DNFD/Launcher/Strategy: Difference between revisions

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< DNFD‎ | Launcher
(→‎Quantun Missile ({{clr|M|jM}}) setups: adding strike/throw nuke oki with video examples)
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===Quantun Missile ({{clr|M|jM}}) setups===
==={{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]]


'''General idea'''
{{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|jM}} 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 {{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.


[[File:DNFD Launcher jM.png|thumb|left|alt=You can act after this frame|You can act after this frame]]
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.
 
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.


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:


'''Air hit {{clr|A|jA}} > {{clr|M|jM}} > {{clr|S|jS}}'''
<br><br>
 
This setup always trades or loses to DPs in the corner, so it's best used midscreen or back to the corner. {{clr|A|jA}} needs to hit relatively close to allow {{clr|S|jS}} to catch backdashes, but it can work from max {{clr|A|jA}} range if you think the opponent will not backdash.
 
This setup works against most characters, with the following exceptions:
 
* '''Vanguard''': his DP will always catch your {{clr|S|jS}} and make him safe from the missile.
 
* '''Inquisitor''' / '''Dragon Knight''' / '''Launcher''': Their DP wil catch your {{clr|S|jS}} and make them safe from the missile at close range. The DPs can be baited with {{clr|A|jA}} > {{clr|M|jM}} > {{clr|A|jA}} but it's a gamble.
 
* '''Swift Master''' / '''Enchantress''': Their DP will always catch your {{clr|S|jS}}, but they will eat the missile afterward if they do it.
 
* '''Troubleshooter''': His DP will catch your {{clr|S|jS}} at close range, but he will eat the missile afterward if he does it.


----
----


'''{{clr|S|4S}} > {{clr|M|jM}} > {{clr|S|jS}}'''
==={{clr|B|2B}} resets/frametraps===


This setup is very matchup dependent:
{{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.


* '''Berzerker''': you need to jump back (7 jump) after {{clr|S|4S}} to avoid his DP.
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.
}}


* '''Inquisitor''': her DP will almost always catch your {{clr|S|jS}} and make her safe from the missile. This setup is not worth trying against this character when they have MP.
{{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.
}}


* '''Vanguard''': his DP will always catch your {{clr|S|jS}} and make him safe from the missile. This setup is not worth trying against this character when they have MP.
{{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.
}}


* '''Ranger''' / '''Launcher''': their DP will catch your {{clr|S|jS}} and make them safe from the missile in the corner. Don't try it there against theses characters when they have MP.
===Midscreen {{clr|S|4S}} setups===


* '''Crusader''': you need to do {{clr|M|jM}} > {{clr|S|jS}} very low to the ground to avoid his DP.
{{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.
}}


* '''Swift Master''' / '''Enchantress''' / '''Troubleshooter''' / '''Dragon Knight''': Their DP will always catch your {{clr|S|jS}}, but they will eat the missile afterward if they do it.
{{TheoryBox
 
|Title={{clr|S|4S}} > {{clr|M|j.M}} backdash punish
* '''Hitman''': {{clr|S|jS}} will trade with his DP. He can block the missile afterward, leaving you at a great advantage.
|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}}  
'''{{clr|S|4S}} > {{clr|M|jM}} > {{clr|A|jA}} > {{clr|S|jS}}'''
|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.
A more aggressive, higher reward version of the previous setup. This has the benefit of leaving almost no gap between {{clr|S|jS}} and the missile explosion, but it carries different risks.
}}
 
The whole sequence has to be delayed a bit to allow for {{clr|A|jA}} to hit meaty. If done too early, {{clr|A|jA}} will whiff and {{clr|S|jS}} will not come out. If done too late the opponent can roll or backdash to get out safely, which they shouldn't do if they are expecting a {{clr|S|jS}} directly after {{clr|M|jM}}.  
 
The {{clr|A|jA}} will get hit by all the DPs, with different outcomes depending on character:
 
* '''Berzerker / Ranger / Kunoichi / Hitman / Troubleshooter / Dragon Knight''': these characters will eat the missile after their DP.
 
* '''Vanguard / Lancher / Inquisitor''':  these characters will safely DP through the missile explosion.
 
* '''Crusader / Swift Master / Enchantress''': these characters can block the missile after their DP.
 
* '''Striker''': she can use her {{clr|M|jM}} to get out safely after her DP.
 
----
 
'''Corner {{clr|S|2S}} > {{clr|M|jM}} > {{clr|S|jS}}'''
 
{{clr|S|jS}} has to be done low enough so that the landing cancels its startup. Launcher can then block any DP. The opponent can only escape by rolling, jumping or run up and grab you.
 
Works on grounded or air hit {{clr|S|2S}} in the corner.
 
----
 
'''Corner {{clr|S|4S}} > {{clr|M|j.M}}'''


In the corner after {{clr|S|4S}} you can {{MMC|chara=Launcher|input=j.M|label={{clr|M|Quantum Bomb}}}} as low to the ground as possible and whiff {{clr|S|j.S}} to cancel your landing recovery faster. From here you can meaty {{clr|A|5A}} > {{clr|A|5AA}} > [{{clr|B|5B}}] to keep the opponent locked in place for the nuke. You can also dash up and grab for a nuke combo. However, this is reactable and loses to mash/DP. You can create a better situation by dashing first before calling {{clr|M|Qauntum Bomb}} forcing your opponent to guess a strike/throw mix. This is incredibly efficient after putting your opponent in awakening as it becomes a guess for game situation in your favor mostly.
===Strike/Throw===


{{TheoryBox
{{TheoryBox
|Anchor=
|Anchor=
|Title=Dash up {{clr|M|j.M}} throw option
|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 > nuke hit > {{clr|B|2B}} > dl.{{clr|S|5S}} > {{clr|S|4S}}
|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=Dash up {{clr|M|j.M}} strike option
|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}} > nuke hit > {{clr|S|5S}} x3 > {{clr|M|236M}}
|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=Dash up {{clr|M|j.M}} delay {{clr|A|5A}}
|Title=Delay {{clr|A|5A}}
|Oneliner=
|Oneliner=
|Timestamp=
|Timestamp=

Revision as of 12:00, 26 March 2023

 Launcher

Neutral

Launcher's main tools in neutral are 5ADNFD Launcher 5A.pngGuardAllStartup10Recovery18Advantage-3, 2ADNFD Launcher 2A.pngGuardLowStartup7Recovery22Advantage-6, 5BDNFD Launcher 5B.pngGuardAllStartup17Recovery39Advantage-23, 2BDNFD Launcher 2B.pngGuardAllStartup15Recovery40Advantage-15~+10, 5SDNFD Launcher 5S.pngGuardAllStartup22Recovery34Advantage-4 and 6SDNFD Launcher 6S.pngGuardAllStartup20Recovery25Advantage-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 5AADNFD Launcher 5AA.pngGuardAllStartup12Recovery28Advantage-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 6MDNFD Launcher 236M.pngGuardAllStartup30Recovery39Advantage+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.


6S frame trap

5A > 5AA > 6S

Will catch rolls, jumps and back dashes from round start distance.


2B > 4S roll bait

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 4SDNFD Launcher 4S.pngGuardLowStartup18Recovery25Advantage-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.


2B > 2S frame trap

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.


5B > 5M frame trap

5A > 5AA > 5B > 5M

Will beat everything except rolls.


5A > 5A stagger pressure

2A > 5A > 5A > 5AA

A good stagger pressure sequence that will catch mashing. Loses to jumps and midscreen back dash.


5B > 6M frame trap

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.


jS > 5A frame trap

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.


5S > 6M frame trap

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 6MDNFD Striker 236M.pngGuardAllStartup18Recovery28Advantage-8 or  Crusader's 5MDNFD Crusader 5M 1.pngGuardMidStartup15Recovery64Advantage-14. However, it loses specifically to  Inquisitor's 2MDNFD Inquisitor 623M.pngGuardMidStartup10Recovery42Advantage-26.

Mixups

Conversion mixups listed further down

Spriggan follow-ups

SprigganDNFD Launcher 4S.pngGuardLowStartup18Recovery25Advantage-17 is Launcher's main combo ender and gives a hard knockdown. There are several options available after this move:


OTG 236MDNFD Launcher 236M.pngGuardAllStartup30Recovery39Advantage+28

Your go to option for combo extensions that provides excellent corner carry.


OTG 623MDNFD Launcher 623M.pngGuardAllStartup18Recovery45Advantage-32

Sacrifice oki for damage and stripping away white health.


OTG j.SDNFD Launcher jS.pngGuardAllStartup15RecoveryUntil Landing+5Advantage-

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.


OTG ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34

The go-to option for closing out a round if the opponent is at low life.


jMDNFD Launcher jM.pngGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage- > jS (whiff)

A strong oki option if available. For more details read the dedicated section below.


2BDNFD Launcher 2B.pngGuardAllStartup15Recovery40Advantage-15~+10

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.


214MDNFD Launcher 214M.pngGuardAllStartup30Recovery16Advantage+13

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

You can act after this frame
You can act after this frame

Quantum BombDNFD Launcher jM.pngGuardAllStartup124RecoveryTotal 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

Corner j.A > j.S lockdown (DP punish)

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.


Corner 2B air reset, j.A frametrap

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.


Corner 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 roll punish

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 backdash punish

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

Throw option

4S > 66 > j.M > j.S (whiff) > 66 > throw > j.M (hit) > 2B > dl.5S > 4S
Beats wake up roll and wake up mash.


Strike option

4S > 66 > j.M > j.S (whiff) > 5A > 5AA > 5S > j.M (hit) > 5S x3 > 236M
Beats everything except DP and wake up roll.


Delay 5A

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.

Conversion

Neutral

Mixups

Combo Conversions

Matchups

Navigation

 Launcher
Mechanics
Application & Advanced Information
Archived Information