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An Empyrean soldier who annihilates targets with high-tech weapons. She uses long-range attacks that have varying trajectories, eradicating her opponents without allowing them to approach.
Launcher Launcher is classified as a Ranged type. She has a variety of ranged and multi-hit attacks. She can pressure opponents by using moves with delayed hits.
- Oppressive Zoning: Thanks to her very large normals and large array of various different types of projectiles, Launcher excels at pressuring opponents from afar and keeping them out.
- Weak Defenses: Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range reversal, it can be difficult for her to get opponents away once they are in.
Normal Moves
5A
Gigantic 10f button. Hits low to the ground which makes it generally weak to jumping. This is the cornerstone of Launcher pressure as it has the most cancel options out of any of her normals. It also has good frame advantage, allowing her to steal turns with proper conditioning.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -2 | 20 |
5AA
5A‘S partner in crime. The whiffcancel makes 5A scary to attempt a whiff punish on. Being 2 hits, it provides just enough time to hitconfirm into 4S or extended pressure on block.
- Gatlings from 5A on hit, block, and whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%, 75% | -2 | 20,20 |
5B
Launcher pulls out a flamethrower that reaches a little over half the screen’s length. Knocks down on hit but otherwise doesn’t lead to much, unlike most 5Bs. Useful mostly as a stop sign in neutral as it’s long active frames control a large portion of the screen. However at -13 and giving enough white life for the opponent to use conversion, makes this move risky to use in certain matchups.
- Can be held to extend active frames.
- Considered a projectile.
- Flames have a hurtbox.
- Does not have any Gatling routes.
- Benefits from Launcher’s Awakening Buff.
- Ironically does more damage on block than on hit in Awakening.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x5, 70% ~ 90%x13, 70% | 15~42 |
2A
Much worse as a pressure tool than 5A thanks to its heavily restricted gatlings.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | 0 | 20 |
2B
Unorthodox 2B, Launcher throws out a grenade that explodes on contact with the opponent or after a certain amount of time. This move is Launcher’s lifeline. Her opponent must respect it at all times once it’s out and it can also be plus around max 5AA range.
- Persists if Launcher is hit.
- Explodes after ? frames or on contact with the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 50 |
j.A
- Stops Launcher’s momentum and bounces her up and backwards on use.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 20 |
j.B
Very slow and very active air button. Cranks the guard bar and deals a good amount of chip.
- Active until landing.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%xN | -2~+12 | 105 max |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+6) |
Dodge
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +6 |
Special Moves
Steyr AMR
Launcher’s most straight-forward projectile and a core part of her combos. Confirm into this when comboing into her MS Skills. Fires forwards in a straight line and explodes on contact. At longer distances, 5S won’t combo from 5AA but will be plus on block.
- Knocks down on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
FM-31 Grenade Launcher
Not a great reactionary anti-air, but a strong pre-emotive one. Very useful for stopping jumps after opponents block 5AA. The projectile travels upwards at a 45 degree angle and explodes on contact with the opponent only.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
Cannon Ball
Counterpart to 5S. 6S travels faster and only hits standing opponents.
- Whiffs against crouching opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
Spriggan
Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range 5AA. Combos into her super and her 623M, but doing so gives up the knockdown.
After this move connects, Launcher can opt for one of two setups. She can set up 2B for a basic meaty, or use j.M > j.S. Grenade is typically reversal safe, but the missile usually deals more chip.
- Gives a hard knockdown on hit.
- Always punishable on block.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 1%x6, 50% | 50 |
Laser Rifle
Mostly a chip tool. Not very useful in combos as it doesn’t knock down grounded opponents and doesn’t lead to anything with Conversion.
- Freezes Launcher’s air momentum.
- Leaves standing on hit, but has a ton of hitstun.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x9 | 90 |
MP Special Moves
Charge Laser Rifle
Fullscreen laser beam. More of a matchup-specific tool as it’s great at stopping opponents from trying things fullscreen and not much else. It can also tack on a little extra damage after a stray projectile hit close to full screen, but only do so to get rid of white health.
- Leaves standing on ground hit.
- Applies a soft knockdown on air hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | -3 | 1 |
BBQ
Extremely short range hitgrab style reversal
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%, 100%, 50% | 30 |
- reversal
X-1 Extruder
Launcher’s main mana combo extender. The fireball is massive and multi hitting, making it very hard to do anything but block it. On hit, there is no reason not to combo into 6S as it always provides more damage and gives a very similar knockdown.
- Pushes opponents fullscreen on hit and on block.
- Applies a soft knockdown on hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90% | 140 |
FM-92 mk2 Lancer
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90% | 160 max |
Quantum Bomb
Launcher places a target on the ground at the opponent's location. after a delay, a missile will descend towards the target and explode on impact.
- The projectile remains active even if Launcher is hit.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | 4 |
Awakening Moves
Ancient Trigger
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | 40 |
Colors
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 •