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Excellent range normal that always reaches when {{clr|A|5A}} does, as {{clr|A|5AA}} has longer range. Generally followed up by {{clr|M|236M}} to start combos or maintain pressure on block. | |||
* Only cancels to MP Skills. | * Only cancels to MP Skills. | ||
}} | }} |
Revision as of 07:05, 2 July 2022
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Crusader has many moves that have excellent range and damage. Coupled with being able to buff himself and placing a wall behind the opponent can make him difficult to deal with.
Crusader Crusader is classified as a Traps type. He has many moves with good range and damage. He can create walls at the opponent's location and has self-enhancing moves.
- Heavenly Zoning: Crusader's long range normal pokes and access to grounded and airborne projectiles paired with nearly fullscreen attacks such as 5S/j.S allows him to effectively control space.
- Corner on Demand: Deflection WallGuardMidStartup15RecoveryTotal 45Advantage+5 allows Crusader to place the opponent in a corner situation off of virtually any hit or as a whiff punish, enabling devastating combos at will. Even when used on block, it's still plus.
- Armor Install: After a hard knockdown, Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- allows Crusader to safely set up a buff that grants him super armor for a long duration, preventing the opponent from contesting him with faster buttons unless they are multi-hits.
- Meterless Counter: Crusader's 4S is a counter attack that does not cost any mana, allowing him to escape some situations where other characters would need to use an MP Skill in.
- Durable: Starting in the highest health bracket at 1100, and the highest guard bracket at 1200, Crusader has further defensive bonuses while in awakening, giving him the ability to take more hits than most characters.
- Sluggish: While extremely powerful, Crusader's Special and M moves are very slow and prone to being stuffed out of their startup or rolled through, where the opponent can punish their long recoveries.
- Limited Normals: While they have above average range, Crusader's normals are rather slow and cannot be canceled into Special moves unlike the majority of the cast.
Crusader's 214M[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his 5BGuardMidStartup14Recovery23Advantage+9 and 2BGuardLowStartup18Recovery24Advantage+4. Additionally, Crusader will receice 1 Super Armor during the grace, allowing him to sustain a single blow without recoiling or interrupting his attacks.
The grace can also be expended to activate Strike of RepentanceGuardMidStartup22RecoveryAdvantage-8, inflicting opponents with the Shocked state, preventing them from being able to jump; and ApocalypseGuardMidStartup200RecoveryAdvantage-, dispelling all negative status effects and unleashing a powerful attack. However, if it expires on its own Crusader will be unable to act for a short while.Normal Moves
5A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 |
5AA
Excellent range normal that always reaches when 5A does, as 5AA has longer range. Generally followed up by 236M to start combos or maintain pressure on block.
- Only cancels to MP Skills.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -5 |
5B
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5B | 75% | Launch | |||
5B | 75%, 90% |
- 60f of air hitstun
2A
- Links into itself.
- Plus on block
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +8 |
2B
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
2B | 75% | ||||
2B | 75%, 90% |
- Extra 2f hitstun added on OTG
j.A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+4) |
Dodge
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +3 |
Skills
Hammer of Repentance
Version | Damage | GuardHow this attack can be blocked. Throws have their throw range listed instead. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Hammer of Repentance | 120 | Mid | 20 | 5 | 35 | -10 | none |
Hammer of Repentance (Grace) | 120,64 | Mid | 20 | 5+13 | 35 | -6 | none |
Hammer of Repentance (Air) | 130 | Mid | 33 | 5 | 35 | -7 | none |
Hammer of Repentance (Air + Grace) | 130,64 | Mid | 33 | 5+13 | 35 | -6 | none |
Hammer of Repentance 5S
big hammer
- Placeholder
Aerial Hammer of Repentance J.S
air big hammer
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5S | 83% | ||||
5S | |||||
j.S | 80% | ||||
j.S | 80% |
Sacred Upper
- Big anti-air.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | ||||
Flash Sphere
A slow moving projectile that travels fullscreen.
- Some shorter characters, such as Dragon Knight, can run underneath it.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 |
Saint Counter
The Holy Counter. A counter that launches the opponent full-screen, which is Crusader's favorite place for his opponent to be.
- Cannot parry low moves or projectiles.
- Hard knockdown on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
30% |
MP Skills
Miracle Splitter
- Projecile invulnerable at the start.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Haptism
Crusader's reversal option. It has 3 hits of super armor and is vulnerable to throws, but has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit as it launches the opponent nearly fullscreen. it is not foolproof however, as it can be jumped over with precise timing.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 50% |
- reversal
Deflection Wall
Bring the corner to them! The cornerstone of Crusader’s pressure and combos right next to Apocalypse, Deflection Wall makes his pressure nearly inescapable and allows for conversions from 5AA.
- Vertical range is practically unlimited.
- Horizontal tracking is very good.
- Has a collision box.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 85% |
Grace of Lemidios
Crusader applies a suite of temporary buffs to himself and gains access to two new MP Skills.
While under Grace, Crusader has 1 hit of super armor, making it very hard for characters without multi-hitting moves to deal with his pokes.
Automatic lightning follow-ups are added to 5B, 2B, and Spear of VictoryGuardMidStartup15RecoveryUntil landing+15Advantage-, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes 5M and 2M much safer on block.
RepentanceGuardMidStartup22RecoveryAdvantage-8 or ApocalypseGuardMidStartup200RecoveryAdvantage- are only usable under Grace and using either will end Grace immediately. If Grace wears off without using either of these moves, Crusader enters a recovery animation that leaves him very vulnerable.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | |||||
214M |
Strike of Repentance
A huge hammer strike that despite its looks, has slightly less range than Hammer of RepentanceGuardMidStartup20Recovery35Advantage-10. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump.
- Removes Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- on usage.
- Hard knockdown on hit. Also hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90% |
Apocalypse
Crusader sets an orb of light midair while curing him of any negative debuff effects. After a short time, it turns into an orb of darkness that shoots out a large number of multi-hitting lasers, covering a large area on the ground before ending in an explosion.
- Removes Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- on usage.
- Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
- Allows Crusader to combo off of throw, giving him a strong setplay/mixup option.
- Does 260 damage when used raw.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.214M | 90%×44 |
Spear of Victory
A very fast projectile that goes diagonally downward. Rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally.
- Can be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed from j.S to do it lower to the ground, enabling unique combos and projectile pressure.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Awakening Moves
Ascension
Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •