GBVS/Eustace: Difference between revisions

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m (added english VA)
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======<span style="visibility:hidden;font-size:0">c.M</span>======
======<span style="visibility:hidden;font-size:0">c.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_cM.png |caption=
|name={{clr|3|c.M}}
|name={{clr|3|c.M}}
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======<span style="visibility:hidden;font-size:0">c.H</span>======
======<span style="visibility:hidden;font-size:0">c.H</span>======
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|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_cH.png |caption=
|name={{clr|4|c.H}}
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======<span style="visibility:hidden;font-size:0">f.L</span>======
======<span style="visibility:hidden;font-size:0">f.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_fL.png |caption=
|name={{clr|1|f.L}}
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======<span style="visibility:hidden;font-size:0">f.M</span>======
======<span style="visibility:hidden;font-size:0">f.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
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|name={{clr|3|f.M}}
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======<span style="visibility:hidden;font-size:0">f.H</span>======
======<span style="visibility:hidden;font-size:0">f.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_fH.png |caption=
|name={{clr|4|f.H}}
|name={{clr|4|f.H}}
|input=
|input=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
 
*by pressing H again, Eustace fires off a shot from the extended gun. It doesn't cancel and doesn't knockdown.
}}
}}
}}
}}
======<span style="visibility:hidden;font-size:0">2L</span>======
======<span style="visibility:hidden;font-size:0">2L</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_2L.png |caption=
|name={{clr|1|2L}}
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======<span style="visibility:hidden;font-size:0">2M</span>======
======<span style="visibility:hidden;font-size:0">2M</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_2M.png |caption=Welcome to the club of "My 2M isnt a low but clearly looks like it", Eustace.
|name={{clr|3|2M}}
|name={{clr|3|2M}}
|input=
|input=
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======<span style="visibility:hidden;font-size:0">2H</span>======
======<span style="visibility:hidden;font-size:0">2H</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_2H.png |caption=
|name={{clr|4|2H}}
|name={{clr|4|2H}}
|input=
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======<span style="visibility:hidden;font-size:0">2U</span>======
======<span style="visibility:hidden;font-size:0">2U</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_2U.png |caption=
|name={{clr|2|2U}}
|name={{clr|2|2U}}
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|input=
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======<span style="visibility:hidden;font-size:0">j.L</span>======
======<span style="visibility:hidden;font-size:0">j.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_jL.png |caption=
|name={{clr|1|j.L}}
|name={{clr|1|j.L}}
|input=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
 
*Active until landing
}}
}}
}}
}}
======<span style="visibility:hidden;font-size:0">j.M</span>======
======<span style="visibility:hidden;font-size:0">j.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_jM.png |caption=
|name={{clr|3|j.M}}
|name={{clr|3|j.M}}
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======<span style="visibility:hidden;font-size:0">j.H</span>======
======<span style="visibility:hidden;font-size:0">j.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_jH.png |caption=
|name={{clr|4|j.H}}
|name={{clr|4|j.H}}
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======<span style="visibility:hidden;font-size:0">j.U</span>======
======<span style="visibility:hidden;font-size:0">j.U</span>======
{{MoveData
{{MoveData
|image=GBVS_Eustace_cL.png |caption=
|image=GBVS_Eustace_jU.png |caption=
|name={{clr|2|j.U}}
|name={{clr|2|j.U}}
|input=
|input=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
 
*After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.
}}
}}
}}
}}

Revision as of 03:21, 20 April 2021

Overview
Overview

Eustace is ...

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

Pros
Cons
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.L
GBVS Eustace cL.png
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
400 Mid 5 3 6 +2 +6 -
c.M
c.M
GBVS Eustace cM.png
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
700 Mid 7 3 13 -1 +3 -
c.H
c.H
GBVS Eustace cH.png
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
1200 Mid 9 5 17 -3 +1 -
Auto Combo
Auto Combo
GBVS Eustace cXX.png
GBVS Eustace cXXX.png
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
c.XX 350 Mid 9 3 15 -3 +1 -
c.XXX 350 Mid 12 3 18 -4 0 -
f.L
f.L
GBVS Eustace fL.png
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
400 Mid 6 3 13 -3 +1 -
f.M
f.M
GBVS Eustace fM.png
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
700 Mid 8 3 18 -6 -2 -
f.H
f.H
GBVS Eustace fH.png
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
1000 Mid 9 3 23 -9 -5 -
  • by pressing H again, Eustace fires off a shot from the extended gun. It doesn't cancel and doesn't knockdown.
2L
2L
GBVS Eustace 2L.png
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
400 Low 6 3 6 +2 +6 -
2M
2M
GBVS Eustace 2M.png
Welcome to the club of "My 2M isnt a low but clearly looks like it", Eustace.
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
700 Mid 7 3 15 -3 +1 -
2H
2H
GBVS Eustace 2H.png
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
1000 Mid 10 5 23 -12 -8 -
2U
2U
GBVS Eustace 2U.png
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
700 Low 10 6 20 -11 HKD -
j.L
j.L
GBVS Eustace jL.png
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
400 High 5 Until L 0 -
  • Active until landing
j.M
j.M
GBVS Eustace jM.png
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
600 High 7 7 -
j.H
j.H
GBVS Eustace jH.png
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
800 High 8 6 -
j.U
j.U
GBVS Eustace jU.png
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
800 Mid 15 6 Until L+7 -16[0] KD[HKD] -
  • After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.

Unique Action

Stand In Line
5U
GBVS Eustace 5U.png
GBVS Eustace 5UU.png
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

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.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Slow Death

236X

Flamek Thunder

623X or 6S

Close Combat

214X or 4S

Sunlight

214X~L or 4S~L

Takedown

214X~M or 4S~M

Assault Knife

214X~H or 4S~H

Spread Shot

214X~U or 4S~U

Brake

214X~LM or 4S~LM

Rat Race

22X or 2S

Skybound Art

Acidrage Howl
236236H
GBVS Eustace 236236H.png
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
3200 Mid 13~22 3 36 -19 HKD -

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.

Super Skybound Art

Dead End Fall
236236U
GBVS Eustace 236236U.png
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
4468 Mid 13 Total 121 -27 HKD -

Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos.

External References

Navigation

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