GBVS/Eustace: Difference between revisions

From Dustloop Wiki
No edit summary
(21 intermediate revisions by 2 users not shown)
Line 77: Line 77:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_cH.png|
GBVS_Eustace_cH.png|The true anti-air.
</gallery>
</gallery>
</div>
</div>
Line 214: Line 214:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_2L.png|
GBVS_Eustace_2M.png|
</gallery>
</gallery>
</div>
</div>
Line 254: Line 254:
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade.
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade.
* The followup cannot be canceled into special moves.
* The followup cannot be canceled into special moves.
<!--Insert text below the =s and above the two </div>-->
Eustace's designated anti-air, not very large. Can be confirmed fairly easily on either counter or normal hit with {{clr|1|214L}}~G for the former and {{clr|1|214L}}~{{clr|1|L}}/{{clr|4|H}} for the latter.
 
{{clr|4|2HH}} is NOT any safer on block. Don't even try it.
</div>
</div>
</div>
</div>
Line 276: Line 278:
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the two </div>-->
Really big, but pretty slow. Good poke and used at the end of some juggles for a smidge more damage, and more stable oki. Can combo and frame trap into {{clr|3|214M}} but is inconsistent at further ranges.
</div>
</div>
</div>
</div>
Line 321: Line 323:
|}
|}
==== ====
==== ====
 
Eustace's longest air button, useful for air-to-airs and jump-ins from further out.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>
Line 344: Line 345:
|}
|}
==== ====
==== ====
 
Not a lot of range. {{clr|3|j.M}} is generally better, but {{clr|4|j.H}}'s more downward hitbox can be useful for certain jump-in angles.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>
Line 397: Line 397:
* Follow-up sets off H Rat Race grenade, but the first hit does not.
* Follow-up sets off H Rat Race grenade, but the first hit does not.
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack, and the second shot will also set off a Rat Race+ grenade.
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack, and the second shot will also set off a Rat Race+ grenade.
<!--Insert text below the =s and above the two </div>-->
 
Useful for frame traps and closing distance, with {{clr|2|5UU}} being safe on block due to pushback. {{clr|2|5UU}} doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can dash up and continue your offense on hit. On block, {{clr|2|5UU}} can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. There is almost never any reason not to use the follow-up.
</div>
</div>
</div>
</div>
Line 406: Line 407:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_LU.png|
GBVS_Eustace_LU.png|There goes your health
GBVS_Eustace_BThrow.png|
GBVS_Eustace_BThrow.png|There goes my grenade
</gallery>
</gallery>
</div>
</div>
Line 422: Line 423:
==== ====
==== ====
* Forward Throw can set off the grenade from H Rat Race, allowing for a combo.
* Forward Throw can set off the grenade from H Rat Race, allowing for a combo.
<!--Insert text below the =s and above the two </div>-->
* Back Throw will also set off the grenade but won't give a combo, only tacking on a little extra damage.
Forward throw can only be combod into super midscreen, but in the corner it grants a full juggle.
</div>
</div>
</div>
</div>
Line 444: Line 446:
|}
|}
==== ====
==== ====
 
* Sets off the grenade from H Rat Race.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>
Line 468: Line 469:
==== ====
==== ====
* Sets off H Rat Race grenade.
* Sets off H Rat Race grenade.
Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs.
Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs. As with other UOHs, can be used as a throw bait for huge damage.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>
Line 479: Line 479:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_28L.png|Carcass Raid
GBVS_Eustace_28L.png|He would probably have a better time hitting these if he faced the correct direction
</gallery>
</gallery>
</div>
</div>
Line 496: Line 496:
* Sets off H Rat Race grenade.
* Sets off H Rat Race grenade.
* Can be charged for an extra hit and more damage.
* Can be charged for an extra hit and more damage.
Eustace aims his gun downward and ricochets a shot off of the ground.
* Eustace is in CH state during recovery.
<!--Insert text below the =s and above the two </div>-->
Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out. Also somewhat useful in neutral to control space, but ironically, none of its versions are good at catching jumps. Best used to mix up your timing between all of Eustace's other projectiles.
</div>
</div>
</div>
</div>
Line 523: Line 523:
* Sets off H Rat Race grenade.
* Sets off H Rat Race grenade.
* Can be charged for an extra hit and more damage.
* Can be charged for an extra hit and more damage.
A horizontal projectile. Charging it makes the projectile travel faster and pierce enemy projectiles.  
A faster-than average fireball in both startup and velocity. Both {{clr|1|[4]6L}} and {{clr|3|[4]6M}} are very spammable and good at winning fireball wars, but are both very unsafe on block. {{clr|4|[4]6H}}, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both {{clr|1|[4]6L}} and {{clr|4|[4]6H}} will combo from literally any normal.
<!--Insert text below the =s and above the two </div>-->
 
[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by {{clr|4|[4]6[H]}}. All versions of [4]6[X] gain exactly one frame of advantage over their uncharged counterparts, {{clr|3|[4]6[M]}} will grant a soft knockdown on hit, and {{clr|4|[4]6[H]}} grants a hard knockdown and wallbounces.
 
</div>
</div>
</div>
</div>
Line 549: Line 551:
|}
|}
==== ====
==== ====
Eustace rushes forward. The L version only moves and can be cancelled into 5 follow-up actions (see below). The M version ends in a knife attack and then allows follow-ups, and H can be cancelled before or after the knife strike.
Eustace's command dash.
<!--Insert text below the =s and above the two </div>-->
 
The L version only moves and can be cancelled into 5 follow-up actions (see below).  
 
The M version ends in a knife attack and then allows follow-ups, apart from Brake which can only be used before the strike. Startup varies based on distance travelled.
 
The H version can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled.
</div>
</div>
</div>
</div>
Line 578: Line 585:
==== ====
==== ====
;Stunlight
;Stunlight
Eustace stops in place and fires a quick flash. Can set off an H Rat Race grenade.
Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH. During a juggle {{clr|4|214H}}~{{clr|4|L}} is also very useful for combo extensions. Is very advantageous if it sets off a {{clr|4|623H}} set, so feel free to continue pressure if that happens.
----
----
;Takedown
;Takedown
Line 584: Line 591:
----
----
;Assault Knife
;Assault Knife
Eustace's anti-air attack. Has some invuln.
Eustace's anti-air attack. Has some invuln. Highest damaging combo ender from {{clr|3|214M}} and {{clr|4|214H}}, and if used from {{clr|4|214H}}, grants a combo extension in the corner on opponents juggled high enough.
----
----
;Spreadshot
;Spreadshot
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Can set off H Rat Race.
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a {{clr|4|623H}} set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.
----
----
;Brake
;Brake
By pressing G, Eustace will stop the dash. This has to be done before the strike of the {{clr|3|M}} or {{clr|4|H}} version.
By pressing G, Eustace will stop the dash. This has to be done before the strike of the {{clr|3|M}} or {{clr|4|H}} version. To guarantee an empty 214X, use {{clr|1|214L}} instead.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>
Line 619: Line 625:
;L Grenade
;L Grenade
* Explodes on impact.
* Explodes on impact.
Slow and loses you your turn.
----
----
;M Grenade
;M Grenade
* Hits once, then explodes.
* Hits once, then explodes.
Useful on oki to bait your opponent into trying something. It's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.
----
----
;H Grenade
;H Grenade
* Sticks to the enemy on impact.
* Sticks to the enemy on impact.
* Can be set off by Eustace's projectile attacks.
* Can be set off by Eustace's projectile attacks.
<!--Insert text below the =s and above the two </div>-->
Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with {{clr|4|c.H}} on standers and {{clr|4|2H}} or full autocombo on crouchers.
</div>
</div>
</div>
</div>
Line 652: Line 660:
|}
|}
==== ====
==== ====
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Noted in the official description has having very good range.
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>

Revision as of 23:58, 21 April 2021

Overview
Overview

Eustace is ...
Eustace benefits from using the simplified inputs for Flamek Thunder and Slow Kill because it allows the user to execute block strings which would be either very difficult or impossible with the standard motion inputs.

 Eustace  Eustace is a midrange fighter who uses his grenades from Rat Race to control space and set up combos and pressure.

Pros
Cons

The H version of Rat Race causes the grenade to stick to the opponent. Certain moves can cause the grenade to detonate allowing for combo followups. These moves are as followed:

GBVS Eustace Nameplate.png
GBVS Eustace Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
Low Recovery (20f)
Unique Movement Options
Close Combat

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

5U

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

  • Follow-up cannot be canceled into special moves.
  • Follow-up sets off H Rat Race grenade, but the first hit does not.

Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack, and the second shot will also set off a Rat Race+ grenade.

Useful for frame traps and closing distance, with 5UU being safe on block due to pushback. 5UU doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can dash up and continue your offense on hit. On block, 5UU can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. There is almost never any reason not to use the follow-up.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Slow Kill GBVS Upfireball.png

[2]8X (Chargable) or 5S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

  • Sets off H Rat Race grenade.
  • Can be charged for an extra hit and more damage.
  • Eustace is in CH state during recovery.

Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out. Also somewhat useful in neutral to control space, but ironically, none of its versions are good at catching jumps. Best used to mix up your timing between all of Eustace's other projectiles.

Flamek Thunder GBVS Upfireball.png

[4]6X (Chargable) or 6S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

  • Sets off H Rat Race grenade.
  • Can be charged for an extra hit and more damage.

A faster-than average fireball in both startup and velocity. Both [4]6L and [4]6M are very spammable and good at winning fireball wars, but are both very unsafe on block. [4]6H, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both [4]6L and [4]6H will combo from literally any normal.

[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by [4]6[H]. All versions of [4]6[X] gain exactly one frame of advantage over their uncharged counterparts, [4]6[M] will grant a soft knockdown on hit, and [4]6[H] grants a hard knockdown and wallbounces.

Close Combat GBVS Charge.png

214X or 4S

Close Combat Followups

Close Combat > X

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Stunlight

Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH. During a juggle 214H~L is also very useful for combo extensions. Is very advantageous if it sets off a 623H set, so feel free to continue pressure if that happens.


Takedown

A low slide. Leaves Eustace very vulnerable but travels far.


Assault Knife

Eustace's anti-air attack. Has some invuln. Highest damaging combo ender from 214M and 214H, and if used from 214H, grants a combo extension in the corner on opponents juggled high enough.


Spreadshot

Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a 623H set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.


Brake

By pressing G, Eustace will stop the dash. This has to be done before the strike of the M or H version. To guarantee an empty 214X, use 214L instead.

Rat Race GBVS SpecialProjectile.png

623X or 2S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.


L Grenade
  • Explodes on impact.

Slow and loses you your turn.


M Grenade
  • Hits once, then explodes.

Useful on oki to bait your opponent into trying something. It's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.


H Grenade
  • Sticks to the enemy on impact.
  • Can be set off by Eustace's projectile attacks.

Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with c.H on standers and 2H or full autocombo on crouchers.

Skybound Art

Acidrage Howl

236236H or 236S

Super Skybound Art

Dead End Fall

236236U or 236SU

External References

Navigation

To edit frame data, edit values in GBVS/Eustace/Data.