GBVS/Lancelot

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overview[edit]
Overview

Lancelot is one of four Dragon Knights of Feendrache alongside Percival, Siegfried and his childhood pal Vane. Lancelot is a rushdown mix-up character who use blinding speed and confounding dash/ teleport follow-ups to confuse the opponent. His attack range is short outside of his 'fireball', limiting his offensive options in neutral.


GBVS Lancelot Icon.png Lancelot
"I'll guide my country with these twin blades!"
Lore:A dual-wielding master swordsman who serves as the captain of the Order of White Dragons of Feendrache Kingdom. If danger would rear its ugly head in the kingdom he so loves, he would risk both life and limb to see it defeated. Despite this, he can never seem to keep his room clean.
He rushes across the battlefield at blinding speed, a flurry of shining, crystalline slashes. Those who set eyes on this fighting style immediately recognize why he was made captain of his order.
Voice:English: Stephen Fu/Japanese: Yuuki Ono
Playstyle
GBVS Lancelot Icon.png Lancelot is a tricky character whose speed and various mixup tools can overwhelm opponents at close range.
Pros Cons
  • Good Mobility: Between his Turbulenz teleports, Wirbelwind command dashes, and his Delta Leap walljumps, Lancelot's mobility is near unparalleled.
  • Versatile Sweep: 2U is a great forward-moving attack that can low profile under various normals and projectiles for an easy punish. It also gives hard knockdown on hit, and can even be made safe on block if spaced properly.
  • Strong Okizeme: Wogenstrom is a projectile that is very plus on block, enabling a variety of pressure and mixups when used as a meaty after a knockdown.
  • Strong Pressure: The Southern Cross series and their followups move Lancelot forward, can be delayed to create frame traps, and can even be spaced to be even or plus on block. Using them in conjunction with Turbulenz allows Lancelot to repeatedly reset pressure or land throws once the opponent has been conditioned to block.
  • Short Range: Lancelot can struggle in neutral against characters who have longer normals and faster projectiles.
  • Low Damage: Having low average combo damage and lower than average Skybound Art damage forces Lancelot to be on the offensive as much as possible, as he is unlikely to close out rounds off regular conversions unless he scores a big anti-air 2H or Turbulenz counterhit.
  • Nontraditional Meterless Reversal: H Turbulenz is not a true "Dragon Punch"-style reversal that attacks while rising, which limits anti-air options and makes escaping pressure more risky.
GBVS Lancelot Nameplate.png
GBVS Lancelot Portrait.png
Health:10000
Jump Startup:4f
Backdash:22f
Unique Movement Options:Delta Leap, Wirbelwind, Turbulenz

Normal Moves[edit]

c.L[edit]
5L
GBVS Lancelot cL.png
No range because he attacks the wrong way.
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 HitThe 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.
350 Mid 5 2 7 +2 +6

Lancelot's 5L does not change based on proximity. Pretty fast and pretty good on block.

  • You can autocombo from this regardless of range when it hits.
  • However having no far variation means it will have very poor range in any situation.

c.M[edit]
c.M
GBVS Lancelot cM.png
Dab on the haters
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 HitThe 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.
650 Mid 6 1 14 0 +4
  • Combos into 5L on crouching.
  • Combos into c.H on counterhit.
  • Because of the advantage nerf, your main pressure string out of this normal looks like this: c.M > 5L > f.M.

This is your go-to move in pressure alongside 2L and 5L. Point blank, 2L > c.M is both a frametrap and a confirm. It can sometimes be used as a last-minute anti-air, but it's far worse than 2H in terms of hurtboxes.

c.H[edit]
c.H
GBVS Lancelot cH.png
Dice and slice!
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 HitThe 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.
600, 400 Mid 7 9 18 -2 +2

Two-hit attack, either used for punishing or combos. Being two hits gives you a lot of time to confirm stuff from it. The downside of it being two hits is that if the first hit is a counterhit, the property is not carried over to the second. As an example, CH c.H(1) > 236H works but CH c.H(2) > 236H does not.

Auto Combo[edit]
Auto Combo
GBVS Lancelot cXX.png
GBVS Lancelot 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 HitThe 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.
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -4 0
  • 2nd hit does not combo into 214M, however the third can.
  • 3rd hit does not reliably work in juggle combos outside the corner due to how it launches the opponent and its small hitbox.
  • 5XXX > 214M can frametrap opponents, but is vulnerable to reversals.

f.M[edit]
f.M
GBVS Lancelot 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 HitThe 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.
600 Mid 7 3 17 -5 -1

Not a lot of range and will easily get outpoked by other characters' f.M, but the recovery isn't too bad and doesn't extend Lancelot's hurtbox that much. Primarily used in conjunction with 214L to pressure from midrange. If spaced at max range, cancelling into 214L leaves Lancelot plus afterwards.

f.H[edit]
f.H
GBVS Lancelot fH.png
Double stab
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 HitThe 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.
900 Mid 10 3 22 -8 -4

Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into 66L at almost any range, making it a decent buffer when you're trying to snuff someone's poke. Alternatively, you can cancel into 214M which combos on counterhit and can be 0 on block if it's spaced far enough.

2L[edit]
2L
GBVS Lancelot 2L.png
Cutting corners
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 HitThe 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.
350 Low 6 1 8 +2 +6
  • Links into itself, 5L and c.M on standing hit
  • Also links into 2M, f.M, and c.H on crouching hit

Lancelot's fastest low. Like most 2Ls, plus on block and extremely important for pressure and mixup. It's always useful as a way to catch people trying to Cross-Over out of your pressure. 2L can actually be used 3 times in a blockstring if you're close, but doing so leaves you out of range of 2M and sometimes out of f.M range as well.

2M[edit]
2M
GBVS Lancelot 2M.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 HitThe 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.
600 Mid 7 2 15 -2 +2

Lancelot slashes low but don't be fooled, it's a mid. Worse range than f.M and does not low profile many moves, but catches Cross-Overs while reaching farther than 2L.

A notable exception is that it can hit Charlotta on her way down after her EX DP, allowing a decent punish combo.

2H[edit]
2H
GBVS Lancelot 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 HitThe 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.
800 Mid 10 5 24 -12 -8

Lancelot's designated anti-air attack. It's pretty fast, and has a good hitbox that beats crossups easily. Very important move. If it hits anti-air, you'll want to cancel into 214L. On counter hit, you can confirm a c.M/c.H from there and get a beefy combo, and on non-counterhit you can confirm into the 2nd and 3rd hits of the rekka for a little more damage and a knockdown.

2U[edit]
2U
GBVS Lancelot 2U.png
I swear I'm not Vega
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 HitThe 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.
700 Low 8 15 15 -15 HKD

The Vega slide. Really really good move, hard knockdown sliding low that's safe at far spacing and very unsafe otherwise. Low profiles really well too, going under both projectiles like Gran's Reginleiv and some far-reaching pokes like Katalina's f.M. Gives you a safejump on hit, but the safejump is spacing dependent.

j.L[edit]
j.L
GBVS Lancelot jL.png
Just hanging around
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 HitThe 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.
400 High/Air 5 - - - -

Pretty standard air light. Good horizontal hitbox, not so good vertical. Probably Lancelot's best air-to-air button as his other air normals are better at hitting grounded opponents. If it counterhits in the air you often have time to land and combo from it.

j.M[edit]
j.M
GBVS Lancelot 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 HitThe 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.
550 High/Air 7 - - - -

Lancelot slashes beneath him. Contrasting j.L, this attack has shorter horizontal range in exchange for being his only air normal that can be used to cross-up the opponent. It's primarily used in safejumps after a 22X/5~2/8U cross-up teleport or low walljump, and loses in the air against other aerial attacks.

j.H[edit]
j.H
GBVS Lancelot 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 HitThe 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.
400*2 High/Air 10 - - - -

A 2-hit falling overhead. This move is really good. Vary your timing to make them guess if both will hit or if you'll have time to land and do a 2L. Combos into 2L even if only one hit lands. The hitbox is kinda poor right beneath him so if Lancelot is even a pixel distance to cross up someone it will whiff.

The good horizontal hitbox however makes this move really good at stuffing people out of the air, however because it's two hits you won't get a combo if you counter them.


Unique Actions[edit]

Delta Leap[edit]
Delta Leap
9 or 6 while midair and touching the wall
GBVS Lancelot DeltaLeap.png
I'm really not Vega, I swear!

Lancelot's unique walldive. Can only be done from the actual stage walls, not the edges of midscreen. 9 will have him jump away from the wall in an upwards arc and 6 will have him dive diagonally towards the ground without any arc. You can act immediately out of this, which includes all air normals and even j.U, making this both a mixup and an escape tool.

Wirbelwind[edit]
Wirbelwind
5U or j.U
GBVS Lancelot Wirbelwind.png
Dash
GBVS Lancelot Wirbelwind 5U.png
Quick Stop
GBVS Lancelot Wirbelwind 6U.png
Cross Over
GBVS Lancelot Wirbelwind 4U.png
Feint
GBVS Lancelot Wirbelwind 2U.png
Jump
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 HitThe 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.
Ground
5U
- - - - - - -
Air
j.U
- - - - - - -
Quick Stop
5U > 5U
- - - - - - -
Cross Over
5U > 6U
- - - - - - -
Feint
5U > 4U
- - - - - - -
Jump
5U > 2/8U
- - - - - - -

Performs a dashing maneuver that can be canceled on the ground into various followups. The dash covers a pretty good distance but has a lot of recovery, even when you quick stop.

  • Air: Fastfalls diagonally towards the ground. Lancelot cannot act until he reaches the ground and also has some landing recovery. A versatile movement tool with many applications that increase after a hard knockdown or when 236H is forcing the opponent to block, including baiting anti-airs and reversals. Altering the fastfall timing during a jump makes which side he lands on extremely ambiguous.
  • Quick Stop: Used to bait whiffs in neutral when well-spaced, but the recovery can prevent you from getting a proper punish. Also used in some anti-air combo routes.
  • Cross Over: Can cross through opponents, but its recovery and the presence of the Guard button doesn't make it a strong mixup just by itself.
  • Feint: Also used to bait moves in neutral, with less risk than quick stop. Using this to bait forward-moving reversals can reward you with a huge punish.
  • Jump: Same as the teleport from 22L/M. Used in safejumps after 66H knockdown. The diagonal angle makes it possible to force many wakeup DPs to whiff after a midscreen knockdown, at the risk of losing to regular anti-airs.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Lancelot Throw.png
GBVS Lancelot BackThrow.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 HitThe 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.
1500 Throw 8 - - - HKD
  • Forward Throw:
    • Advantage on hit: +31

Lancelot's forward throw leaves him point blank and at enough advantage to set up a 236X for pressure afterwards. The hard knockdown allows for all shades of setups, not just limited to 236X, but that's by far the easiest. A popular setup used to be a low j.U, but due to the added landing recovery in 1.31 it's no longer as strong. It's also possible to do 22M, but that will lose to reversals unless you do 22[M] (which will still lose to EX reversals).

  • Back Throw:
    • Advantage on hit:

Lancelot's back throw sends the opponent half screen, which is too far for 236X to work as a meaty. Instead, you get a superjump safejump which is handy against reversal-happy opponents.

Air Throw[edit]
Air Throw
GBVS Lancelot AirThrow.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 HitThe 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.
1500 Throw 5 - - - -
  • Sets up a hard knockdown not too far in front of Lancelot.

Lancelot's airthrow is similar to his forward throw in that you get a 236X setup for continued pressure.

If your reactions are on point, you can catch people jumping out of your rekka pressure with this. Just be warned you cannot do anything else until you land if it whiffs, so if you mess up your read you're going to get punished.

Overhead Attack[edit]
Overhead Attack
GBVS Lancelot OverheadAttack.png
Leapfrog on the haters
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 HitThe 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.
1000 High 26 6 17 -4 +1
  • Airborne on frame 4, making it a good anti-throw option.
  • Low crush on frame 9, tied with Gran for the fastest.

The can opener. Because Lancelot's Universal Overhead has 6 active frames, the right meaty setup will allow for a combo without a counterhit.


Special Moves[edit]

Wogenstrom[edit]
Wogenstrom GBVS Fireball.png
236X or 5S
GBVS Lancelot Wogenstrom.png
Neutral is mine
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 HitThe 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.
L 700 All 33 - - +4 +8
M 700 All 37 - - +4 +8
H 350*3 All 33 - - +29 +48

Fires a projectile that travels across the stage. Very advantageous on contact and very important for his okizeme game. This skill has slow startup but fast recovery, so Lancelot can move and go on the offensive while the projectile is still onscreen. Keep in mind that in a neutral fireball fight you're likely to get hit out of the startup. Comboing into this from CH c.H is possible and adds a good chunk of damage if you use 236H as it has enough hitstun for you to jump and land a j.H.

  • L Version: Faster startup but also fast travel time. Travels fullscreen.
  • M Version: Slower startup but also much slower travel time, very good to cover your approach. Also travels fullscreen.
  • H Version: As fast startup as L version but as slow travel time as M version. Unlike the L and M versions, only travels 3/4ths screen. Hits 3 times on both hit and block, making easy to confirm on hit and incredibly plus on block. If the opponent is caught blocking the projectile in the air, they can be hit with any other grounded move since mids are air-unblockable, resulting in an unblockable situation.

Blade Impulse[edit]
Blade Impulse GBVS Charge.png
66X or 6S
GBVS Lancelot BladeImpulse.png
Gorilla Blade
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 HitThe 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.
L 800 Mid 16 6 18 -9 KD
M 1400 Mid 25 9 20 -10 KD
H 1000 Mid 20 9 16 -6 HKD

Performs a sliding lunging attack. Depending on distance you're very likely to cross through the opponent on both hit and block. If spaced correctly every version can be safe on block, but the only version that can be plus is 66H.

  • L Version: Travels about half screen. When used as a combo ender midscreen, the opponent recovers point blank so further pressure can be applied. Also used in high damage anti-air combos as it can be linked off of if it hits high enough.
  • M Version: Travels about 3/4ths screen. On counterhit, launches the opponent (see H version below). The only real use of this move is a risky frametrap or a pickup off of an anti-air 2H.
  • H Version: Travels the same distance as the M version with the startup in between the L and M version. Launches the opponent straight up on hit, allowing further combos on both far spaced hits and in the corner where Lancelot remains close enough to combo into c.H afterwards. Midscreen, it still gives a hard knockdown and usually gives 236H oki afterwards. If it hits at the very tip of its range, it leaves Lancelot plus on block as opposed to just safe.

Southern Cross[edit]
Southern Cross GBVS Strike.png
214X or 4S
GBVS Lancelot SouthernCross.png
The pressure is on
GBVS Lancelot SouthernCrossMiddle.png
GBVS Lancelot SouthernCrossFinish.png
Don't let them block this one
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 HitThe 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.
L 300 Mid 14 5 13 -3 +1
L Follow-up 400 Mid 9 - - -4 0
L Ender 500 Mid - - - -16 KD
M 400 Mid 19 6 14 -4 0
M Follow-up 500 Mid 9 - - -4 0
M Ender 600 Mid - - - -16 KD
H 300 Mid 11 3 15 -3 +1
H Follow-ups 350, 400, 450 Mid - - - -4 0
H Ender 500 Mid - - - -16 KD
  • Technical inputs only require 214X for the first attack, while 4X is used for the follow-ups.
  • The enders have a small gap from the previous parts, which makes them a risky way to catch people mashing the follow-ups.

Performs multi-part advancing slash attacks, colloquially known as "rekkas". The first and second parts are safe on block, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed follow-ups. Additionally, the first parts themselves can be spaced to be even on block. If they hit at the absolute max range, both 214L and 214M can be +1 on block.

Using a sequence like c.M > 5L > f.M > 214L to condition your opponent to block can open them up for further pressure, or a throw. Keep in mind that strings like 2L > 5L > f.M > 214L actually leave you slightly negative, and while c.M > c.M > f.M > 214L can still set up plus rekkas it leaves massive gaps in your pressure.

  • L Version: Can hit up to 3 times. Staple follow-up after hitting with farther-ranged normals such as f.M/f.H/2M. Can also combo into 5L on counterhit, giving your opponent a good reason not to press buttons against Lancelot's pressure.
  • M Version: Can hit up to 3 times. Slower startup and farther travel distance than L version. Staple combo ender after c.H or autocombo for damage and corner carry. Also decent as a frame trap out of most normals, but this is vulnerable to reversals.
  • H Version: Can hit up to 5 times. Because 214X is a critical part of Lancelot's pressure and combos, putting the skill on cooldown this way should be used sparingly, but can still be done to get a hard knockdown and a safejump anywhere on screen. Delaying the follow-ups can be used to secure rounds against very low health opponents via chip damage, but this is still vulnerable to reversals.

Turbulenz[edit]
Turbulenz GBVS Leap.png
22X or 2S
GBVS Lancelot Turbulenz.png
Same as Jump from Unique
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 HitThe 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.
L 1600 High/Air - - - -17 KD
M 1600 High/Air - - - -17 KD
H 1600 High/Air - - - -17 HKD

Lancelot teleports into the air. The horizontal distance depends on the button strength used. All versions can be held which will make Lancelot followup with a overhead plunging attack which is invincible on the way down, but extremely unsafe on block. On counter hit the opponent will bounce, allowing a high damage combo afterwards.

H version is the only sort of reversal Lancelot has other than super, but in many regards it's very risky to go for the full plunge because of the very slow startup. You can get by with just doing the teleport portion and either do a falling attack or fastfall to the ground with j.U, either way leaves you vulnerable to anti-airs, including air throw.

  • L Version: Teleports about the distance of Lancelot's backdash. Unlikely to cross-up unless performed point-blank.
  • M Version: Teleports about the distance of two of Lancelot's backdashes. More likely to crossup due to this.
  • H Version: Teleports farther than L/M version, but always attempts to put Lancelot in front of the opponent regardless of distance. Much faster and invincible during the startup, allowing Lancelot to escape hairy situations or attempt to restart pressure at the risk of being anti-aired.


Skybound Art[edit]

Weiss Flugel[edit]
Weiss Flugel
236236H or 236S
GBVS Lancelot WeissFlugel.png
"It's time to end this!"
GBVS Lancelot WeissFlugel2.png
White Wings
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 HitThe 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.
3000 Mid 9+4 - - -12 HKD

Lancelot dashes forward with a slash and unleashes a flurry of slashes when he connects. Invincible startup and can travel about half screen if the opponent is far enough, but stops at the opponent's location regardless so it's very punishable on block or whiff.


Super Skybound Art[edit]

Schöner Winterhügel[edit]
Schöner Winterhügel
236236U or 236S+U (Air OK)
GBVS Lancelot Schöner Winterhügel.png
"The ice will be your grave!"
GBVS Lancelot Schöner Winterhügel2.png
Beautiful Winter Hill
GBVS Lancelot Schöner Winterhügel3.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 HitThe 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.
Ground 4000 Mid 10+9 - - - HKD
Air 4000 All 8+9 - - -16 HKD

A powerful diving attack. Doing 236236U[H] is a great way to get yourself out from the corner if you can't get a hit and convert into 66X. It's unpunishable on standing block, but some characters can punish it on crouching block.

  • Ground Version: Automatically locks onto the opponent's position, but can be manually angled by holding L (sharp angle, short range), M (shallow angle, far range), or H (shallow angle, full screen range) during startup.
    • Lancelot is only invincible during the startup when he jumps up to the wall so on the way down he can run into DPs, armored moves, and projectiles, making this a situationally bad reversal compared to 236236H.
    • There is a blind spot where the move will whiff when Lancelot is cornered, but in this situation you can also use the H version to escape the corner in an emergency.
  • Air Version: Dives at a sharp angle like the grounded L version. It does not track and cannot be manually aimed like the ground version.
    • If Lancelot is much higher than the opponent you can combo into this from j.H for a lot of damage.
    • It can also be used as a hard callout to crush anti-air attempts, but is much less safe than the ground version.


Navigation[edit]


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