibility otherwise. Has bigger range in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. Will knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions. <br />
<br />
* '''L version''' - Soriz kicks upward in place.<br />
* '''M version''' - Soriz advances a bit before kicking upward. Can be used to anti-air opponents who are jumping in from slightly farther. Exercise caution as it can whiff against an opponent who jumped in too deep.<br />
* '''H version''' - One of Soriz's fastest attacks. In combos it can be a solid way to secure hard knockdowns without having to expend {{clr|4|22H}} or {{clr|4|236H}}.<br />
</div><br />
</div><br />
<br />
===<big>Punch the Stars</big>===<br />
<span class="input-badge">'''214X or 4S {{Micon|10}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
punch_of_the_stars.png |Old Man Kenshiro<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
<br />
Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward. In [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]], the move deals more hits and can be followed up by [[GBVS/Soriz#Super Skybound Art|Tenacious Will]] or [[GBVS/Soriz#Super Skybound Art|Bravado Bullet]].<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
</div><br />
</div><br />
<br />
===<big>Rock Smash {{Micon|9}}</big>===<br />
<span class="input-badge">'''22X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_Rock_Smash.png |This rock appears to be breakable. Would you like to use ROCK SMASH?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
<br />
Soriz punches the ground '''really hard''' and produces a column of flames. Can be used to stop single-hit projectiles. All 3 versions have bigger hitboxes in [[GBVS/Soriz#Super Skybound Art|Macho Ultimatum]]. <br />
<br />
* '''L version''' - Comes out fast, but is the least safe on block. Generally used to knock your opponent down at the end of a combo if wanting to save the H version. Can lead to meaty {{clr|3|22M}} in the corner.<br />
* '''M version''' - Comes out the slowest, but provides the most advantage on block. Used to reset pressure on opponents scared to contest your blockstrings. Can start combos in the corner.<br />
* '''H version''' - Comes out faster than the L version and provides advantage on block. The centerpiece starter for most of Soriz's high damage corner combos. On block, it can be used as a guaranteed way to reset pressure and continue your blockstring.<br />
*All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Leaping Tiger, Charging Dragon</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz Leaping Tiger Charged Dragon.png|YOU<br />
GBVS Soriz LTCD Hit1.png |WA<br />
GBVS Soriz LTCD Hit2.png |SHOCK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
<br />
A big punch with invincible startup, making it Soriz's sole reversal. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
<br />
Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375<br />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Macho Ultimatum</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Macho_Ultimatum_01.png |QUICKER THAN THE WIND, AND AS STILL AS THE FOREST. HOTTER THAN FLAMES AND MORE MAGNIFICENT THAN A MOUNTAIN. FUN DO SHI DESU!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
<br />
Soriz strips down and powers up. The super lasts until the end of the round, and while it's active Soriz gains a few bonuses:<br />
* Defense buff based on how many Manliness stacks he absorbed with Muscle Fury.<br />
* Enhanced Special moves and Skybound Art<br />
* Follow-ups to Punch the Stars<br />
* Access to Way of the Fundoshi Fist<br />
* Faster dash<br />
Keep in mind, Soriz '''IS NOT''' invincible during the initial startup frames. Only '''AFTER''' the superflash animation is over (Frames 10-14). This is not usable as a reversal option.<br />
<br />
Damage modifier during Macho Ultimatum:<br />
:1 stack = {{IconText|83.3%|GBVS_DefenseUp|Right}}, 2 stacks = {{IconText|76.9%|GBVS_DefenseUp|Right}}, 3 stacks = {{IconText|71.4%|GBVS_DefenseUp|Right}}, 4 stacks = {{IconText|66.7%|GBVS_DefenseUp|Right}}, 5 stacks = {{IconText|62.5%|GBVS_DefenseUp|Right}}<br />
</div><br />
</div><br />
<br />
===<big>Tenacious Will</big>===<br />
<span class="input-badge">'''Punch the Stars > 214X or 2S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS Soriz Tenacious Will.png|The Cammy Pose<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X 214X}}<br />
|}<br />
==== ====<br />
<br />
Macho Ultimatum-only follow up to Punch the Stars. Does not knock down but is plus on block. It is very slow, which makes it hard to use as the opponent can simply jump out. Has guard break properties. Can combo off of the guard crush when used as a meaty tool.<br />
</div><br />
</div><br />
<br />
===<big>Bravado Bullet</big>===<br />
<span class="input-badge">'''Punch the Stars > 236X or 6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Soriz_Bravado_Bullet.png |DYNAMITE KICK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214X 236X}}<br />
|}<br />
==== ====<br />
<br />
Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with. If properly spaced makes Soriz safe.<br />
*Wall-bounces on CH from L or M version of Punch the Stars, which makes contesting him very risky.<br />
*H version will always wall-bounce.<br />
</div><br />
</div><br />
<br />
===<big>Way of the Fundoshi Fist</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U during Macho Ultimatum'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Macho_Ultimatum_02.png |Exceed Accel x Raging Demon<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U 236236U}}<br />
|}<br />
==== ====<br />
<br />
A Super Skybound Art tied to Macho Ultimatum's activation. Using this super does not cost meter BUT you only get one use. The first hit of the super is a throw, effectively giving Soriz a dodge check. Can be comboed into, but Soriz must be very close to do so. Soriz '''IS NOT''' invincible during the startup of this move at all.<br />
<br />
Note 1: The opponent cannot jump, dodge or DP on reaction to the superflash animation, but '''ONLY''' if they are in range of the first attack (the stomp).<br />
<br />
Note 2: If easy input is used, the super deals 500 less damage than that of the technical input, dealing 4000 instead of 4500. <br />
<br />
Min Damage: Technical: 1050, Simple 600<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_07.png&diff=186216File:GBVS Soriz Weapon 07.png2020-11-18T17:48:04Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_06.png&diff=186215File:GBVS Soriz Weapon 06.png2020-11-18T17:47:57Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_05.png&diff=186214File:GBVS Soriz Weapon 05.png2020-11-18T17:47:48Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_04.png&diff=186213File:GBVS Soriz Weapon 04.png2020-11-18T17:47:39Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_03.png&diff=186212File:GBVS Soriz Weapon 03.png2020-11-18T17:47:30Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_02.png&diff=186211File:GBVS Soriz Weapon 02.png2020-11-18T17:47:23Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Soriz_Weapon_01.png&diff=186210File:GBVS Soriz Weapon 01.png2020-11-18T17:47:10Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Percival&diff=186209GBVS/Percival2020-11-18T17:46:51Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Percival|discord=https://discord.gg/MnQKWSu}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content= Percival is a pressure heavy character whose playstyle ramps up as he picks up momentum throughout the course of matches, effectively swinging the tide into his favor.<br />
{{Bio<br />
| name = Percival<br />
| game = GBVS<br />
| quote = Behold the power of the Lord of Flames.<br />
| lore = He travels to lands far and wide to learn the secrets of statecraft, all in hopes of founding his dream country. Before he set out on a journey to achieve such lofty goals, he and Lancelot served as officers in the same order of knights, studying under the same master. He received his nickname, the Lord of Flames, from the noble way he wields his blazing long sword. Those who come face-to-face with him find themselves either entranced or terrified by his abilities.<br />
| voice = English: Anthony Sitoy/Japanese: Ryota Osaka<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Percival}} is a slow footsies-rushdown character who pressures the opponent by charging up stocks to empower his big special moves.<br />
| pros =<br />
* Rounded moveset allows him to contend against anyone.<br />
* Great range on moves, both normals and specials.<br />
* Has a meterless reversal with [[GBVS/Percival#Platzen|Platzen]].<br />
* High offensive pressure. All far normals combo into [[GBVS/Percival#Zerreissen|Zerreissen]], giving high damage and a knockdown from any range.<br />
* [[GBVS/Percival#Anzünden|Anzünden]] is plus on block if spaced out, which complements Percival's midrange poking gameplan perfectly.<br />
* His ability to scare people into blocking is complimented by his [[GBVS/Percival#X-Seele|X-Seele]] command grab that he can combo off of.<br />
* [[GBVS/Percival#Träumerei|Träumerei]] stocks boost Percival's damage to incredible levels.<br />
* Beautiful boi. Praise be to the lord of flames.<br />
| cons =<br />
* [[GBVS/Percival#Anzünden|Anzünden]] projectiles are on the slower side and don't travel far without stocks, making it difficult to contest zoners at certain ranges.<br />
* [[GBVS/Percival#Träumerei|Träumerei]] stocks require micro-management for damage potential.<br />
* Light buttons can be deceptive due to animation not fully aligning with the hitbox.<br />
* Huge hurtboxes and slow recovery on normals make him easy to be whiff punished.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname = Percival<br />
| nameplate = yes<br />
| health = {{#lst:{{PAGENAME}}/Data|health}}<br />
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement= {{#lst:{{PAGENAME}}/Data|movement}}<br />
| colors=yes<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
|header= {{IconText|GBVS_Percival_Traumerei_Icon|[[#Träumerei|Träumerei]]}} Orbs<br />
|content= By using 22X, Percival gains a number of Träumerei Orbs, 1 from {{clr|1|22L}}, 3 from {{clr|3|22M}}, and 5 from {{clr|4|22H}}. He can store a total of 5 Orbs and it cannot overflow. The next time he uses an M or H special, besides for Träumerei itself, the special will be powered up, increasing its damage and changing its properties.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_cL.png|Outta my way, peasant!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.L}}<br />
|}<br />
==== ====<br />
<br />
* 5 frames, the fastest button.<br />
This is where the party starts. The damage this move leads to isn't much, but being +2 on block is good enough to merit its use in combination with its speed.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_cM.png| Percival, lord of runway models<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.M}}<br />
|}<br />
==== ====<br />
<br />
* 0 on block, decent for pressure.<br />
This move is Percival's pressure normal out of {{clr|1|c.L}} range. It's really good vs. Charlotta, as it completely shuts down her Noble Strategy.<br />
</div><br />
</div><br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_cH.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.H}}<br />
|}<br />
==== ====<br />
<br />
* Only -2, it looks worse than it is.<br />
This is where the damage starts. On counterhit Percival is +14; you can link it into another '''{{clr|4|c.H}}''' OR '''{{clr|4|f.H}}''' when not close enough. If you don't get a counterhit, you still get a beefy combo in the corner and above-average damage midscreen. Its long active frames lend it to being a decent meaty, in theory the maximum frame advantage is +3 on block and +7 on hit, enough for a {{clr|3|c.M}}.<br />
</div><br />
</div><br />
<br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_cXX.png |<br />
GBVS_Percival_cXXX.png |Bendy sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
<br />
It's an autocombo. Useful midscreen as combo filler and sometimes useful in the corner to gain height in EX Platzen combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_fL.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.L}}<br />
|}<br />
==== ====<br />
* Whiffs on crouchers at max range.<br />
This move is a lot better than it looks. It's very fast and very long compared to most other {{clr|1|f.L}} attacks. It has enough hitstun to combo into [[GBVS/Percival#Zerreissen|Zerreissen]] with stocks, which makes it very good as a whiff punish tool.<br />
</div><br />
</div><br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_fM.png|DODA<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.M}}<br />
|}<br />
==== ====<br />
This is it. This is the button. It's fast, scooches Percival forwards, special cancels, and it has massive range. It's an excellent whiff punish and combo tool midscreen. Using this move in the corner alongside [[GBVS/Percival#Anzünden|Anzünden]] is very tricky to get out of, and it is a cornerstone of his corner pressure.<br />
</div><br />
</div><br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_fH.png|It's still my turn<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.H}}<br />
|}<br />
==== ====<br />
<br />
* Percival's defining move.<br />
* Crushingly massive range.<br />
* Lingering hurtbox.<br />
Percy's {{clr|4|f.H}} is by far his biggest button, as it hits nearly 3/4 of the screen. This button is ridiculous, but it has some downsides to complement its massive range, primarily its hurtbox. The hurtbox is active before the hitbox is, leading to some weird-looking interactions where he gets hit by a button a screen away. It's not just when the move starts up, either. The hurtbox lingers far after it looks like it would be over, allowing for easy whiff punishes by most of the cast. To counteract these weaknesses, all you have to do is make sure it doesn't whiff. If it gets blocked, you can cancel into Dodge (4G), Light [[GBVS/Percival#Träumerei|Träumerei]], or any version of [[GBVS/Percival#Anzünden|Anzünden]] to stay safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_2L.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
|}<br />
==== ====<br />
<br />
Percival's primary close-range pressure tool. It's plus on block and hits low, what more could you ask for?<br />
</div><br />
</div><br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_2M.png| Does not hit low<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
|}<br />
==== ====<br />
<br />
* Combos from {{clr|1|2L}} on crouchers.<br />
* Great as a counterpoke after {{clr|3|f.M}}.<br />
* Does not hit low.<br />
Percival's {{clr|3|2M}} is good on its own, but its main purpose is to act as a complement to {{clr|3|f.M}}. It hits lower where {{clr|3|f.M}} would whiff at the cost of less range, but '''{{clr|3|f.M}} > {{clr|3|2M}}''' can catch people trying to punish {{clr|3|f.M}} at a distance.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_2H.png| Even kings struggle with ED<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
<br />
While it is a decent anti-air, it's a really slow one that's also cursed with a bad hurtbox. Where it really shines is in combos, as it allows {{clr|1|236L}} > {{clr|4|2H}} to loop on an airborne opponent in the corner. If you land it as a counter hit AA, canceling into {{clr|1|214L}} or {{clr|3|214M}} allows you to pick what side you want to end up on and still get a combo.<br />
*Patch 1.2 inproved the hitbox AND hurtbox of this move, making it a lot stronger and more reliable<br />
</div><br />
</div><br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_2U.png| SWEEP, THE LEG<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2U}}<br />
|}<br />
==== ====<br />
Universal sweep. Decent range and speed though nothing impressive. Can be special cancelled, provides a way to safely charge up stocks with [[GBVS/Percival#Träumerei|Träumerei]]. Also sets up for a safe jump. One of the main ways to continue a combo after Heavy [[GBVS/Percival#Anzünden|Anzünden]] in the corner or [[GBVS/Percival#Schneiden|Schneiden]](with stock)<br />
<br />
His sweep got buffed in the v1.21 patch, which decreased its recovery. It's now -10 on block instead of -15, making it much safer to throw out.<br />
</div><br />
</div><br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_jL.png| Minnesota fats is on fire<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
|}<br />
==== ====<br />
<br />
* Active until landing.<br />
Easy safejump tool and Percy's fastest air normal. Can be used as a last-minute jump-in, but {{clr|3|j.M}} is better all around.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_jM.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
|}<br />
==== ====<br />
<br />
* Can cross up.<br />
This is your main jump in as it has decent hitstun, blockstun, and it can cross up. It doesn't have great horizontal range in front of Percival, but {{clr|4|j.H}} fills that niche nicely.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_jH.png| Hakumen chopping action!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
* Really good at catching people using far buttons to AA.<br />
The big jump in. Not useful for much outside that. Notable as Percival's longest-range air-to-air attack.<br />
* Patch 1.2 improved the startup of this move, making it better as an air-to-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_jU.png|HELM BREAKER<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.U}}<br />
|}<br />
==== ====<br />
Not an overhead, can be blocked while crouching. But can be useful for changing jump in timing and baiting out a {{clr|4|2H}}. Other than that, it's minus on block and gets you a knockdown on hit.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>X-Seele</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_5U.png|An extra grab is a precious rarity afforded only to the rich.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|}<br />
==== ====<br />
*Counts as 2 hits for damage scaling purposes<br />
Doesn't deal any damage, but can be followed up with additional attacks. If opponent is in corner can follow up with proximity normal, otherwise can use a far normal like f5H to convert into a knockdown or a super. This move is complemented by [[GBVS/Percival#Macht|Macht]] as it beats blocking as opposed to {{clr|1|c.L}} beating mashing.<br />
* As if v1.2, Percival is now +12 after {{clr|2|5U}}, allowing for a {{clr|4|f.H}} to link midscreen, while also making the {{clr|4|c.H}} in the corner easier and other options midscreen such as {{clr|3|f.M}} and {{clr|2|2U}} more consistent.<br />
<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Throw.png |<br />
GBVS_Percival_4Throw.png |Back throw to immediately break a spine<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
<br />
A faster but less rewarding version of {{clr|2|5U}}. Leaves the opponent pretty far away from Percival, which can be good or bad depending on the matchup. Backthrow switches sides and keep the opponent close to Percival, and allows for a meaty [[GBVS/Percival#Macht|Macht]] anywhere. Forward throw in the corner allows for a safejump by super jumping immediately afterwards. Alternatively, if you want stocks you can {{clr|3|22M}} midscreen and {{clr|1|22L}} > {{clr|4|c.H}} in the corner for a meaty as well.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_AirThrow.png | Who gave you permission to leave the ground?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<br />
<br />
This move isn't seen very much as {{clr|4|2H}} CH AA combos typically deal far more damage. It's a good tool to have, but Percy has stronger ones.<br />
</div><br />
</div><br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_OverheadAttack.png |WHO GAVE YOU PERMISSION TO BLOCK LOW?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<br />
<br />
Percival's Universal Overhead has less range than it looks with how his sword bends, but by no means does that make it bad. Percival has a lot of ways to set up a meaty UOH, most of which involve a combo with H [[GBVS/Percival#Special Moves|Platzen]].<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Träumerei {{Micon|17}}</big>===<br />
<span class="input-badge">'''22X'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Traeumerei.png | Limit break <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|22L}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|22M}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|22H}}<br />
|}<br />
==== ====<br />
Percival's most important move. Stores orbs that enhance M and H versions of skills. L stores one orb, M stores 3, and H stores 5. The number of orbs stored will be displayed under Percival's HP bar. These have hitbox directly above him that can be used to juggle opponents mid-combo. The L version is also a good move to cancel into off a {{clr|4|f.H}}.<br />
</div><br />
</div><br />
===<big>Anzünden {{Micon|1}}</big>===<br />
<span class="input-badge">'''236X'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Anzuenden.png|The royal Gunflame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
|-<br />
{{AttackVersion|name={{IconText|M|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
|-<br />
{{AttackVersion|name={{IconText|H|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
Percival swings his sword and launches a projectile that travels along the ground. The slow speed and way it travels along the ground makes this a really hard move to dodge, and if there's any amount of distance between you and your opponent, it will be meaty enough to be plus. Since it has slower startup and Percival's hurtbox extends below and in front of him, it is prone to end up trading with other normals such as {{clr|3|f.M}}.<br />
*Data in [] is for when it consumes a Träumerei orb<br />
* L version: travels to about {{clr|4|f.H}} range and stops fizzles out. Doesn't take a stock.<br />
* M version: travels farther than the L version, and travels fullscreen with a stock. Takes a stock when one is available.<br />
* H version: travels similarly to the M version, but is faster and plus at point blank. Takes a stock when one is available.<br />
</div><br />
</div><br />
<br />
===<big>Platzen {{Micon|5}}</big>===<br />
<span class="input-badge">'''623X'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Platzen.png | The royal Volcanic Viper<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L}}<br />
|-<br />
{{AttackVersion|name={{IconText|M|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|623M}}<br />
|-<br />
{{AttackVersion|name={{IconText|H|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
Performs a rising attack that cannot be blocked by midair foes immediately after start-up. M/H version advances Percival forward before rising.<br />
Rises higher and deals increased damage with a Träumerei orb but also makes the move more unsafe on block.<br />
*Data in [] is for when it consumes a Träumerei orb.<br />
</div><br />
</div><br />
<br />
===<big>Lord's Strike {{Micon|15}}</big>===<br />
<span class="input-badge">'''214X'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Lord's Strike.png|Make way for the king.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
|-<br />
{{AttackVersion|name={{IconText|M|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
|-<br />
{{AttackVersion|name={{IconText|H|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
Performs a forward dash that can be canceled into various skills while in motion. M/H version enhances follow-up skills upon consuming a Träumerei orb. M version and H version are generally the same when not Träumerei empowered, but H version does more damage and allows the {{clr|4|214H}}~{{clr|1|L}} to be -1 on block instead of -8<br />
</div><br />
</div><br />
<br />
===<big>Schneiden</big>===<br />
<span class="input-badge">'''Lord's Strike > {{clr|1|L}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Schneiden.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|214L}} > {{clr|1|L}}}}<br />
{{#lst:{{PAGENAME}}/Data|214L L}}<br />
|-<br />
{{AttackVersion|name={{IconText|{{clr|3|214M}} > {{clr|1|L}}|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214M L}}<br />
|-<br />
{{AttackVersion|name={{IconText|{{clr|4|214H}} > {{clr|1|L}}|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214H L}}<br />
|}<br />
==== ====<br />
Performs a low slash attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause knockdown upon connecting.<br />
*Data in [] is for when it consumes a Träumerei orb.<br />
*{{clr|4|214H}}!~{{clr|1|L}} launches, but only allows {{clr|1|c.L}} in the corner.<br />
*on CH, {{clr|4|214H}}~{{clr|1|L}} It allows a link into {{clr|3|c.M}} or {{clr|3|2M}}, making it very good for people who will challenge you after moves like {{clr|3|f.M}} and {{clr|4|f.H}}.<br />
</div><br />
</div><br />
<br />
===<big>Macht</big>===<br />
<span class="input-badge">'''Lord's Strike > {{clr|3|M}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Macht.png|GIVE UNTO ME THE PLUS FRAMES. Not an overhead.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|214L}} > {{clr|3|M}}}}<br />
{{#lst:{{PAGENAME}}/Data|214L M}}<br />
|-<br />
{{AttackVersion|name={{IconText|{{clr|3|214M}} > {{clr|3|M}}|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214M M}}<br />
|-<br />
{{AttackVersion|name={{IconText|{{clr|4|214H}} > {{clr|3|M}}|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214H M}}<br />
|}<br />
==== ====<br />
Performs a downward slash attack during Lord's Strike. Very good frame advantage, so Percival can start his shenanigans before the opponent recovers even on block, with a guess between throw/{{clr|2|5U}} and mashing. When enhanced with a Träumerei orb, causes an unrecoverable knockdown.<br />
*Data in [] is for when it consumes a Träumerei orb.<br />
*Every version of Macht launches different on CH, {{clr|1|214L}}/{{clr|3|M}}~{{clr|3|M}} allows a {{clr|3|c.M}} juggle, {{clr|3|214M}}/{{clr|4|H!}}~{{clr|3|M}} allows a {{clr|4|c.H}} or a {{clr|4|2H}} juggle<br />
</div><br />
</div><br />
<br />
===<big>Zerreissen</big>===<br />
<span class="input-badge">'''Lord's Strike > {{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Zerreisen.png|<br />
GBVS Percival Zerreissen CleanHit.png|Clean hit zoomin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|214L}} > {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|214L H}}<br />
|-<br />
{{AttackVersion|name={{IconText|{{clr|3|214M}} > {{clr|4|H}}|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214M H}}<br />
|-<br />
{{AttackVersion|name={{IconText|{{clr|4|214H}} > {{clr|4|H}}|GBVS_Percival_Traumerei_Icon|Right}}}}<br />
{{#lst:{{PAGENAME}}/Data|214H H}}<br />
|}<br />
==== ====<br />
Performs a piercing attack during Lord's Strike. When enhanced with a Träumerei orb, it'll cause more damage if it connects at close range, as indicated by a zoom-in effect. This is the move you want to combo into when you hit a far normal.<br />
*Data in [] is for when it consumes a Träumerei orb.<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>Lohenwolf</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_Lohenwolf.png| We're having BBQ skewer tonight.<br />
GBVS_Percival_Lohenwolf2.png|SPEEEEEEEEN<br />
GBVS_Percival_LohenwolfCleanHit.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Performs a powerful advancing attack that can be charged by holding down the button. If fully charged, this skill becomes unblockable. Since it covers a long range, it can be used as both a combo finished or a counter from afar. However, it will not hit at full-screen. The simple input version of this super makes the cinematic trigger smaller, but this typically doesn't matter when confirming out of a poke.<br />
<br />
Min Damage: Technical 900→650, Simple 540→390<br />
</div><br />
</div><br />
<br />
==Super Skybound Art==<br />
===<big>Feuerrote Krone</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Percival_FeuerroteKrone2.png|<br />
GBVS_Percival_FeuerroteKrone.png|PREPARE THE WALK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
Unleashes a spiral of flames from the hilt of Percival's sword that deals additional hits when holding down the button. If this skill connects at close range, Percival will perform an enhanced version for increased damage. This move can be hard to combo into from midscreen juggles because of the flame spiral causing them to fall out. This leads to it being very unsafe as the opponent will typically tech through the fireball itself.<br />
<br />
* This super can be charged, which increases the hits of the initial tornado from a minimum 6 hits to a maximum of 12 hits. When charged for 6-11 hits, the final hit will do 1900 but when fully charged to 12 hits, the final hit will do 2000.<br />
* When not at close range, the final swing will fire a bigger version of Anzünden that travels full screen. In certain situations in the corner, you can combo off this when setup properly.<br />
<br />
Min Damage: Technical 950→580[1160→760], Simple 760→580[960→760]<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_07.png&diff=186208File:GBVS Percival Weapon 07.png2020-11-18T17:46:45Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_06.png&diff=186207File:GBVS Percival Weapon 06.png2020-11-18T17:46:38Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_05.png&diff=186206File:GBVS Percival Weapon 05.png2020-11-18T17:46:30Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_04.png&diff=186205File:GBVS Percival Weapon 04.png2020-11-18T17:46:22Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_03.png&diff=186204File:GBVS Percival Weapon 03.png2020-11-18T17:46:15Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_02.png&diff=186203File:GBVS Percival Weapon 02.png2020-11-18T17:46:02Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Percival_Weapon_01.png&diff=186202File:GBVS Percival Weapon 01.png2020-11-18T17:45:50Z<p>Zoj: </p>
<hr />
<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=GBVS/Narmaya&diff=186201GBVS/Narmaya2020-11-18T17:45:24Z<p>Zoj: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Narmaya|discord=https://discord.gg/hynEWX3}}<br />
{{MFlag|update}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<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 />
{{Bio<br />
| name = Narmaya<br />
| game = GBVS<br />
| quote = I will continue to press on, until I reach the peak of unparalleled strength.<br />
| lore = A katana master who was born into a line of expert martial artists. Through diligent tempering Narmaya combined her family's martial arts with magic and formed her own unique blade technique—one which she wields with extraordinary finesse. Although her short stature may paint her as easy pickings, a wise opponent should not underestimate her ability to freely switch between Dawnfly and Freeflutter stances, lest they be cut down in the blink of an eye.<br />
<br />
Outside the heat of battle, however, she is a kind, spirited person who looks after others and seeks affection from the one who has acknowledged her, often going overboard in her unstoppable adoration.<br />
| voice = English: Brianna Knickerbocker/Japanese: Mao Ichimichi<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GBVS|Narmaya}} is a versatile character who switches between mid-range Dawnfly (Genji) stance and close-range Freeflutter (Kagura) stance.<br />
| pros =<br />
* '''Versatility:''' Narmaya has two stances with almost entirely unique movesets, which gives her a wider range of tools than the majority of the cast.<br />
* '''Ground Mobility:''' Narmaya has high walk 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 />
* '''Strong Aerial Approach:''' Narmaya has access to two strong crossup buttons and the ability to make any of her jump ins plus with [[{{PAGENAME}}#Crescent Moon|Crescent Moon]].<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|4|2H}}. She also possesses one of the few plus-on-block {{clr|3|2M}}s in the game in ''Kagura'' stance.<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 />
| cons =<br />
* '''Weak to Zoning:''' Despite having access to Setsuna, Narmaya has difficulty dealing with fireballs and zoning at many ranges.<br />
* '''Linear Offense:''' Although Narmaya can use her command dash to catch unaware opponents, she lacks a strong way to apply pressure and keep an opponent blocking for long, instead relying on stagger pressure and whiff punishing to open an opponent up.<br />
* '''Lack of Advantageous Specials:''' Narmaya only few ways to reset her pressure and most of her specials do not grant her advantage at close range.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=GBVS<br />
| fullname=Narmaya<br />
| nameplate=yes<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| colors=yes<br />
| weapons=yes<br />
| weaponsize=140<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
===<big>{{clr|1|5L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_cL.png |<br />
GBVS_Narmaya_cL_Kagura.png|Always use both parts of your sword for maximum efficiency <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|5L[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|5L[k]}}<br />
|}<br />
==== ====<br />
*There no close version of this normal.<br />
*Standard jab. 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 no close version of this normal.<br />
*Standard jab. Even on block and leads to autocombo at all ranges.<br />
*Can be spaced to be plus, but difficult to use in pressure this way.<br />
A stab forward with the actual blade. It has slightly more range than Genji {{clr|1|5L}} and is a frame faster, making this an excellent poke in general. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_cM.png|<br />
GBVS_Narmaya_cM_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|c.M[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|c.M[k]}}<br />
|}<br />
==== ====<br />
*Slower and less advantageous than Kagura {{clr|3|c.M}}, but can still be used during autocombo pressure.<br />
*Mostly used for punishes where {{clr|4|5H}} is too slow.<br />
*Combos into Kagura {{clr|3|5M}} on counterhit.<br />
A generic starter. It can be used in pressure situations with autocombos, but is poor for staggering.<br />
----<br />
*General presure tool.<br />
*Combos from {{clr|1|2L}} from either stance.<br />
*CH confirms into {{clr|3|M}} buttons and Genji {{clr|4|5H}} on crouching CH.<br />
Useful pressure tool for staggering and autocombo pressure. Worse frame advantage than Kagura {{clr|3|2M}} on block, but faster and better at catching jumpouts than Kagura {{clr|3|2M}}.<br />
</div><br />
</div><br />
<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_cH.png|<br />
GBVS_Narmaya_cH_Kagura.png|<br />
</gallery><br />
</div><br />
===<big>{{clr|4|c.H}}</big>===<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|c.H[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|c.H[k]}}<br />
|}<br />
==== ====<br />
*Hits behind Narmaya, making it somewhat useful for catching cross-up attempts. It's also surprisingly good at stuffing Narmaya's own command dash.<br />
*Hits twice and is relatively fast, but leads to lower damage combos than Kagura {{clr|4|c.H}}.<br />
One of Narmaya's main combo tools you'll see this be pulled out a lot during corner juggles. It does less damage than Kagura {{clr|4|c.H}} but through use of transient can lead into the same combo routes.<br />
----<br />
*Combos into itself on CH.<br />
*Extremely useful as a meaty tool.<br />
*Fairly potent at catching jump-outs.<br />
*Slightly slower than Genji {{clr|4|c.H}}.<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 />
</div><br />
</div><br />
<br />
===<big>Auto Combo</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_cXX.png |<br />
GBVS_Narmaya_cXXX.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=XX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XX}}<br />
|-<br />
{{AttackVersion|name=XXX}}<br />
{{#lst:{{PAGENAME}}/Data|c.XXX}}<br />
|}<br />
==== ====<br />
Generic autocombo hits. 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 />
</div><br />
</div><br />
===<big>{{clr|3|f.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_fM.png|<br />
GBVS_Narmaya_fM_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|f.M[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|f.M[k]}}<br />
|}<br />
==== ====<br />
*A fast, long-reaching poke, This is the main button you'll be using in neutral.<br />
*It's useful when used in blockstrings after Kagura {{clr|3|2M}}.<br />
*Surprisingly useful as an anti air against far jump attempts due to its angle and because Narmaya ducks when performing it.<br />
*Combos into SSBA 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.<br />
----<br />
*Whiffs on crouchers at max range.<br />
*One of your primary pokes in Kagura stance, but inferior to Genji {{clr|3|f.M}}.<br />
Your only real poke in Kagura. As a poke, it's worse than the Genji version in most aspects, and being so minus on block makes it awkward to use in pressure, but it is useful for counter hit confirms and punishes due to its range and speed. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|f.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_fH.png|<br />
GBVS_Narmaya_fH_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|f.H[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|f.H[k]}}<br />
|}<br />
==== ====<br />
The big brother of {{clr|3|f.M}}. Slightly slower and slightly more range, but leaves you more open on whiff. You want to use it for whiff punishes in place of {{clr|3|f.M}} for higher damage and hitstun, and because it is easier/possible to hit confirm it into command dash combos. The higher attack level and active frames also make it a good preemptive poke.<br />
----<br />
OK Pressure tool. You can just throw it out and hope it crushes your opponent's poke or mash. On hit, it's reasonably easy to confirm, on block it puts you in a good spacing.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_2L.png|<br />
GBVS_Narmaya_2L_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|2L[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|2L[k]}}<br />
|}<br />
==== ====<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 />
Has the exact same framedata as the Genji version but a little less range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_2M.png|<br />
GBVS_Narmaya_2M_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|2M[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|2M[k]}}<br />
|}<br />
==== ====<br />
Slightly safer and shorter version of Genji {{clr|3|f.M}}. Can low profile things and catches rolls.<br />
----<br />
Important pressure move that is plus on block, frametraps into itself against most characters and links into basically every normal you have on counter hit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_2H.png|<br />
GBVS_Narmaya_2H_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|2H[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|2H[k]}}<br />
|}<br />
==== ====<br />
The weaker {{clr|4|2H}}. Does its job if your reactions are on point, but difficult to use against strong jump-ins.<br />
----<br />
The stronger {{clr|4|2H}}. Reliable and extremely good at stuffing cross-ups. The bane of anyone trying to jump out of your pressure.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_2U.png|<br />
GBVS_Narmaya_2U_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|2U[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|2U[k]}}<br />
|}<br />
==== ====<br />
Kind of stubby as far as sweeps go, but has great low profile properties and good active frames that tend to make it win against other pokes. Beware the high recovery on whiff when you use it in neutral.<br />
----<br />
More stubby, but faster and more disjointed version of Genji {{clr|2|2U}}. The one frame less of startup makes it usable in crouch confirms.<br />
</div><br />
</div><br />
<br />
===Air Normals===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_jL.png|<br />
GBVS_Narmaya_jL_Kagura.png|<br />
</gallery><br />
</div><br />
===<big>{{clr|1|j.L}}</big>===<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|j.L[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|j.L[k]}}<br />
|}<br />
==== ====<br />
Pretty generic jumping light with infinite active frames. Use as air-to-air.<br />
----<br />
A straight upgrade over the Genji version, with better disjoint, a stronger air-to-air angle and being cancellable into her air special.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_jM.png|<br />
GBVS_Narmaya_jM_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|j.M[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|j.M[k]}}<br />
|}<br />
==== ====<br />
Generic down-angled jumping button that can hit cross-up.<br />
}}<br />
==== ====<br />
Similar to the Genji version, but far worse at air-to-air. Cross-up jumpins are more powerful in Kagura, though, due to the cancel point into {{clr|4|j.214H}} that can make this button plus from any height.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_jH.png|<br />
GBVS_Narmaya_jH_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|j.H[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|j.H[k]}}<br />
|}<br />
==== ====<br />
Good all-purpose jump-in that doesn't hit behind Narmaya despite what the animation suggests.<br />
----<br />
Exclusively used in safejumps and deep jump-ins. It hits very high above Narmaya, but that's not likely to come up often.<br />
</div><br />
</div><br />
===<big>{{clr|2|j.U}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_jU.png|<br />
GBVS_Narmaya_jU_Kagura.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=Genji}}<br />
{{#lst:{{PAGENAME}}/Data|j.U[g]}}<br />
|-<br />
{{AttackVersion|name=Kagura}}<br />
{{#lst:{{PAGENAME}}/Data|j.U[k]}}<br />
|}<br />
==== ====<br />
Jumping button with high horizontal range. Excellent when well spaced.<br />
----<br />
Useful all-purpose jumping button, usable both as air-to-air and as a jump in.<br />
</div><br />
</div><br />
<br />
==Unique Action==<br />
===<big>Butterfly Effect</big>===<br />
<span class="input-badge">'''{{clr|2|5U}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Genji_Stance.png |I could never stab you...<br />
GBVS_Narmaya_Kagura_Stance.png |caption2=...'''Enough.'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5U}}<br />
|}<br />
==== ====<br />
Narmaya changes from Genji stance to Kagura stance or vice-versa, changing her normals and special moves. If swapping to Kagura stance, a red butterfly will be shown, and if swapping to Genji stance, a blue butterfly will be shown. When done alone, the swapping has a bit of a lengthy recovery time, which is why you'll want to shorten the duration by cancelling its recovery into any move whatsoever, such as {{clr|1|5L}}. 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, as soon as Narmaya returns to neutral, she'll be in the other stance. This can be used to switch stances in neutral by whiffing a light button, and pressing U during the whiff.<br />
<br />
For those familiar with Jojo:HFTF, the idea behind each stance is similar to Chaka's Stand ON/OFF. With tools such as {{clr|3|f.M}} and Setsuna, Genji stance is an excellent neutral stance, whereas Kagura's moves such as Mugenkagura and Crescent moon make it an ideal stance for close ranges.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Throw.png |Neutral/Forward<br />
GBVS_Narmaya_BackThrow.png |Back<br />
</gallery><br />
</div><br />
===<big>Ground Throw</big>===<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|LU}}<br />
|}<br />
==== ====<br />
Narmaya's forward throw gives her an auto-timed safejump in the corner (or midscreen, using Genji {{clr|2|j.U}}) by holding up-forward directly after it finishes. The back throw has higher recovery, which doesn't allow you that luxury.<br />
</div><br />
</div><br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_AirThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.LU}}<br />
|}<br />
==== ====<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 />
</div><br />
</div><br />
===<big>Overhead Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_OverheadAttack.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|MH}}<br />
|}<br />
==== ====<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 />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Setsuna {{Micon|1}} {{Micon|3}}</big>===<br />
<span class="input-badge">'''236X or 2/5S during Genji Stance'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Setsuna.png |Mist finer is a must for all katana chars<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L[g]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M[g]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H[g]}}<br />
|}<br />
==== ====<br />
Narmaya does a far-reaching horizontal slash forwards. Cancels single hit projectiles. Multi-hit projectiles, such as Gran's H Reginleiv which has 3 hits, will only have one of their 'hits' canceled, so the projectile will stay active with 2 hits left. 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 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.<br />
<br />
* M version has a longer startup, and can be delayed. 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.<br />
<br />
* H version combines frame advantage and speed. Not only can this be used to extend your pressure, but the wallbounce behavior sees its use in extending combos as well. It can also be used as a buffer in whiff punishes. Using this up means you lose a key tool in the neutral for a time, so make sure it counts.<br />
</div><br />
</div><br />
<br />
===<big>Absolute Horizon {{Micon|5}}</big>===<br />
<span class="input-badge">'''623X or 6S during Genji Stance'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Banri.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L[g]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M[g]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H[g]}}<br />
|}<br />
==== ====<br />
A classic reversal DP. Also your staple fallback anti-air in Genji if you have no time for {{clr|4|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 counter hit, you get a combo off it - this often happens against anti-antiairs like Percival jU.<br />
</div><br />
</div><br />
===<big>Transient {{Micon|15}}</big>===<br />
<span class="input-badge">'''214X or 4S during Genji Stance'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Utakata.png |*teleports behind you*<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L[g]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M[g]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H[g]}}<br />
|}<br />
==== ====<br />
A command dash forwards. The L version travels the smallest distance, while the M and H versions not only travel farther, but can cross up. All versions cancel into specials available in Kagura stance; doing so will keep you in that stance afterwards, unless you use Butterfly Effect during the special. You can also cancel into SA/SSA.<br />
<br />
L and M version have the same earliest cancel point, but M can cross up. The H version can be canceled earlier than L or M, allowing confirms off more buttons. The fastest cancel is {{clr|1|236L}} at 13 frames, but {{clr|4|236H}} can get the job done just as well, and with better reward.<br />
<br />
You can combo into {{clr|1|214L}}[g]>236L/H[k] off H normals and the final autocombo hit. You can combo into {{clr|4|214H}}[g]>236L/H off M normals as well and get a combo off H normals at longer ranges, which makes it great for whiff punishes or hit confirms.<br />
<br />
When crossing up with the M and H versions, keep in mind that your followup input will be interpreted from the side before you crossed up. For example, to get Kyokasuigetsu after crossing up, you would technically input 214X.<br />
</div><br />
</div><br />
<br />
===<big>Kyokasuigetsu {{Micon|6}} {{Micon|7}}</big>===<br />
<span class="input-badge">'''236X or 2/5S during Kagura Stance'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Kyouka.png |Depending on stance, this move is the "shing" or the "swing"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L[k]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M[k]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H[k]}}<br />
|}<br />
==== ====<br />
* L version hits once. The knockdown usually leads to basic oki. It is actually a useful poke in Kagura that can be difficult to deal with, and spaced to remain safe. <br />
* M version hits twice for more damage and covers more ground. Should strictly be used if you know you have the hit, since it is almost always punishable on block.<br />
* H version hits thrice and leads to a combo in the corner, or a safejump midscreen. It is safe against some characters, but {{clr|1|f.L}} punishable by others. Narmaya will be far less threatening in pressure during Kagura stance if she does not have this cooldown.<br />
</div><br />
</div><br />
===<big>Mugenkagura {{Micon|4}}</big>===<br />
<span class="input-badge">'''623X or 6S during Kagura Stance'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Mugen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|623L[k]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|623M[k]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|623H[k]}}<br />
|}<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 last resort anti-air, but a gamble as it is very weak to empty jumps, and not entirely reliable even if it does parry. Do take note that it freezes the opponent on parry, allowing it to hit safe jumps as well.<br />
* L version goes into the attack quickly. You can combo into it off close autocombos.<br />
* M version stays in the stance for far longer, and has higher damage.<br />
* H version also stays in the stance for a long time, has more hits and creates a hard knock down.<br />
</div><br />
</div><br />
===<big>Crescent Moon {{Micon|14}}</big>===<br />
<span class="input-badge">'''214X or 4S during Kagura Stance'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Sengetsu.png |TSUBAME GAESHI<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L[k]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M[k]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H[k]}}<br />
|}<br />
==== ====<br />
Not an overhead, but has more frame advantage if blocked crouching or cross-up. Has a built-in jump on startup.<br />
* L version moves Narmaya forwards<br />
* M version moves Narmaya farther than the L version<br />
* H version has higher frame advantage, is significantly faster and can be steered to cover more distance if you hold 6 during startup.<br />
</div><br />
</div><br />
===<big>Crescent Moon (Midair) {{Micon|14}}</big>===<br />
<span class="input-badge">'''j.214X or j.5S during Kagura Stance'''</span>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_Sengetsu.png |The jump-in-for-free pass<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS|version=yes}}<br />
|-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L[k]}}<br />
|-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M[k]}}<br />
|-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H[k]}}<br />
|}<br />
==== ====<br />
Air special. 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, and like the ground version, it gets better when it hits as a cross-up.<br />
The L version in particular has a hitbox that is so huge and disjointed that, when properly timed, it stuffs most 2Hs in the game. In exchange, it bounces you back so you don't get oki, which at least makes you safe enough on block. The M version bounces you forward, but has a worse hitbox and is usually not plus. The H version is plus most of the time and allows for midscreen combos if it hits as a crossup.<br />
*Values in [] are for the Tiger Knee'd version<br />
</div><br />
</div><br />
<br />
==Skybound Art==<br />
===<big>One Hundred Cloudscapes</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}} or 236S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_SA.png |We have Mist Finer, Baiken moves, and now <br/> '''H O U T E N J I N'''<br />
GBVS_Narmaya_OneHundredCloudscapes2.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<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. 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. You will also only get the initial hit if you're too far for the full animation, especially when you use easy input<br />
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<br />
==Super Skybound Art==<br />
===<big>Butterfly Effect: Ame-no-Uzume</big>===<br />
<span class="input-badge">'''{{clr|2|236236U}} or 236S+U'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Narmaya_SSA.png |Dance of the Goddess<br />
GBVS_Narmaya_SSBA2.png |<br />
</gallery><br />
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<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-GBVS}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236U}}<br />
|}<br />
==== ====<br />
Invincible startup, with a far, far longer range than {{clr|4|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 />
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</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
<br />
{{Navbar-GBVS}}</div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Narmaya_Weapon_07.png&diff=186200File:GBVS Narmaya Weapon 07.png2020-11-18T17:45:16Z<p>Zoj: </p>
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<div></div>Zojhttps://www.dustloop.com/wiki/index.php?title=File:GBVS_Narmaya_Weapon_06.png&diff=186199File:GBVS Narmaya Weapon 06.png2020-11-18T17:45:06Z<p>Zoj: </p>
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<div></div>Zoj