DNFD/Launcher/Strategy: Difference between revisions

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==={{MMC|chara=Launcher|input=j.M|label={{clr|M|Quantum Bomb}}}} 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]]
[[File:DNFD Launcher jM.png|thumb|left|alt=You can act after this frame|You can act after this frame]]


{{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.
{{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.


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.

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