< GBVS
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| pros = | | pros = | ||
* Between his 22X teleports, 5U command dash and its followups, Lancelot's mobility is near unparalleled. | * Between his 22X teleports, 5U command dash and its followups, Lancelot's mobility is near unparalleled. | ||
* His j.U fastfall is great for setting up quick "left/right" mixups | * His j.U fastfall is great for setting up quick "left/right" mixups that are actually low/throw/overhead. | ||
* He has a unique walldive/walljump mechanic that can be used to get out of the corner, or set up some nasty oki. | * He has a unique walldive/walljump mechanic that can be used to get out of the corner, or set up some nasty oki. | ||
* 2U is a great sliding attack that can low profile 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. | * 2U is a great sliding attack that can low profile 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Good poke for pressure and for confirming combos. Links into itself on hit making c.M>c.M both a confirm and a | Good poke for pressure and for confirming combos. Links into itself on hit making c.M > c.M both a confirm and a frame trap. Links into f.M on crouchers. | ||
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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 his hurtbox that much. | 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 his hurtbox that much. Primarily used in conjunction with 214L to pressure from midrange. | ||
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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 | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Lancelot's fastest low. | Lancelot's fastest low. Like most 2Ls, plus on block and extremely important for pressure and mixup. Links into itself, 5L and c.M. | ||
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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. | 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 still catches rolls 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= | ||
Lancelot's designated anti-air attack. It's pretty | Lancelot's designated anti-air attack. It's pretty fast, and has a good hitbox that beats crossups easily. Very important move. | ||
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{{Description|7|text= | {{Description|7|text= | ||
The Vega slide. Really really good move, hard knockdown sliding low that's safe if you space it correctly. | The Vega slide. Really really good move, hard knockdown sliding low that's safe if you space it correctly. Low profiles really well too. Gives you a safejump on hit. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Lancelot slashes beneath him. His only air normal that can be used to cross up the opponent, but easily anti-aired. Very good button after a low walljump, but loses in the air against | Lancelot slashes beneath him. His only air normal that can be used to cross up the opponent, but easily anti-aired. Very good button after a 22X/5~2/8U teleport or low walljump, but loses in the air against other aerial attacks. | ||
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{{Description|7|text= | {{Description|7|text= | ||
A | 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 the second hit whiffs. The hitbox is kinda poor right beneath him so if he's 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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|data= | |data= | ||
{{Description|1|text= | {{Description|1|text= | ||
Lancelot's unique walldive. Can only be done from the actual | Lancelot's unique walldive. Can only be done from the actual corners, not midscreen edges. 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. | ||
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* '''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. | * '''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. | ||
* '''M Version:''' Travels about 3/4ths screen. | * '''M Version:''' Travels about 3/4ths screen. | ||
* '''H Version:''' Travels the same distance as the M version with the startup of the L version. | * '''H Version:''' Travels the same distance as the M version with the startup of the L version. Launches the opponent straight up on hit, allowing further combos on both far spaced hits and in the corner where he remains close enough to combo into c.H afterwards. Midscreen, it still gives a hard knockdown and usually gives 236H oki afterwards. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Listed damage is for each hit in the attack sequence. | * Listed damage is for each hit in the attack sequence. | ||
Performs | Performs a multi-part advancing slash attack. This skill recovers quickly and can be followed up with additional attacks, so Lancelot can continue applying pressure even if it's blocked.<br>Once you can get the opponent blocking, this is what you use to keep them on their toes. The first and second attacks are safe on block, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed follow-ups.<br> | ||
Note that for technical inputs you only need to input the first | Note that for technical inputs you only need to input the first attack as 214X, every following hit can be done by just pressing 4X. | ||
* '''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. Staple combo ender after c.H or autocombo for damage and corner carry. | * '''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. | ||
* '''H Version:''' Can hit up to 5 times. If 66H is on cooldown, this can be used to get a hard knockdown and a safejump | * '''H Version:''' Can hit up to 5 times. If 66H is on cooldown, this can be used to get a hard knockdown and a safejump anywhere on screen. | ||
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* '''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 | * '''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. | ||
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|name=Weiss Flugel | |name=Weiss Flugel | ||
|input=236236H or 236S | |input=236236H or 236S | ||
|image=GBVS_Lancelot_WeissFlugel.png | |image=GBVS_Lancelot_WeissFlugel.png|caption=White Wings | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
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|name=Schöner Winterhügel | |name=Schöner Winterhügel | ||
|input=236236U or 236S+U | |input=236236U or 236S+U | ||
|image=GBVS_Lancelot_Schöner Winterhügel.png|caption= | |image=GBVS_Lancelot_Schöner Winterhügel.png|caption=Beautiful Winter Hill | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
Performs a powerful diving attack. The ground version automatically locks onto the opponent's position when activated from the ground, but can be manually | Performs a powerful diving attack. The ground version automatically locks onto the opponent's position when activated from the ground, but can be manually angled by holding L (sharp angle, short range) or H (shallow angle, far range) during startup. The air version does not track and cannot be manually aimed like the ground version. | ||
Keep in mind that Lancelot is only projectile invincible during the startup when he jumps up to the wall | Keep in mind that Lancelot is only projectile invincible during the startup when he jumps up to the wall so on the way down he can get hit by projectiles, making this a situationally bad reversal. | ||
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Revision as of 16:31, 10 March 2020
Health | |
Prejump | |
Backdash |
Overview
Lancelot is a rushdown/mixup character. He excels at close range and has the tools to get there.
"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. |
Lancelot Lancelot is a mixup heavy character who relies on his speed and various mixup tools to overwhelm the opponent.
Pros
Cons
- Between his 22X teleports, 5U command dash and its followups, Lancelot's mobility is near unparalleled.
- His j.U fastfall is great for setting up quick "left/right" mixups that are actually low/throw/overhead.
- He has a unique walldive/walljump mechanic that can be used to get out of the corner, or set up some nasty oki.
- 2U is a great sliding attack that can low profile 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.
- 236H is a multi-hitting projectile with great utility; functioning as both a way to cover your approach from fullscreen, and as a way to set up mixups after a knockdown.
- The 214X series and their followups are safe on block if not auto-piloted into the ender, and can be staggered to create frametraps in pressure.
- Short ranged normals make it difficult to navigate neutral against many characters.
- Low average damage outside of specific confirms.
- 22H is not a "true Dragon Punch"-type move that rises while attacking, making anti-airing and escaping pressure difficult at times.
- While he is emphasized as a "mixup" character, some of his left/right mixups can be negated by the Guard button.
Normal Moves
c.L
5L (c.L/f.L) |
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c.M
c.M |
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c.H
c.H |
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Auto Combo
Auto Combo |
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f.M
f.M |
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f.H
f.H |
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2L
2L |
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2M
2M |
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2H
2H |
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2U
2U |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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Unique Actions
Delta Leap
Delta Leap 9 or 6 while midair and touching the wall |
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Wirbelwind
Wirbelwind 5U or j.U |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Wogenstrom
Wogenstrom 236X or 5S |
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Blade Impulse
Blade Impulse 66X or 6S |
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Southern Cross
Southern Cross 214X or 4S |
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Turbulenz
Turbulenz 22X or 2S |
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Skybound Art
Weiss Flugel
Weiss Flugel 236236H or 236S |
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Super Skybound Art
Schöner Winterhügel
Schöner Winterhügel 236236U or 236S+U |
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
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Attack Attributes •
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Misc •