< GBVS
(→Unique Action: updated description, listed more information and uses of the move) |
(→Universal Mechanics: added information about thows, reformatted overhead entry) |
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======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Djeeta_6Throw.png |caption= | |image=GBVS_Djeeta_6Throw.png |caption=Forward throw | ||
|image2=GBVS_Djeeta_4Throw.png |caption2= | |image2=GBVS_Djeeta_4Throw.png |caption2=Back throw | ||
|name=Ground Throw | |name=Ground Throw | ||
|input= | |input= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Djeeta's ground throw. A necessary part of her offense as she lacks many other options other than staggers and frametraps. Use this once your opponent is respecting your blockstrings heavily, or try to bait them to tech with her universal overhead. | |||
* Superjump {{clr|4|j.H}} or {{clr|2|j.U}} after forward throw in the corner will grant a pretty easy safe jump. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Standard air throw. Useful for calling out jump arc changing moves or someone trying to escape her corner pressure by jumping. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Can | Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Links into c.H on counter hit, allowing Djeeta to start her max damage combos on a proper throwbait. | ||
* Can hit meaty to link after without counter hit. Whiffing {{clr|1|2L}}, then inputitng overhead after forward throw is a simple framekill to enable this. Links into {{clr|1|c.L}} in this situation. | |||
}} | }} | ||
}} | }} |
Revision as of 01:32, 31 May 2020
Health | |
Prejump | |
Backdash |
Overview
Djeeta is the female counterpart for the player character in the original game. As one might expect, she plays very similarly to Gran, being another one of the "shoto" archetype characters in the game. She enjoys slightly better range on her normals, a better fireball, and safer special cancels compared to Gran, at the cost of a strong advancing special.
"I'll cross these boundless skies, to the place you promised—I'll find you no matter what, Dad." | |
Lore: | This heroine's adventure began when she received a letter from her father asking her to come to the Island of the Astrals, Estalucia. Now she travels the skies with her flying lizard-like buddy, Vyrn, and the mysterious blue-haired girl who saved her life by linking it with her own, Lyria. Honest to a fault, she'll come to the aid of anyone who needs her assistance. Although her swordplay is rough and self-taught, she possesses the power to overcome any obstacle—thanks in no small part to Lyria's assistance. |
Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
Pros
Cons
- Good Pokes: Djeeta boats very strong pokes in her f.M, 2M, and f.H, all of which can be buffered or hit confirmed into her Vorpal Blade rekka for damage and corner carry.
- Excellent Fireball: Djeeta probably enjoys the best fireball of all of the shoto-clone characters in GBVS, as her version of Reginleiv can be charged to alter the timing of the fireball, as well as improving the frame advantage on hit and block.
- Invincible Reversal: Like Gran's, Djeeta's Rising Sword is a fully invincible reversal on all strengths. The light version can be frustratingly difficult for opponents to punish, and the heavy version grants a hard knockdown which can be used to easily escape the corner with okizeme after a successful reversal.
- Strong Pressure: On top of having strong plus on block lights in 2L and c.L, cancels into her Vorpal Blade rekka on block can frametrap from her normals and autocombo, and her fireball can also be charged to reset her pressure and create rather oppressive strings that can be difficult for an opponent to escape.
- Awkward Anti-Airs: Djeeta's 2H is not quite as fast or as universally consistent as some of the other shoto characters in the game, and she lacks any form of consistent conversion from it; counter hit conversions depend on height and range.
- Poor Unique Action: Djeeta's 5U, Overdrive Surge, is somewhat awkward to use in neutral due to the very long startup and late high-profile. Additionally, she cannot combo into it at all outside of juggles or counter hits, and cannot combo out of it unless it is charged to at least level 2, making it generally less useful than Gran's.
- No Advancing Special: Djeeta lacks an advancing special like Gran's Overdrive Surge or Katalina's Enchanted Lands, which can make it more difficult for her to close the distance against zoners or characters with stronger ranged options than her.
- Skybound Art animation is absurdly long.
Normal Moves
c.L |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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Air Normals
j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Overdrive Surge 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Reginleiv 236X or 5S |
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Reginleiv: Recidive 236[X] or 5[S] |
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Rising Sword 623X or 6S |
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Vorpal Blade 214X or 4/2S |
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Skybound Art
Eternal Ascendancy 236236H or 236S |
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Super Skybound Art
Skyfall 236236U or 236S+U |
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To edit frame data, edit values in GBVS/Djeeta/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •