(→Quantun Missile ({{clr|M|jM}}) setups: adding strike/throw nuke oki with video examples) |
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=== | ==={{clr|M|Quantum Bomb}} setups=== | ||
[[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={{clr|M|Quantum Bomb}}}} briefly halts Launcher's air momentum in the air. She can act starting from the very frame she throws her hand forward. | ||
{{clr|M| | 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|frametrap}} 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: | ||
<br><br> | |||
---- | ---- | ||
==={{clr|B|2B}} resets/frametraps=== | |||
This setup | {{TheoryBox | ||
|Title=Corner {{clr|A|j.A}} > {{clr|S|j.S}} lockdown (DP punish) | |||
|Anchor=Useful in guard break scenarios | |||
|Oneliner= | |||
|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}} | |||
|content= | |||
This setup always leaves a gap between {{clr|S|j.S}} and {{clr|M|j.M}} that can be rolled or {{Keyword|DP}}'d. However, because you get all hits of {{clr|S|j.S}} on block this setup becomes more effective in guard break scenarios. | |||
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. | |||
}} | |||
{{TheoryBox | |||
|Title=Corner {{clr|B|2B}} air reset, {{clr|A|j.A}} frametrap | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP 2B air reset with jM tech trap.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}} | |||
|content= | |||
Same route as above but demostrating a {{clr|A|j.A}} frametrap after {{clr|B|2B}} air reset. | |||
}} | |||
{{TheoryBox | |||
|Title=Corner {{clr|B|2B}} air reset | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP 2B air reset with jM oki.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|S|5S}} > {{clr|M|j.M}} > {{clr|B|2B}} (hit) > {{clr|S|j.S}} (whiff) > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|M|j.M}} (hit) | |||
|content= | |||
Useful for catching rolls and jumps as well as trading with non-hit throw DPs. You can tech trap with {{clr|S|2S}} to catch opponents mashing mid-air. | |||
}} | |||
===Midscreen {{clr|S|4S}} setups=== | |||
{{TheoryBox | |||
|Title={{clr|S|4S}} > {{clr|M|j.M}} roll punish | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP midscreen jM setup roll punish.webm | |||
|Recipe={{clr|S|4S}} > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|j.M}} (hit) > {{clr|M|214M}} > 66 > {{clr|B|2B}} > {{clr|S|5S}} > 66 > {{clr|S|5S}} > {{clr|M|236M}} > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |||
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. | |||
}} | |||
{{TheoryBox | |||
|Title={{clr|S|4S}} > {{clr|M|j.M}} backdash punish | |||
|Anchor= | |||
|Oneliner= | |||
|Video=DNFD Launcher 100MP midscreen jM setup backdash punish.webm | |||
|Recipe={{clr|S|4S}} > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|M|j.M}} (hit) > 66 > {{clr|M|236M}} > {{clr|S|5S}} x3 > {{clr|S|4S}} > {{clr|M|623M}} | |||
|content= | |||
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. | |||
}} | |||
===Strike/Throw=== | |||
{{TheoryBox | {{TheoryBox | ||
|Anchor= | |Anchor= | ||
|Title= | |Title=Throw option | ||
|Oneliner= | |Oneliner= | ||
|Timestamp= | |Timestamp= | ||
|Video=DNFD Launcher 4S run up jM throw option.webm | |Video=DNFD Launcher 4S run up jM throw option.webm | ||
|Recipe={{clr|S|4S}} > 66 > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > 66 > throw > | |Recipe={{clr|S|4S}} > 66 > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > 66 > throw > {{clr|M|j.M}} (hit) > {{clr|B|2B}} > dl.{{clr|S|5S}} > {{clr|S|4S}} | ||
|content= | |content= | ||
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{{TheoryBox | {{TheoryBox | ||
|Anchor= | |Anchor= | ||
|Title= | |Title=Strike option | ||
|Oneliner= | |Oneliner= | ||
|Timestamp= | |Timestamp= | ||
|Video=DNFD Launcher 4S run up jM strike option.webm | |Video=DNFD Launcher 4S run up jM strike option.webm | ||
|Recipe={{clr|S|4S}} > 66 > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > | |Recipe={{clr|S|4S}} > 66 > {{clr|M|j.M}} > {{clr|S|j.S}} (whiff) > {{clr|A|5A}} > {{clr|A|5AA}} > {{clr|S|5S}} > {{clr|M|j.M}} (hit) > {{clr|S|5S}} x3 > {{clr|M|236M}} | ||
|content= | |content= | ||
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{{TheoryBox | {{TheoryBox | ||
|Anchor= | |Anchor= | ||
|Title= | |Title=Delay {{clr|A|5A}} | ||
|Oneliner= | |Oneliner= | ||
|Timestamp= | |Timestamp= |
Revision as of 12:00, 26 March 2023
Neutral
Launcher's main tools in neutral are 5AGuardAllStartup10Recovery18Advantage-3, 2AGuardLowStartup7Recovery22Advantage-6, 5BGuardAllStartup17Recovery39Advantage-23, 2BGuardAllStartup15Recovery40Advantage-15~+10, 5SGuardAllStartup22Recovery34Advantage-4 and 6SGuardAllStartup20Recovery25Advantage-5. Using these buttons you can craft many different zoning scenarios that make it difficult for your opponent to approach while also capitalizing on any mistakes they make trying to get in.
When in inside of max 5A range you'll want to use 5A and 2A for pokes into 5AAGuardAllStartup12Recovery28Advantage-10 to push yourself further away. Once you space yourself to max 5AA range set 2B to make it difficult to approach. You can whiff cancel 2B into either 5S or 6S to cover jumps or rolls respectively. From here you can choose to play:
- Defensive. Throw out another 5S or 6S before setting 2B again. Continue this cycle of 2 projectiles per 2B whenever you need to stall for mana regen or annoy your opponent into action.
- Aggressive. Run on top of 2B and follow up with either 5A or 5B, whichever will reach first. This will start your pressure midscreen.
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.
Offense
Blockstrings
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.
Mixups
Conversion mixups listed further down
Spriggan follow-ups
SprigganGuardLowStartup18Recovery25Advantage-17 is Launcher's main combo ender and gives a hard knockdown. There are several options available after this move:
Your go to option for combo extensions that provides excellent corner carry.
Sacrifice oki for damage and stripping away white health.
Can be used to squeeze in an extra bit of damage and regen mana if you haven't reached the hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. decay limit.
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 micro walk back and have 2B hit meaty.
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 Bomb setups
Quantum BombGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage- briefly halts Launcher's air momentum in the air. 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 frametrap This keyword does not have an entry in the Glossary 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:
2B resets/frametraps
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
Same route as above but demostrating a j.A frametrap after 2B air reset.
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.
Midscreen 4S setups
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.
Strike/Throw
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.
Defense
Anti Air
- 2S: difficult to use on reaction and very punishable on whiff, this move does not cover the space directly above Launcher. It leads to some damage on hit and pushes the opponent quite far.
- jA: Technically Launcher's fastest anti-air at 4 + 7 frames total startup at best. It covers a good amount of space but does not lead to much.
- 623M: 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: Similar to 2S but slower and harder to punish on whiff at the cost of 50MP. It can technically give a combo on air hit but only at certain heights and distances, which makes it very inconsitant for dealing damage.
- 236M: 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.