4S > 236M > 66 > 4S > 236M > 4S > 623M
Your go to option for combo extensions that provides excellent corner carry.
m (→Quantum Bomb setups: removing move data from heading) |
m (→Anti Air) |
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(43 intermediate revisions by 3 users not shown) | |||
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<center>{{Character Label|DNFD|Launcher|32px}}</center> | <center>{{Character Label|DNFD|Launcher|size=32px}}</center> | ||
{{ | {{DNFD/CharacterLinks}} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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==Neutral== | ==Neutral== | ||
Launcher's | Launcher's approach to neutral is unique. Every move has a specific purpose for different situations and as such you must get used to knowing which move to use for any given situation. Your goal is to make use of her [[DNFD/Launcher/Strategy#Blockstrings|various frame traps]] and bait the opponent into guessing incorrectly during their approach. | ||
{{clr|A|2A}} and {{clr|A|5A}} are great pokes that can check opponents carelessly rushing in. {{clr|A|5A}} has better range while {{clr|A|2A}} is faster and better for staggers. Because of each of those buttons hit a downwards angle often you'll find people trying to approach from the air for an easy whiff punish. This is where {{clr|S|2S}} callouts come into play which can lead to some of her highest damaging routes. | |||
{{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} is a good blockstring to push yourself out and create distance. Once you space yourself to max {{clr|A|5AA}} range set {{clr|B|2B}} to make ground approaches difficult. You can whiff cancel {{clr|B|2B}} into {{clr|S|6S}} to stop jump ins over {{clr|B|2B}}. From here you can choose to play: | |||
* '''Defensive.''' Throw out another {{clr|S|5S}} or {{clr|S|6S}} before setting {{clr|B|2B}} again. Continue this cycle of 2 projectiles per {{clr|B|2B}} whenever you need to stall for mana regen or annoy your opponent into action. | * '''Defensive.''' Throw out another {{clr|S|5S}} or {{clr|S|6S}} before setting {{clr|B|2B}} again. Continue this cycle of 2 projectiles per {{clr|B|2B}} whenever you need to stall for mana regen or annoy your opponent into action. | ||
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===Spriggan follow-ups=== | ===Spriggan follow-ups=== | ||
{{MMC|chara=Launcher|input=4S|label= | {{MMC|chara=Launcher|input=4S|label=Spriggan}} is Launcher's main combo ender and gives a hard knockdown. There are several options available after this move: | ||
<tabber> | |||
|-| | |||
236M = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4S6M | |Anchor=4S6M | ||
|Title | |Title={{clr|M|236M}} | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki 6M Follow-up.webm | |Video=DNFD Launcher 4S oki 6M Follow-up.webm | ||
|Recipe={{clr|S|4S}} > {{clr|M|236M}} > 66 > {{clr|S|4S}} > {{clr|M|236M}} > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |content= | ||
Your go to option for combo extensions that provides excellent corner carry. | Your go to option for combo extensions that provides excellent corner carry. | ||
}} | }} | ||
|-| | |||
623M = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4S2M | |Anchor=4S2M | ||
|Title | |Title={{clr|M|623M}} | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki 2M Follow-up.webm | |Video=DNFD Launcher 4S oki 2M Follow-up.webm | ||
|Recipe={{clr|S|5S}} > {{clr|M|214M}}(2) > {{clr|S|5S}} > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |content= | ||
Sacrifice oki for damage and stripping away white health. | Sacrifice oki for damage and stripping away white health. | ||
}} | }} | ||
|-| | |||
j.S = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4SjS | |Anchor=4SjS | ||
|Title | |Title={{clr|S|j.S}} | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki jS Follow-up.webm | |Video=DNFD Launcher 4S oki jS Follow-up.webm | ||
|Recipe={{clr|S|4S}} > {{clr|M|236M}} > {{clr|S|5S}} x2 > {{clr|S|4S}} > {{clr|S|j.S}} > {{clr|B|2B}} | |||
|content= | |content= | ||
Can be used to squeeze in an extra bit of damage and regen mana if you haven't reached the {{ | Can be used to squeeze in an extra bit of damage and regen mana if you haven't reached the {{Tt|hitstun decay limit|A game mechanic where the character who is being hit in a combo will suffer increasingly less hit stun as the combo gets longer. After a while, the hit stun will be so low the combo will drop.}}. | ||
}} | }} | ||
|-| | |||
AS = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4SjS | |Anchor=4SjS | ||
|Title | |Title={{clr|AS|AS}} | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki AS Follow-up.webm | |Video=DNFD Launcher 4S oki AS Follow-up.webm | ||
Line 153: | Line 171: | ||
The go-to option for closing out a round if the opponent is at low life. | The go-to option for closing out a round if the opponent is at low life. | ||
}} | }} | ||
|-| | |||
j.M = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4SjS | |Anchor=4SjS | ||
|Title | |Title={{clr|M|jM}} > {{clr|S|jS}} (whiff) | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki jM Follow-up.webm | |Video=DNFD Launcher 4S oki jM Follow-up.webm | ||
|content= | |content= | ||
A strong oki option if available. For more details read the dedicated section below. | A strong oki option if available. For more details read the [https://www.dustloop.com/w/DNFD/Launcher/Strategy#Quantum_Bomb_setups dedicated section below.] | ||
}} | }} | ||
|-| | |||
2B = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4SjS | |Anchor=4SjS | ||
|Title | |Title={{clr|B|2B}} | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki 2B Follow-up.webm | |Video=DNFD Launcher 4S oki 2B Follow-up.webm | ||
|content= | |content= | ||
An excellent oki option outside of the corner. From most positions on the screen the grenade will automatically land on the opponent and hit them meaty right '''after''' Launcher recovers, creating a situation somehow similar to a safe jump where you can block for an instant to avoid any DP and then resume your offense. The only way the opponent can try to escape this is by backdashing, which leaves them far away at a disadvantage. You can prevent backdashing by inserting a micro dash just before {{clr|B|2B}}, however it will no longer hit meaty and leave you open to grabs. In the corner the grenade will go past the opponent and explode after they wake up. You can | An excellent oki option outside of the corner. From most positions on the screen the grenade will automatically land on the opponent and hit them meaty right '''after''' Launcher recovers, creating a situation somehow similar to a safe jump where you can block for an instant to avoid any DP and then resume your offense. The only way the opponent can try to escape this is by backdashing, which leaves them far away at a disadvantage. You can prevent backdashing by inserting a micro dash just before {{clr|B|2B}}, however it will no longer hit meaty and leave you open to grabs. In the corner the grenade will go past the opponent and explode after they wake up. You can delay {{clr|B|2B}} slightly to make it hit meaty in the corner. | ||
}} | }} | ||
|-| | |||
214M = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor=4SjS | |Anchor=4SjS | ||
|Title | |Title={{clr|M|214M}} | ||
|Oneliner= | |Oneliner= | ||
|Video=DNFD Launcher 4S oki 4M Follow-up.webm | |Video=DNFD Launcher 4S oki 4M Follow-up.webm | ||
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The simplest way to guarantee your turn after {{clr|S|4S}}. Both hits of {{clr|M|214M}} will cover all options except roll, but Launcher recovers quickly enough after {{clr|M|214M}} to make this a non-issue. This is also a great way to get a guaranteed side swap with a micro dash dodge roll. | The simplest way to guarantee your turn after {{clr|S|4S}}. Both hits of {{clr|M|214M}} will cover all options except roll, but Launcher recovers quickly enough after {{clr|M|214M}} to make this a non-issue. This is also a great way to get a guaranteed side swap with a micro dash dodge roll. | ||
}} | }} | ||
</tabber> | |||
=== | ===Quantum Bomb setups=== | ||
[[File:DNFD Launcher jM.png|thumb|left|alt=You can act after this frame|You can act after this frame]] | [[File:DNFD Launcher jM.png|thumb|left|alt=You can act after this frame|You can act after this frame]] | ||
{{MMC|chara=Launcher|input=j.M|label= | {{MMC|chara=Launcher|input=j.M|label=Quantum Bomb}} briefly halts Launcher's air momentum. She can act starting from the very frame she throws her hand forward. | ||
What you follow up with depends on your position/advantage. For example in {{Keyword|oki}} situations you can dash up and cancel {{clr|M|j.M}} into a {{Keyword|meaty}} {{clr|A|2A}}/{{clr|A|5A}} or grab, creating a threatening strike/throw mixup that is especially effective against opponents in awakening. | What you follow up with depends on your position/advantage. For example in {{Keyword|oki}} situations you can dash up and cancel {{clr|M|j.M}} into a {{Keyword|meaty}} {{clr|A|2A}}/{{clr|A|5A}} or grab, creating a threatening strike/throw mixup that is especially effective against opponents in awakening. | ||
In most cases you can use {{clr|B|2B}} as either an air {{Keyword|reset}} or {{Keyword| | In most cases you can use {{clr|B|2B}} as either an air {{Keyword|reset}} or {{Keyword|frame trap}} to setup {{clr|M|j.M}} with the least amount of risk. | ||
Here are some scenarios in which you can safely setup nuke pressure, which leads to either big damage, big guard damage or massive guard break sequences: | Here are some scenarios in which you can safely setup nuke pressure, which leads to either big damage, big guard damage or massive guard break sequences: | ||
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---- | ---- | ||
==={{clr|B|2B}} resets/frametraps=== | ===={{clr|B|2B}} resets/frametraps==== | ||
<tabber> | |||
|-| | |||
DP punish = | |||
{{TheoryBox | {{TheoryBox | ||
|Title= | |Title={{clr|A|j.A}} > {{clr|S|j.S}} | ||
|Anchor=Useful in guard break scenarios | |Anchor= | ||
|Oneliner=Useful in guard break scenarios | |||
|Video=DNFD_Launcher_100MP jM air reset with 2B frame trap (jS lockdown DP punish).webm | |Video=DNFD_Launcher_100MP jM air reset with 2B frame trap (jS lockdown DP punish).webm | ||
|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|j.A}} > {{clr|S|j.S}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | |Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|j.A}} > {{clr|S|j.S}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | ||
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Against characters with {{Tt|Hit Throw|An attack that animates like a throw if it hits you but is blockable like any attack}} DPs you'll need to [https://media.discordapp.net/attachments/749351022584922162/1089513560670994472/DNFD_Launcher_100MP_2B_air_reset_jS_whiff_DP_punish.gif cancel the landing recovery of {{clr|M|j.M}} with a whiffed {{clr|S|jS}}] to avoid a [https://media.discordapp.net/attachments/749351022584922162/1089511815219773440/DNFD_Launcher_2B_air_reset_against_hit_throw_DP.gif DP punish]. You'll have to react to any roll/jump/throw attempts afterwards albeit with the added pressure of {{clr|M|j.M}} on your side. | Against characters with {{Tt|Hit Throw|An attack that animates like a throw if it hits you but is blockable like any attack}} DPs you'll need to [https://media.discordapp.net/attachments/749351022584922162/1089513560670994472/DNFD_Launcher_100MP_2B_air_reset_jS_whiff_DP_punish.gif cancel the landing recovery of {{clr|M|j.M}} with a whiffed {{clr|S|jS}}] to avoid a [https://media.discordapp.net/attachments/749351022584922162/1089511815219773440/DNFD_Launcher_2B_air_reset_against_hit_throw_DP.gif DP punish]. You'll have to react to any roll/jump/throw attempts afterwards albeit with the added pressure of {{clr|M|j.M}} on your side. | ||
}} | }} | ||
|-| | |||
Tech trap = | |||
{{TheoryBox | {{TheoryBox | ||
|Title= | |Title={{clr|A|j.A}} tech trap | ||
|Anchor= | |Anchor= | ||
|Oneliner= | |Oneliner= | ||
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|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|j.A}} > {{clr|S|j.S}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | |Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|j.A}} > {{clr|S|j.S}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | ||
|content= | |content= | ||
{{Tt|Tech Trap|The act of hitting someone trying to air tech during an air combo in an anime game or team game.}} after {{clr|B|2B}} air reset that can combo into nuke. | |||
}} | }} | ||
</tabber> | |||
<tabber> | |||
|-| | |||
Reset = | |||
{{TheoryBox | {{TheoryBox | ||
|Title=Corner {{clr|B|2B}} air reset | |Title=Corner {{clr|B|2B}} air reset | ||
|Anchor= | |Anchor= | ||
|Oneliner= | |Oneliner= | ||
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}} | }} | ||
===Midscreen {{clr|S|4S}} setups=== | |-| | ||
Meaty 2B = | |||
{{TheoryBox | |||
|Title=Corner {{clr|B|2B}} frame trap | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD_Launcher_100MP_2B corner oki into nuke.webm | |||
|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|5A}} > {{clr|A|5AA}} > [{{clr|B|5B}}] > {{clr|M|j.M}} (hit) | |||
|content= | |||
A very strong setup. The meaty 2B forces the opponent to block on wake up allowing you to safely continue pressure afterwards with {{clr|A|5A}}. | |||
}} | |||
|-| | |||
Roll Punish= | |||
{{TheoryBox | |||
|Title=Corner {{clr|B|2B}} frame trap | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD_Launcher_100MP_2B corner oki into nuke (roll punish).webm | |||
|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x4 > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |||
}} | |||
|-| | |||
GC Punish = | |||
{{TheoryBox | |||
|Title=Corner {{clr|B|2B}} frame trap | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD_Launcher_100MP_2B corner oki into nuke (alternate GC punish).webm | |||
|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|M|236M}} > {{clr|B|2B}} (whiff) > {{clr|A|j.A}} > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|A|2A}} > {{clr|A|5A}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |||
}} | |||
|-| | |||
Guard Break = | |||
{{TheoryBox | |||
|Title=Corner {{clr|B|2B}} frame trap | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD_Launcher_100MP_2B corner oki into nuke (guard break route).webm | |||
|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|M|j.M}} > {{clr|B|2B}} (whiff) > {{clr|S|5S}} > {{clr|B|2B}} (hit) > {{clr|M|j.M}} (hit) > {{clr|A|2A}} or {{clr|A|5A}} > {{clr|S|5S}} > [{{clr|B|2B}} > dl.{{clr|S|5S}}] x2 > {{clr|S|5S}} > {{clr|M|236M}} > 44 > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |||
Using {{clr|M|j.M}} before {{clr|B|2B}} after {{clr|M|236}} will leave a rollable gap on wakeup and just before the nuke hits but leaves you in a better position for an optimal {{clr|S|5S}} post guard break route. | |||
}} | |||
</tabber> | |||
====Midscreen {{clr|S|4S}} setups==== | |||
<tabber> | |||
|-| | |||
Roll Punish = | |||
{{TheoryBox | {{TheoryBox | ||
|Title={{clr|S|4S}} > {{clr|M|j.M}} | |Title={{clr|S|4S}} > {{clr|M|j.M}} | ||
|Anchor= | |Anchor= | ||
|Oneliner= | |Oneliner= | ||
Line 242: | Line 338: | ||
Midscreen setup that is most effective in guard break scenarios, otherwise you should opt to push to the corner with {{clr|M|236M}} for more threatening setups. | Midscreen setup that is most effective in guard break scenarios, otherwise you should opt to push to the corner with {{clr|M|236M}} for more threatening setups. | ||
}} | }} | ||
|-| | |||
Backdash Punish = | |||
{{TheoryBox | {{TheoryBox | ||
|Title={{clr|S|4S}} > {{clr|M|j.M}} | |Title={{clr|S|4S}} > {{clr|M|j.M}} | ||
|Anchor= | |Anchor= | ||
|Oneliner= | |Oneliner= | ||
Line 252: | Line 349: | ||
Midscreen setup that is most effective in guard break scenarios, otherwise you should opt to push to the corner with {{clr|M|236M}} for more threatening setups. | Midscreen setup that is most effective in guard break scenarios, otherwise you should opt to push to the corner with {{clr|M|236M}} for more threatening setups. | ||
}} | }} | ||
</tabber> | |||
=== | ====Run up {{clr|M|j.M}}==== | ||
<tabber> | |||
|-| | |||
Throw Option = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor= | |Anchor= | ||
|Title= | |Title= 66 > throw | ||
|Oneliner= | |Oneliner= | ||
|Timestamp= | |Timestamp= | ||
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Beats wake up roll and wake up mash. | Beats wake up roll and wake up mash. | ||
}} | }} | ||
|-| | |||
Strike Option = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor= | |Anchor= | ||
|Title= | |Title= {{clr|A|5A}} | ||
|Oneliner= | |Oneliner= | ||
|Timestamp= | |Timestamp= | ||
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Beats everything except DP and wake up roll. | Beats everything except DP and wake up roll. | ||
}} | }} | ||
|-| | |||
Roll Bait = | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor= | |Anchor= | ||
|Title= | |Title= dl.{{clr|A|5A}} | ||
|Oneliner= | |Oneliner= | ||
|Timestamp= | |Timestamp= | ||
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Delaying {{clr|A|5A}} > {{clr|A|5AA}} allows you to auto correct and catch wake up roll. | Delaying {{clr|A|5A}} > {{clr|A|5AA}} allows you to auto correct and catch wake up roll. | ||
}} | }} | ||
</tabber> | |||
==Defense== | ==Defense== | ||
Launcher's primary defensive tools are {{MMC|chara=Launcher|input=2A|label={{clr|A|2A}}}}, {{MMC|chara=Launcher|input=2B|label={{clr|B|2B}}}}, {{MMC|chara=Launcher|input=2S|label={{clr|S|2S}}}}, and {{MMC|chara=Launcher|input=623M|label={{clr|M|623M}}}} as well as making good use of universal mechanics like '''Dodge Roll''' ({{Ni|6}} + {{Prompt|DNFD|G}}), '''Conversion''' ({{Prompt|DNFD|B}} + {{Prompt|DNFD|S}}) and {{MMC|chara=Launcher|input=6B+S|label='''Guard Cancel'''}} ({{Ni|6}} + {{Prompt|DNFD|B}} + {{Prompt|DNFD|S}}). | |||
Being one of the characters on the [[DNFD/Frame_Data#Defense_Values|lower half of the health spectrum]] and having an [[DNFD/Frame_Data#Defense_Values|average guard value]] you'll be put into 2 touch and guard break scenarios often against most the cast. While it may sound obvious your best defense is to avoid getting hit, as that immediately puts you at a disadvantage with Launcher's weak defensive options. Luckily Launcher's enormous range allows her to challenge certain setups and pressure sequences where other characters simply cannot contest ({{CLabel|DNFD|Inquisitor}}'s {{MMC|chara=Inquisitor|input=214M|label={{clr|M|214M}}}} or {{CLabel|DNFD|Dragon Knight}}'s {{MMC|chara=Dragon Knight|input=5M|label={{clr|M|5M}}}} calls for example). | |||
When it comes to using dodge roll in {{Keyword|oki}} situations always assume your opponent has a roll safe setup before weighing other options such as DP or simply just blocking. Take the time to study your opponent's block strings and habits so you can more easily find gaps in pressure to escape and either reset to neutral or steal your turn back. | |||
==Anti Air== | ==Anti Air== | ||
<tabber> | |||
|-| | |||
2S = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|S|2S}} | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP 2S anti air full corner carry with 6M ender (379 damage).webm | |||
|Recipe={{clr|S|2S}} > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}}x2 > {{clr|M|236M}} > {{clr|S|5S}} > 66 > {{clr|S|5S}} > {{clr|M|236M}} > 66 > {{clr|B|2B}} (whiff) | |||
|content= | |||
A great response to jump ins. When timed correctly you can utilize the reduced hurtbox immediately after activation to beat even deep jump ins. While difficult to use on reaction and very punishable on whiff, it leads to high damaging combos on hit that pushes the opponent from corner to corner. | |||
}} | |||
|-| | |||
j.A = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|A|j.A}} | |||
|Oneliner= | |||
|Video=DNFD Launcher Lost Warrior 4M punish (417 damage).webm | |||
|Recipe='''CH''' {{clr|A|j.A}} > dl.{{clr|A|j.A}} > {{clr|S|j.S}} > {{clr|M|236M}} > {{clr|S|5S}}x4 > {{clr|M|236M}} > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > {{clr|S|5S}} > {{clr|S|6S}} > {{clr|M|j.M}} (hit) > {{clr|S|4S}} | |||
|content= | |||
While not a traditional anti-air, {{clr|A|j.A}} is a great air-to-air option for sniping jump ins. Technically Launcher's fastest anti-air at 4 + 7 frames total startup at best. It has great recovery and solid range while leading into full combos when canceled into {{clr|S|j.S}}. | |||
}} | |||
|-| | |||
623M = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|M|623M}} | |||
|Oneliner= | |||
|Video=DNFD Launcher Ranger 6SS jA reset punish.webm | |||
|content= | |||
Easy to use on reaction and covers the space directly above and in front of Launcher, but costs 60MP and does not lead to anything. | |||
}} | |||
|-| | |||
214M = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|M|214M}} | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP 4M corner anti air (~477 damage).webm | |||
|Recipe={{clr|M|214M}} > [{{clr|B|5B}}] > {{clr|M|236M}} > {{clr|S|5S}}x4 > {{clr|M|236M}} > {{clr|M|j.M}} > {{clr|S|5S}} > {{clr|S|6S}} > {{clr|M|j.M}} (hit) > {{clr|B|2B}} (whiff) | |||
|content= | |||
Similar to {{clr|S|2S}} but slower and harder to punish on whiff at the cost of 40MP. It can technically give a combo on air hit but only at certain heights and distances, which makes it very inconsistent for dealing damage. | |||
}} | |||
|-| | |||
236M = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|M|236M}} | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP 6M Dragon Knight jS punish (427 damage).webm | |||
|Recipe=[{{clr|M|236M}} > {{clr|S|5S}}x2] x2 > {{clr|M|236M}} > {{clr|S|5S}} > 66 > {{clr|S|5S}} > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |||
It is almost impossible for the opponent to jump over the fireball. This move can and should be thrown preemptively as it also covers all the space on the ground but cannot catch opponents above Launcher. Leads to good damage and sends the opponent very far at the cost of 70MP. | |||
}} | |||
</tabber> | |||
==Conversion== | ==Conversion== | ||
===Neutral=== | ===Neutral=== | ||
Launcher's slow zoning, long recovery and extended hurtboxes make it easy to whiff punish her, especially with jump ins. Using conversion in neutral eliminates this weakness and allows you to zone much more effectively. | |||
<tabber> | |||
|-| | |||
CH 2S = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|A|2A}} > dl.{{clr|A|5A}} > CV > {{clr|S|2S}} | |||
|Oneliner=why not both? | |||
|Video=DNFD Launcher 100MP 2S conversion punish (357 damage).webm | |||
|Recipe={{clr|A|2A}} > dl.{{clr|A|5A}} > CV > {{clr|S|2S}} > 66 > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|5S}} | |||
|content= | |||
A conversion sequence that covers both air and ground approaches. CH {{clr|S|2S}} will lead to major damage plus full corner carry. | |||
}} | |||
|-| | |||
Follow-up 5A = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|A|2A}} > dl.{{clr|A|5A}} > CV > {{clr|A|5A}} | |||
|Oneliner=why not both? | |||
|Video=DNFD_Launcher_CV 5A pressure.webm | |||
|Recipe={{clr|A|2A}} > dl.{{clr|A|5A}} > CV > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} | |||
|content= | |||
If they didn't jump over {{clr|A|5A}} you can safe continue pressure with a follow-up {{clr|A|5A}} > {{clr|A|5AA}}. | |||
}} | |||
</tabber> | |||
===Mixups=== | ===Mixups=== | ||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|A|2B}} > {{clr|S|4S}} > CV Strike/Throw | |||
|Oneliner= | |||
|Video=DNFD Launcher 2B 4S CV strike throw.webm | |||
|Recipe={{clr|A|2A}} > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|2B}} (whiff) > {{clr|S|4S}} > CV > 66 > {{clr|A|5A}} or throw | |||
|content= | |||
Without a single overhead in her toolkit Launcher's mixup potential leaves much to be desired. The only type of mix she has is strike/throw which can still be effective in kill range. | |||
In this example you can safely run up for a throw since {{clr|B|2B}} will immediately punish any retaliation from the opponent outside of teching the grab. | |||
}} | |||
===Combo Conversions=== | ===Combo Conversions=== | ||
Launcher is able to combo efficiently without the use of conversion. As such it can be used to make certain links easier or to string together moves that would otherwise be impossible to link. | |||
<tabber> | |||
|-| | |||
DP Punish = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|A|5A}} corner DP Punish (~777 damage {{clr|AS|AS}} ender) | |||
|Oneliner= | |||
|Video=DNFD Launcher GLD 200MP 5A triple nuke corner CV DP Punish (~777 damage).webm | |||
|Recipe={{clr|A|5A}} > {{clr|S|2S}} > {{clr|M|214M}}(2) > {{clr|M|j.M}} > CV > {{clr|S|5S}} > dl.{{clr|S|6S}} > {{clr|M|j.M}} > {{clr|S|j.S}}(whiff) > {{clr|S|j.S}} > {{clr|M|j.M}} > {{clr|S|j.S}}(whiff) > {{clr|S|4S}} > dl.{{clr|S|4S}} > {{clr|AS|AS}} | |||
|content= | |||
Gold cube is required. | |||
Universal {{clr|A|5A}} DP punish. | |||
}} | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|S|2S}} DP Punish (~905 damage {{clr|AS|AS}} ender) | |||
|Oneliner= | |||
|Video=DNFD Launcher GLD 200MP 2S corner DP punish (~905 damage).webm | |||
|Recipe={{clr|A|2S}}x4 > jc > {{clr|M|j.M}} > CV > {{clr|S|2S}} > {{clr|M|214M}}(2) > dl.{{clr|M|j.M}} {{clr|S|j.S}}(whiff) > {{clr|S|j.S}} > dl.{{clr|S|5S}} > {{clr|M|214M}}(2) > {{clr|M|j.M}} > {{clr|S|j.S}}(whiff) > {{clr|S|4S}} > dl.{{clr|S|4S}} > {{clr|AS|AS}} | |||
|content= | |||
Gold cube is required. | |||
A {{keyword|touch of death}} combo on {{CLabel|DNFD|Enchantress}} and {{CLabel|DNFD|Swift Master}}. | |||
}} | |||
|-| | |||
Side swap option = | |||
{{TheoryBox | |||
|Anchor= | |||
|Title={{clr|A|2A}} DP Punish (side swap) | |||
|Oneliner= | |||
|Video=DNFD_Launcher_100MP_2A corner side swap DP punish (~346 damage).webm | |||
|Recipe={{clr|A|2A}} > {{clr|S|5S}} > {{clr|M|214M}}(1) > CV > micro walk > {{clr|M|j.M}} > {{clr|A|j.A}} > {{clr|S|j.S}} > {{clr|M|j.M}} (hit) > 66 > {{clr|S|5S}} > {{clr|M|236M}} > 66 > {{clr|B|5B}} | |||
|content= | |||
Not the most optimal DP punish but useful if you want to take back the corner. | |||
}} | |||
</tabber> | |||
==Matchups== | ==Matchups== | ||
Line 312: | Line 569: | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|DNFD|Launcher|32px}}</center> | <center>{{Character Label|DNFD|Launcher|size=32px}}</center> | ||
{{ | {{DNFD/CharacterLinks}} | ||
{{DNFD/Navigation}} | {{DNFD/Navigation}} |
Launcher's approach to neutral is unique. Every move has a specific purpose for different situations and as such you must get used to knowing which move to use for any given situation. Your goal is to make use of her various frame traps and bait the opponent into guessing incorrectly during their approach.
2A and 5A are great pokes that can check opponents carelessly rushing in. 5A has better range while 2A is faster and better for staggers. Because of each of those buttons hit a downwards angle often you'll find people trying to approach from the air for an easy whiff punish. This is where 2S callouts come into play which can lead to some of her highest damaging routes.
2A > 5A > 5AA is a good blockstring to push yourself out and create distance. Once you space yourself to max 5AA range set 2B to make ground approaches difficult. You can whiff cancel 2B into 6S to stop jump ins over 2B. From here you can choose to play:
Another strong aspect to Launcher's neutral is threatening 5B near full screen. 5B reaches about 3/4 of the screen, is quick and when paired with 6MGuardAllStartup30Recovery39Advantage+28 at max distance can create unrollable and unjumpable sequences. Rolls however will still cover the entire duration of held 5B so be careful using this when not at least max distance.
Launcher has very few true block strings. She instead relies on using frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s to captilize on opponents eager to get past her zoning.
5A > 5AA > 6S
Will catch rolls, jumps and back dashes from round start distance.
2A > 5A > 2B (whiff) > 4S
Will catch rolls but loses to back dash midscreen and Hit ThrowAn attack that animates like a throw if it hits you, but is blockable like any attack style moves. If you catch a roll attempt with 4SGuardLowStartup18Recovery25Advantage-17 then 2B will be auto timed for a soft knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense. that can be followed up with a meaty 5A.
2A > 5A > 2B > 2S
Catches jumps and can catch rolls but they must be reacted to. The timing for reacting to rolls differs depending on the character.
5A > 5AA > 5B > 5M
Will beat everything except rolls.
2A > 5A > 5A > 5AA
A good stagger pressure sequence that will catch mashing. Loses to jumps and midscreen back dash.
5A > 5AA > 5B > 6M
A very good pressure sequence that will cover most options that aren't projectile invulnerable moves or full screen pokes. From round start distance it will catch immediate rolls, jumps and back dash. For delayed rolls Launcher will recover fast enough to punish recovery frames with 2A.
jA (whiff) > jA > jS > 5A > 5AA
Mostly used in oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. situations. jS is blocked low enough to the ground to make the follow-up 5A plus and will catch rolls with 5AA. You can also bait rolls 2A > throw or 2A > 2A after jS.
The setup loses to DP reversals on the second jA and 5A if not spaced correctly.
2A > 5A > 2B > 5S > 6M
A good option to use if you find yourself too close for comfort and need to create space. The gap between 5S and 6M is short enough to beat projectile invulnerable moves like Striker's 6MGuardAllStartup18Recovery28Advantage-8 or Crusader's 5MGuardMidStartup15Recovery64Advantage-14. However, it loses specifically to Inquisitor's 2MGuardMidStartup10Recovery42Advantage-26.
Conversion mixups listed further down
SprigganGuardLowStartup18Recovery25Advantage-17 is Launcher's main combo ender and gives a hard knockdown. There are several options available after this move:
4S > 236M > 66 > 4S > 236M > 4S > 623M
Your go to option for combo extensions that provides excellent corner carry.
5S > 214M(2) > 5S > 4S > 623M
Sacrifice oki for damage and stripping away white health.
4S > 236M > 5S x2 > 4S > j.S > 2B
Can be used to squeeze in an extra bit of damage and regen mana if you haven't reached the hitstun decay limitA game mechanic where the character who is being hit in a combo will suffer increasingly less hit stun as the combo gets longer. After a while, the hit stun will be so low the combo will drop..
The go-to option for closing out a round if the opponent is at low life.
A strong oki option if available. For more details read the dedicated section below.
An excellent oki option outside of the corner. From most positions on the screen the grenade will automatically land on the opponent and hit them meaty right after Launcher recovers, creating a situation somehow similar to a safe jump where you can block for an instant to avoid any DP and then resume your offense. The only way the opponent can try to escape this is by backdashing, which leaves them far away at a disadvantage. You can prevent backdashing by inserting a micro dash just before 2B, however it will no longer hit meaty and leave you open to grabs. In the corner the grenade will go past the opponent and explode after they wake up. You can delay 2B slightly to make it hit meaty in the corner.
The simplest way to guarantee your turn after 4S. Both hits of 214M will cover all options except roll, but Launcher recovers quickly enough after 214M to make this a non-issue. This is also a great way to get a guaranteed side swap with a micro dash dodge roll.
Quantum BombGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage- briefly halts Launcher's air momentum. She can act starting from the very frame she throws her hand forward.
What you follow up with depends on your position/advantage. For example in oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. situations you can dash up and cancel j.M into a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 2A/5A or grab, creating a threatening strike/throw mixup that is especially effective against opponents in awakening.
In most cases you can use 2B as either an air reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage. or frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. to setup j.M with the least amount of risk.
Here are some scenarios in which you can safely setup nuke pressure, which leads to either big damage, big guard damage or massive guard break sequences:
2A > 5A > 5AA > 5S > 236M > 5S x3 > 236M > 2B (whiff) > j.M > 2B (hit) > j.A > j.S > j.M (hit) > 5S x3 > 4S > 623M
This setup always leaves a gap between j.S and j.M that can be rolled or DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.'d. However, because you get all hits of j.S on block this setup becomes more effective in guard break scenarios.
Against characters with Hit ThrowAn attack that animates like a throw if it hits you but is blockable like any attack DPs you'll need to cancel the landing recovery of j.M with a whiffed jS to avoid a DP punish. You'll have to react to any roll/jump/throw attempts afterwards albeit with the added pressure of j.M on your side.
2A > 5A > 5AA > 5S > 236M > 5S x3 > 236M > 2B (whiff) > j.M > 2B (hit) > j.A > j.S > j.M (hit) > 5S x3 > 4S > 623M
Tech TrapThe act of hitting someone trying to air tech during an air combo in an anime game or team game. after 2B air reset that can combo into nuke.
2A > 5A > 5AA > 5S > 236M > 5S x3 > 236M > 2B (whiff) > 5S > j.M > 2B (hit) > j.S (whiff) > 5A > 5AA > 5B > j.M (hit)
Useful for catching rolls and jumps as well as trading with non-hit throw DPs. You can tech trap with 2S to catch opponents mashing mid-air.
2A > 5A > 5AA > 5S > 236M > 5S x3 > 236M > 2B (whiff) > j.M > 2B (hit) > 5A > 5AA > [5B] > j.M (hit)
A very strong setup. The meaty 2B forces the opponent to block on wake up allowing you to safely continue pressure afterwards with 5A.
2A > 5A > 5AA > 5S > 236M > 5S x3 > 236M > 2B (whiff) > j.M > 2B (hit) > 5A > 5AA > 5S > j.M (hit) > 5S x4 > 4S > 623M
2A > 5A > 5AA > 5S > 236M > 5S x3 > 236M > 2B (whiff) > j.A > j.M > 2B (hit) > j.A > j.B > 2A > 5A > j.M (hit) > 5S x3 > 4S > 623M
2A > 5A > 5AA > 5S > 236M > j.M > 2B (whiff) > 5S > 2B (hit) > j.M (hit) > 2A or 5A > 5S > [2B > dl.5S] x2 > 5S > 236M > 44 > 5S x3 > 4S > 623M
Using j.M before 2B after 236 will leave a rollable gap on wakeup and just before the nuke hits but leaves you in a better position for an optimal 5S post guard break route.
4S > j.M > j.S (whiff) > 5A > 5AA > 5S > j.M (hit) > 214M > 66 > 2B > 5S > 66 > 5S > 236M > 4S > 623M
Midscreen setup that is most effective in guard break scenarios, otherwise you should opt to push to the corner with 236M for more threatening setups.
4S > j.M > j.S (whiff) > 5A > 5AA > 5B > j.M (hit) > 66 > 236M > 5S x3 > 4S > 623M
Midscreen setup that is most effective in guard break scenarios, otherwise you should opt to push to the corner with 236M for more threatening setups.
4S > 66 > j.M > j.S (whiff) > 66 > throw > j.M (hit) > 2B > dl.5S > 4S
Beats wake up roll and wake up mash.
4S > 66 > j.M > j.S (whiff) > 5A > 5AA > 5S > j.M (hit) > 5S x3 > 236M
Beats everything except DP and wake up roll.
4S > 66 > j.M > j.S (whiff) > dl.5A (whiff) > 5AA > 5S > 214M(2) > 66 > 2B > 5S > 66 > 4S > 236M > 66 > 4S
Delaying 5A > 5AA allows you to auto correct and catch wake up roll.
Launcher's primary defensive tools are 2AGuardLowStartup7Recovery22Advantage-6, 2BGuardAllStartup15Recovery40Advantage-15~+10, 2SGuardAllStartup16Recovery31Advantage-6, and 623MGuardAllStartup18Recovery45Advantage-32 as well as making good use of universal mechanics like Dodge Roll ( + ), Conversion ( + ) and Guard CancelGuardAllStartup23Recovery44Advantage- ( + + ).
Being one of the characters on the lower half of the health spectrum and having an average guard value you'll be put into 2 touch and guard break scenarios often against most the cast. While it may sound obvious your best defense is to avoid getting hit, as that immediately puts you at a disadvantage with Launcher's weak defensive options. Luckily Launcher's enormous range allows her to challenge certain setups and pressure sequences where other characters simply cannot contest ( Inquisitor's 214MGuardMidStartup40Recovery30*Advantage+166 or Dragon Knight's 5MGuardMidStartup18Recovery10Advantage+18 calls for example).
When it comes to using dodge roll in oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. situations always assume your opponent has a roll safe setup before weighing other options such as DP or simply just blocking. Take the time to study your opponent's block strings and habits so you can more easily find gaps in pressure to escape and either reset to neutral or steal your turn back.
2S > 5S > 236M > 5Sx2 > 236M > 5S > 66 > 5S > 236M > 66 > 2B (whiff)
A great response to jump ins. When timed correctly you can utilize the reduced hurtbox immediately after activation to beat even deep jump ins. While difficult to use on reaction and very punishable on whiff, it leads to high damaging combos on hit that pushes the opponent from corner to corner.
CH j.A > dl.j.A > j.S > 236M > 5Sx4 > 236M > j.M > j.S (whiff) > 5S > 6S > j.M (hit) > 4S
While not a traditional anti-air, j.A is a great air-to-air option for sniping jump ins. Technically Launcher's fastest anti-air at 4 + 7 frames total startup at best. It has great recovery and solid range while leading into full combos when canceled into j.S.
Easy to use on reaction and covers the space directly above and in front of Launcher, but costs 60MP and does not lead to anything.
214M > [5B] > 236M > 5Sx4 > 236M > j.M > 5S > 6S > j.M (hit) > 2B (whiff)
Similar to 2S but slower and harder to punish on whiff at the cost of 40MP. It can technically give a combo on air hit but only at certain heights and distances, which makes it very inconsistent for dealing damage.
[236M > 5Sx2] x2 > 236M > 5S > 66 > 5S > 4S > 623M
It is almost impossible for the opponent to jump over the fireball. This move can and should be thrown preemptively as it also covers all the space on the ground but cannot catch opponents above Launcher. Leads to good damage and sends the opponent very far at the cost of 70MP.
Launcher's slow zoning, long recovery and extended hurtboxes make it easy to whiff punish her, especially with jump ins. Using conversion in neutral eliminates this weakness and allows you to zone much more effectively.
2A > dl.5A > CV > 2S > 66 > 5S > 236M > 5S
A conversion sequence that covers both air and ground approaches. CH 2S will lead to major damage plus full corner carry.
2A > dl.5A > CV > 5A > 5AA > 5B
If they didn't jump over 5A you can safe continue pressure with a follow-up 5A > 5AA.
2A > 5A > 5AA > 2B (whiff) > 4S > CV > 66 > 5A or throw
Without a single overhead in her toolkit Launcher's mixup potential leaves much to be desired. The only type of mix she has is strike/throw which can still be effective in kill range.
In this example you can safely run up for a throw since 2B will immediately punish any retaliation from the opponent outside of teching the grab.
Launcher is able to combo efficiently without the use of conversion. As such it can be used to make certain links easier or to string together moves that would otherwise be impossible to link.
5A > 2S > 214M(2) > j.M > CV > 5S > dl.6S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > dl.4S > AS
Gold cube is required.
Universal 5A DP punish.
2Sx4 > jc > j.M > CV > 2S > 214M(2) > dl.j.M j.S(whiff) > j.S > dl.5S > 214M(2) > j.M > j.S(whiff) > 4S > dl.4S > AS
Gold cube is required.
A touch of death A single combo that will defeat the opponent even from full health. combo on Enchantress and Swift Master.
2A > 5S > 214M(1) > CV > micro walk > j.M > j.A > j.S > j.M (hit) > 66 > 5S > 236M > 66 > 5B
Not the most optimal DP punish but useful if you want to take back the corner.