< GBVS
Triplicity (talk | contribs) |
Triplicity (talk | contribs) |
||
Line 268: | Line 268: | ||
{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{!}}- | ||
{{AttackVersion|name=Ground|subtitle=5U}} | |||
{{#lst:GBVS/Lancelot/Data|5U}} | {{#lst:GBVS/Lancelot/Data|5U}} | ||
{{!}}- | {{!}}- | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Quick Stop|subtitle=5U}} | {{AttackVersion|name=Air|subtitle=j.U}} | ||
{{#lst:GBVS/Lancelot/Data|5U j.U}} | |||
{{!}}- | |||
{{!}}- | |||
{{AttackVersion|name=Quick Stop|subtitle=5U > 5U}} | |||
{{#lst:GBVS/Lancelot/Data|5U 5U}} | {{#lst:GBVS/Lancelot/Data|5U 5U}} | ||
{{!}}- | {{!}}- | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Cross Over|subtitle=6U}} | {{AttackVersion|name=Cross Over|subtitle=5U > 6U}} | ||
{{#lst:GBVS/Lancelot/Data|5U 6U}} | {{#lst:GBVS/Lancelot/Data|5U 6U}} | ||
{{!}}- | {{!}}- | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Feint|subtitle=4U}} | {{AttackVersion|name=Feint|subtitle=5U > 4U}} | ||
{{#lst:GBVS/Lancelot/Data|5U 4U}} | {{#lst:GBVS/Lancelot/Data|5U 4U}} | ||
{{!}}- | {{!}}- | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Jump|subtitle=2/8U}} | {{AttackVersion|name=Jump|subtitle=5U > 2/8U}} | ||
{{#lst:GBVS/Lancelot/Data|5U 2U}} | {{#lst:GBVS/Lancelot/Data|5U 2U}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Performs a dashing maneuver that can be canceled into various followups | 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, such as baiting anti-airs and reversals. Altering the fastball timing during a jump makes which side he lands on extremely ambiguous, making it also a potent mixup tool that gains layers after the opponent begins using the Guard button to negate the "left/right" aspect. | |||
* '''Quick Stop:''' Used to bait whiffs in neutral when well-spaced, but the recovery can prevent you from getting a proper punish. Also sometimes used in some anti-air combo routes. | |||
* '''Cross Over:''' Can cross through opponents. | |||
* '''Feint:''' Also used to bait moves in neutral, with less risk than quick stop. | |||
* '''Jump:''' Same as the teleport from 22L/M. The diagonal angle makes it possible to force many wakeup DPs to whiff on after a midscreen knockdown, at the risk of losing to regular anti-airs. | |||
}} | }} | ||
}} | }} |
Revision as of 11:54, 13 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) |
---|
c.M
c.M |
---|
c.H
c.H |
---|
Auto Combo
Auto Combo |
---|
f.M
f.M |
---|
f.H
f.H |
---|
2L
2L |
---|
2M
2M |
---|
2H
2H |
---|
2U
2U |
---|
j.L
j.L |
---|
j.M
j.M |
---|
j.H
j.H |
---|
Unique Actions
Delta Leap
Delta Leap 9 or 6 while midair and touching the wall |
---|
Wirbelwind
Wirbelwind 5U or j.U |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Overhead Attack
Overhead Attack |
---|
Special Moves
Wogenstrom
Wogenstrom 236X or 5S |
---|
Blade Impulse
Blade Impulse 66X or 6S |
---|
Southern Cross
Southern Cross 214X or 4S |
---|
Turbulenz
Turbulenz 22X or 2S |
---|
Skybound Art
Weiss Flugel
Weiss Flugel 236236H or 236S |
---|
Super Skybound Art
Schöner Winterhügel
Schöner Winterhügel 236236U or 236S+U |
---|
To edit frame data, edit values in GBVS/Lancelot/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •