< GBVS
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| intro = {{Character Label|GBVS|Lancelot}} is a tricky character whose speed and various mixup tools can overwhelm opponents at close range. | | intro = {{Character Label|GBVS|Lancelot}} is a tricky character whose speed and various mixup tools can overwhelm opponents at close range. | ||
| pros = | | pros = | ||
* Between his [[GBVS/Lancelot#Turbulenz|Turbulenz]] teleports, [[GBVS/Lancelot#Wirbelwind|Wirbelwind]] command dashes, and his [[GBVS/Lancelot#Delta Leap|Delta Leap]] walljumps, Lancelot's mobility is near unparalleled. | * '''Good Mobility:''' Between his [[GBVS/Lancelot#Turbulenz|Turbulenz]] teleports, [[GBVS/Lancelot#Wirbelwind|Wirbelwind]] command dashes, and his [[GBVS/Lancelot#Delta Leap|Delta Leap]] walljumps, Lancelot's mobility is near unparalleled. | ||
* [[GBVS/Lancelot#2U|2U]] is a great | * '''Versatile Sweep:''' [[GBVS/Lancelot#2U|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. | ||
* [[GBVS/Lancelot#Wogenstrom|Wogenstrom]] is a projectile | * '''Strong Okizeme:''' [[GBVS/Lancelot#Wogenstrom|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. | ||
* The [[GBVS/Lancelot#Southern Cross|Southern Cross]] series and their followups | * '''Strong Pressure:''' The [[GBVS/Lancelot#Southern Cross|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 [[GBVS/Lancelot#Turbulenz|Turbulenz]] allows Lancelot to repeatedly reset pressure or land throws once the opponent has been conditioned to block. | ||
| cons = | | cons = | ||
* | * '''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 [[GBVS/Lancelot#Turbulenz|Turbulenz]] counterhit. | ||
* '''Nontraditional Meterless Reversal:''' [[GBVS/Lancelot#Turbulenz|H Turbulenz]] is not a "true Dragon Punch"-type move that rises while attacking, limiting anti-air options and making escaping pressure even more of a gamble. | |||
* [[GBVS/Lancelot#Turbulenz|H Turbulenz]] is not a "true Dragon Punch"-type move that rises while attacking, limiting anti-air options and making escaping pressure even more of a gamble. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* 2nd hit does not combo into 214M, however the third can. | * 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 | * 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 | * 5XXX > 214M can frametrap opponents, but is vulnerable to reversals. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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 | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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 | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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 | * 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. | |||
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{{Description|7|text= | {{Description|7|text= | ||
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 | 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. | A notable exception is that it can hit Charlotta on her way down after her EX DP, allowing a decent punish combo. | ||
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{{Description|7|text= | {{Description|7|text= | ||
The Vega slide. Really really good move, hard knockdown sliding low that's safe | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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 | 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. | 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. | ||
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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. | 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. One of Lancelot's greatest movement tools 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 | * '''Air:''' Fastfalls diagonally towards the ground. One of Lancelot's greatest movement tools 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. | * '''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. | * '''Cross Over:''' Can cross through opponents. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Advantage on hit: +31 | * '''Forward Throw:''' | ||
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 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). | ** 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). | |||
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* Advantage on hit: | * '''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. | 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. | ||
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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'''. | 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:''' | * '''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. | * '''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. Hits 3 times on both hit and block, | * '''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. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* | * 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 a 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. | * '''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 | * '''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. | * '''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 if 66H is on cooldown, this can be used 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. | ||
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{{Description|8|text= | {{Description|8|text= | ||
Lancelot teleports into the air. The horizontal distance depends on the button 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 | 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 | 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. | * '''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. | * '''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. | * '''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. | ||
Revision as of 14:37, 31 May 2020
Health | |
Prejump | |
Backdash |
Overview
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.
"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. |
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. |
Lancelot 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"-type move that rises while attacking, limiting anti-air options and making escaping pressure even more of a gamble.
Normal Moves
5L (c.L/f.L) |
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c.M |
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c.H |
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Auto Combo |
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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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j.L |
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j.M |
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j.H |
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Unique Actions
Delta Leap 9 or 6 while midair and touching the wall |
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Wirbelwind 5U or j.U |
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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
Wogenstrom 236X or 5S |
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Blade Impulse 66X or 6S |
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Southern Cross 214X or 4S |
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Turbulenz 22X or 2S |
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Skybound Art
Weiss Flugel 236236H or 236S |
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Super Skybound Art
Schöner Winterhügel 236236U or 236S+U (Air OK) |
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Frame Data & System Data •
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Misc •