< GBVS
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{{Description|8|text= | {{Description|8|text= | ||
Fires a projectile that travels across the stage. This skill has slow startup but fast recovery, so Lancelot can move and go on the offensive while the projectile is still | 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. | ||
* '''L Version''' | * '''L Version:''' Fast startup but also fast travel time. | ||
* '''M Version''' | * '''M Version:''' Slower startup but also much slower travel time, very good to cover your approach. | ||
* '''H Version''' | * '''H Version:''' As fast startup as L version but as slow travel time as M version. Hits 3 times on both hit and block, which can create unblockable situations if the opponent is caught blocking the projectile in the air. | ||
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Revision as of 13:59, 22 March 2020
Health | |
Prejump | |
Backdash |
Overview
"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 rushdown/mixup-heavy character who relies on his speed and various mixup tools to overwhelm the opponent at close range.
Pros
Cons
- Between his 22X teleports, 5U/j.U command dashes, and his unique walljumps, Lancelot's mobility is near unparalleled.
- 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 (Air OK) |
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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 •