m (→{{clr|1|F5XX}}) |
Hello chat (talk | contribs) |
||
(34 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
===== | ==Overview== | ||
{{Overview | {{#lst:{{PAGENAME}}/Data|Links}} | ||
| | <div id="home-content" class="home-grid"> | ||
{{card|width=4 | |||
|header=Overview | |||
|content=Dr. Paradigm can defeat large groups of Servants very quickly but without his own Servants or Minions he is bad at Master vs Master combat. Dr. Paradigm has a limited moveset with almost no combos or blockstrings, but you don't need combos or blockstrings against Servants and Minions since they cannot block. Paradigm's Tribe has very cheap Basic Servants and very powerful Elite Servants meaning Paradigm can flood the map with units early game to snowball resources into a strong advantage mid to late game. | |||
Playing as and against Dr. Paradigm forces one to have good map awareness as picking strategic high value targets not defended by the enemy Master is a key part of Dr. Paradigm's strategy. Paradigm's cheap Servant cost, Minion summons, and the purchasable Skill {{Tt|Stratagem| Provides a movement speed buff to all of Paradigm's units including himself.}} give him the skill to spread units all over the map faster than his opponents can which leads to a strong Mana economy and map vision for Paradigm. Once Paradigm gets enough Mana his Elite Servants are powerful enough to give even an experienced player trouble and Paradigm needs no longer fear direct confrontation. | Playing as and against Dr. Paradigm forces one to have good map awareness as picking strategic high value targets not defended by the enemy Master is a key part of Dr. Paradigm's strategy. Paradigm's cheap Servant cost, Minion summons, and the purchasable Skill {{Tt|Stratagem| Provides a movement speed buff to all of Paradigm's units including himself.}} give him the skill to spread units all over the map faster than his opponents can which leads to a strong Mana economy and map vision for Paradigm. Once Paradigm gets enough Mana his Elite Servants are powerful enough to give even an experienced player trouble and Paradigm needs no longer fear direct confrontation. | ||
}} | |||
{{GG2/infobox | |||
}} | |||
{{ProsAndCons | |||
|intro=is a mid-range zoner who relies on his cheap yet effective army to keep space between him and enemy while providing high AoE damage, Minion summons, allied buffs, and enemy debuffs. | |||
| | |||
|pros= | |pros= | ||
*'''Pure Utility''': Paradigm can counter any Servant type in the early game because he has his Mobile Servant Bower unlocked from the start while being able to summoning Magic Minion Kokopelli and Ranged Minion Gate Gunner. With Paradigm's Skill (Stratagem) he has a universal speed buff to all units including Dr. Paradigm himself. | *'''Pure Utility''': Paradigm can counter any Servant type in the early game because he has his Mobile Servant Bower unlocked from the start while being able to summoning Magic Minion Kokopelli and Ranged Minion Gate Gunner. With Paradigm's Skill (Stratagem) he has a universal speed buff to all units including Dr. Paradigm himself. | ||
*'''Cheap Servants''': Many of Dr. Paradigm's Servants are dirt cheap, letting him get units out faster than other factions. He can form a strong foothold in the early game. | *'''Cheap Servants''': Many of Dr. Paradigm's Servants are dirt cheap, letting him get units out faster than other factions. He can form a strong foothold in the early game. | ||
*''' | *'''High DPS in Large a AoE''': Surprisingly, Dr. Paradigm can pump out alot of damage over a large area very quickly. Gate Gunners last a long time, L8X deals alot of damage, and with some tricky placement of Bombs and Bonnie Paradigm's ability do kill large groups of enemy Servants is arguably best in the game. | ||
|cons= | |cons= | ||
*'''Bad at 1v1 scenarios''': Without using items or attacking with allies, his combos and blockstrings are non-existent. Dr. Paradigm has trouble defending himself if the enemy Master can get close to him. The pros 'Cheap Servants' and 'Pure Utility' generally mean that a good Paradigm player can avoid 1v1 scenarios though. | *'''Bad at 1v1 scenarios''': Without using items or attacking with allies, his combos and blockstrings are non-existent. Dr. Paradigm has trouble defending himself if the enemy Master can get close to him. The pros 'Cheap Servants' and 'Pure Utility' generally mean that a good Paradigm player can avoid 1v1 scenarios though. | ||
*''' | *'''Weak Basic Servants''': Dr. Paradigm's Basic Servants will generally lose battles in even numbered Scenarios. | ||
}} | }} | ||
</div> | </div> | ||
== | ==Lock-off Attacks== | ||
The most useful would be {{clr|2|F5X}}, otherwise you don't see Dr. Paradigm use Lock-off Attacks. | |||
===<big>{{clr|2|F5X}}</big>=== | |||
{{GG2 Move Card | |||
|input=F5X | |||
|description= | |||
}} | }} | ||
{{ | ===<big>{{clr|2|F5XX}}</big>=== | ||
{{GG2 Move Card | |||
|input=F5XX | |||
|description= | |||
}} | }} | ||
==== === | ===<big>{{clr|2|F8X}}</big>=== | ||
{{GG2 Move Card | |||
|input=F8X | |||
|description= | |||
Dr. Paradigm's most used lock-off attack. Dr. Paradigm rolls forward doing one hit that knocks down to anything in his way in a large area around him. | Dr. Paradigm's most used lock-off attack. Dr. Paradigm rolls forward doing one hit that knocks down to anything in his way in a large area around him. | ||
Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown. | Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown. | ||
}} | |||
=Lock-on Attacks= | ==Lock-on Attacks== | ||
===<big>{{clr|2|5X}}</big>=== | ===<big>{{clr|2|5X}}</big>=== | ||
{{GG2 Move Card | |||
|input=5X | |||
|description= | |||
{{ | |||
| | |||
| | |||
Dr. Paradigm shoots arrows which hit up to right outside of his circle. Can gatling into 5XX, 4X, or 6X. Cannot be special canceled. | Dr. Paradigm shoots arrows which hit up to right outside of his circle. Can gatling into 5XX, 4X, or 6X. Cannot be special canceled. | ||
Hitting close range can combo into 4X or 5XX. Hitting at tip range has no true followups unless you get creative with Modern Cancel. Modern Cancel into the purchasable consumable item Rapid Fire is a popular choice for the long hitstun which enables additional followups. | Hitting close range can combo into 4X or 5XX. Hitting at tip range has no true followups unless you get creative with Modern Cancel. Modern Cancel into the purchasable consumable item Rapid Fire is a popular choice for the long hitstun which enables additional followups. | ||
}} | |||
===<big>{{clr|2|5XX}}</big>=== | ===<big>{{clr|2|5XX}}</big>=== | ||
{{GG2 Move Card | |||
|input=5XX | |||
|description= | |||
{{ | |||
| | |||
| | |||
Dr. Paradigm does a stubby attack while moving forward slightly. Despite being 5XX the most common way you will get to this move will probably be gatling it after 6X. | Dr. Paradigm does a stubby attack while moving forward slightly. Despite being 5XX the most common way you will get to this move will probably be gatling it after 6X. | ||
If you want knockdown you will have to modern cancel into 2X or get creative with items. | If you want knockdown you will have to modern cancel into 2X or get creative with items. | ||
}} | |||
===<big>{{clr|2|5XXX}}</big>=== | ===<big>{{clr|2|5XXX}}</big>=== | ||
{{GG2 Move Card | |||
|input=5XXX | |||
|description= | |||
{{ | |||
| | |||
| | |||
This applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves. | This applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves. | ||
Doesn't knockdown so Paradigm isn't exactly at a great distance from the opponent even if they got hit by this despite decent pushback. | Doesn't knockdown so Paradigm isn't exactly at a great distance from the opponent even if they got hit by this despite decent pushback. | ||
}} | |||
===<big>{{clr|2|4X}}</big>=== | ===<big>{{clr|2|4X}}</big>=== | ||
{{GG2 Move Card | |||
|input=4X | |||
|description= | |||
{{ | |||
| | |||
| | |||
A rather short range attack that covers Dr. Paradigm's left and front sides. | A rather short range attack that covers Dr. Paradigm's left and front sides. | ||
This attack knocks the opponent back leading to a knockdown unless they bounce off a wall. | This attack knocks the opponent back leading to a knockdown unless they bounce off a wall. | ||
}} | |||
===<big>{{clr|2|6X}}</big>=== | ===<big>{{clr|2|6X}}</big>=== | ||
{{GG2 Move Card | |||
|input=6X | |||
|description= | |||
Dr. Paradigm's fastest attack with short range. Can only gatling into 5XX. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|2|2X}}</big>=== | ===<big>{{clr|2|2X}}</big>=== | ||
{{GG2 Move Card | |||
|input=2X | |||
|description= | |||
{{ | |||
| | |||
| | |||
2X applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves. | 2X applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves. | ||
This attack covers a wide area and causes knockdown. It does low damage and recovers slower than Dr. Paradigm's similar ranged normals so it's mostly used to get the opponent off Paradigm while also giving him time to do grounded special moves set up Bonnie's explosions as a threat. | This attack covers a wide area and causes knockdown. It does low damage and recovers slower than Dr. Paradigm's similar ranged normals so it's mostly used to get the opponent off Paradigm while also giving him time to do grounded special moves set up Bonnie's explosions as a threat. | ||
}} | |||
===<big>{{clr|2|8X}}</big>=== | ===<big>{{clr|2|8X}}</big>=== | ||
{{GG2 Move Card | |||
|input=8X | |||
|description= | |||
Using 8X is where Paradigm's meterless damage is. Bonnie flies above whatever Dr. Paradigm is currently locked onto then she drops a stone apple and falls on whatever might still be bellow her. | |||
This attack does high damage, can hit multiple targets, is unblockable, and can hit opponents at many different ranges. The only downside this move has is it's startup and recovery but it can also be Modern Canceled on hit to get rid of the later. | |||
}} | }} | ||
==== | ==Jumping Attacks== | ||
===<big>{{clr|3|j.5X}}</big>=== | |||
{{ | {{GG2 Move Card | ||
|input=j5X | |||
|description= | |||
Hits all around Paradigm. | |||
}} | |||
===<big>{{clr|3|j.8X}}</big>=== | |||
===<big> | {{GG2 Move Card | ||
|input=j8X | |||
|description= | |||
Same as 8X but in the air. Probably best to be locked onto an opponent for tracking, otherwise it's hard to aim. | |||
{ | |||
{ | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==Specials== | ||
===<big>Bonnie</big>=== | |||
{{InputBadge|{{clr|5|5Y/4Y/6Y/2Y/8Y}}}} | |||
{{GG2 Move Card | |||
|input=Y | |||
|description= | |||
This move is the source of Dr. Paradigm's best damage but getting that damage can be difficult to master. Unlike other characters who have different moves for the 5 directions (8,4,5,6, and 2); Dr. Paradigm calls Bonnie to go to a position relative Paradigm and the direction pressed with Y. Expect a Diagram explaining this better to show up on this page at some point in the future sort of like Bridget's yo yo honestly. | This move is the source of Dr. Paradigm's best damage but getting that damage can be difficult to master. Unlike other characters who have different moves for the 5 directions (8,4,5,6, and 2); Dr. Paradigm calls Bonnie to go to a position relative Paradigm and the direction pressed with Y. Expect a Diagram explaining this better to show up on this page at some point in the future sort of like Bridget's yo yo honestly. | ||
Bonnie runs out and sets a bomb the first time Dr. Paradigm uses any grounded special input. A bomb can only stay out for a limited amount of time but if Dr. Paradigm uses a grounded special again then Bonnie will run out and shoot a projectile that slowly travels to the previously set bomb. If the projectile manages to reach the bomb then the bomb explodes dealing damage based on how far the projectile traveled. If the projectile travels too far it will disappear before reaching the bomb. | Bonnie runs out and sets a bomb the first time Dr. Paradigm uses any grounded special input. A bomb can only stay out for a limited amount of time but if Dr. Paradigm uses a grounded special again then Bonnie will run out and shoot a projectile that slowly travels to the previously set bomb. If the projectile manages to reach the bomb then the bomb explodes dealing damage based on how far the projectile traveled. If the projectile travels too far it will disappear before reaching the bomb. | ||
}} | |||
===<big>Strategic Arrangement</big>=== | ===<big>Strategic Arrangement</big>=== | ||
{{InputBadge|{{clr|5|j.5Y}}}} | |||
{{GG2 Move Card | |||
|input=j.5Y | |||
|description= | |||
{{ | |||
| | |||
| | |||
= | |||
Not to be confused with Dr. Paradigm's skill Stratagem. This move instead drops a projectile that turns into a shockwave when it hits the ground. | Not to be confused with Dr. Paradigm's skill Stratagem. This move instead drops a projectile that turns into a shockwave when it hits the ground. | ||
The projectile is not an attack but the shockwave is. The shockwave applies the Bomb debuff similar to 2X or 5XXX. | The projectile is not an attack but the shockwave is. The shockwave applies the Bomb debuff similar to 2X or 5XXX. | ||
}} | |||
===<big>Thirty-Six Stratagem</big>=== | ===<big>Thirty-Six Stratagem</big>=== | ||
{{InputBadge|{{clr|5|j.8Y}}}} | |||
{{GG2 Move Card | |||
|input=j8X | |||
|description= | |||
{{ | |||
| | |||
| | |||
Not to be confused with Dr. Paradigm's skill Stratagem. This move instead acts like a air version of F8X down to needing the input to happen at the same time as the button press. | Not to be confused with Dr. Paradigm's skill Stratagem. This move instead acts like a air version of F8X down to needing the input to happen at the same time as the button press. | ||
Dr. Paradigm will roll in the direction press when you input this attack. You can do this in any direction when not locked on. | Dr. Paradigm will roll in the direction press when you input this attack. You can do this in any direction when not locked on. | ||
}} | |||
= | ==Overdrive== | ||
===<big>Summon Kokopelli</big>=== | |||
{{InputBadge|{{clr|2|X}} + {{clr|3|A}}}} | |||
{{GG2 Move Card | |||
|input=X+A | |||
|description= | |||
Summons [[GG2/Tribes#Minions_4|Kokopelli]] | |||
}} | }} | ||
==== ==== | ==Skills== | ||
===<big>Summon Gate Gunner</big>=== | |||
{{InputBadge|{{clr|4|B}}}} | |||
{{GG2 Move Card | |||
|input=Summon Gate Gunner | |||
|description= | |||
Summons [[GG2/Tribes#Minions_4|Gate Gunner]]. | |||
}} | }} | ||
=== | ===<big>Stratagem</big>=== | ||
{{InputBadge|{{clr|4|B}}}} | |||
{{GG2 Move Card | |||
|input=Stratagem | |||
|description= | |||
Using this skill applies a universal attack and movement speed buff to all units including Dr. Paradigm himself. | Using this skill applies a universal attack and movement speed buff to all units including Dr. Paradigm himself. | ||
One of the best moves in the game and one that Dr. Paradigm should always be using if able. | One of the best moves in the game and one that Dr. Paradigm should always be using if able. | ||
}} | |||
===<big>Aegis Field</big>=== | ===<big>Aegis Field</big>=== | ||
{{InputBadge|{{clr|4|B}}}} | |||
{{GG2 Move Card | |||
|input=Aegis Field | |||
|description= | |||
Dr. Paradigm puts up a big sphere around him which destroys any projectiles that enter it's radius while active. A solid move to throw out in large chaotic battles. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Get Out of Here</big>=== | ===<big>Get Out of Here</big>=== | ||
{{InputBadge|{{clr|4|B}}}} | |||
{{GG2 Move Card | |||
|input=Get Out of Here | |||
|description= | |||
{{ | |||
| | |||
| | |||
Dr. Paradigm command grabs the opponent and throws them very far away. Sometimes as far as the next Ghost over. | Dr. Paradigm command grabs the opponent and throws them very far away. Sometimes as far as the next Ghost over. | ||
Line 506: | Line 211: | ||
A solid move for helping Dr. Paradigm get the enemy Master off of him. | A solid move for helping Dr. Paradigm get the enemy Master off of him. | ||
*Only deals damage when the opponent is in block or hit stun | |||
}} | |||
==Navigation== | ==Navigation== | ||
{{ | {{GG2/Navigation}} |
Latest revision as of 15:30, 16 July 2023
Overview
Dr. Paradigm can defeat large groups of Servants very quickly but without his own Servants or Minions he is bad at Master vs Master combat. Dr. Paradigm has a limited moveset with almost no combos or blockstrings, but you don't need combos or blockstrings against Servants and Minions since they cannot block. Paradigm's Tribe has very cheap Basic Servants and very powerful Elite Servants meaning Paradigm can flood the map with units early game to snowball resources into a strong advantage mid to late game.
Playing as and against Dr. Paradigm forces one to have good map awareness as picking strategic high value targets not defended by the enemy Master is a key part of Dr. Paradigm's strategy. Paradigm's cheap Servant cost, Minion summons, and the purchasable Skill Stratagem Provides a movement speed buff to all of Paradigm's units including himself. give him the skill to spread units all over the map faster than his opponents can which leads to a strong Mana economy and map vision for Paradigm. Once Paradigm gets enough Mana his Elite Servants are powerful enough to give even an experienced player trouble and Paradigm needs no longer fear direct confrontation.
![]() |
Health |
450 |
Skills |
Gate Gunner, Stratagem, Aegis Field, Get Out of Here |
Tribe |
Gears |
Dr. Paradigm is a mid-range zoner who relies on his cheap yet effective army to keep space between him and enemy while providing high AoE damage, Minion summons, allied buffs, and enemy debuffs.
- Pure Utility: Paradigm can counter any Servant type in the early game because he has his Mobile Servant Bower unlocked from the start while being able to summoning Magic Minion Kokopelli and Ranged Minion Gate Gunner. With Paradigm's Skill (Stratagem) he has a universal speed buff to all units including Dr. Paradigm himself.
- Cheap Servants: Many of Dr. Paradigm's Servants are dirt cheap, letting him get units out faster than other factions. He can form a strong foothold in the early game.
- High DPS in Large a AoE: Surprisingly, Dr. Paradigm can pump out alot of damage over a large area very quickly. Gate Gunners last a long time, L8X deals alot of damage, and with some tricky placement of Bombs and Bonnie Paradigm's ability do kill large groups of enemy Servants is arguably best in the game.
- Bad at 1v1 scenarios: Without using items or attacking with allies, his combos and blockstrings are non-existent. Dr. Paradigm has trouble defending himself if the enemy Master can get close to him. The pros 'Cheap Servants' and 'Pure Utility' generally mean that a good Paradigm player can avoid 1v1 scenarios though.
- Weak Basic Servants: Dr. Paradigm's Basic Servants will generally lose battles in even numbered Scenarios.
Lock-off Attacks
The most useful would be F5X, otherwise you don't see Dr. Paradigm use Lock-off Attacks.
F5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
27 | Low | No | None | None |
F5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
36 | Low | No | None | None |
F8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
60 | Low | Yes | Long | None |
Dr. Paradigm's most used lock-off attack. Dr. Paradigm rolls forward doing one hit that knocks down to anything in his way in a large area around him.
Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.
Lock-on Attacks
5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
37 | Low | No | None | Sidesteps |
Dr. Paradigm shoots arrows which hit up to right outside of his circle. Can gatling into 5XX, 4X, or 6X. Cannot be special canceled.
Hitting close range can combo into 4X or 5XX. Hitting at tip range has no true followups unless you get creative with Modern Cancel. Modern Cancel into the purchasable consumable item Rapid Fire is a popular choice for the long hitstun which enables additional followups.
5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
37 | Medium | No | None | Sidesteps |
Dr. Paradigm does a stubby attack while moving forward slightly. Despite being 5XX the most common way you will get to this move will probably be gatling it after 6X.
If you want knockdown you will have to modern cancel into 2X or get creative with items.
5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
52 | Medium | Yes | None | None |
This applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves.
Doesn't knockdown so Paradigm isn't exactly at a great distance from the opponent even if they got hit by this despite decent pushback.
4X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
52 | Low | No | Normal | Sidesteps |
A rather short range attack that covers Dr. Paradigm's left and front sides.
This attack knocks the opponent back leading to a knockdown unless they bounce off a wall.
6X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
37 | Low | No | None | None |
Dr. Paradigm's fastest attack with short range. Can only gatling into 5XX.
2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
45 | Low | No | Long | None |
2X applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves.
This attack covers a wide area and causes knockdown. It does low damage and recovers slower than Dr. Paradigm's similar ranged normals so it's mostly used to get the opponent off Paradigm while also giving him time to do grounded special moves set up Bonnie's explosions as a threat.
8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
102 | Unblockable | Yes | Normal | None |
Using 8X is where Paradigm's meterless damage is. Bonnie flies above whatever Dr. Paradigm is currently locked onto then she drops a stone apple and falls on whatever might still be bellow her.
This attack does high damage, can hit multiple targets, is unblockable, and can hit opponents at many different ranges. The only downside this move has is it's startup and recovery but it can also be Modern Canceled on hit to get rid of the later.
Jumping Attacks
j.5X
- GG2 Dr-P j5X.png
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
30 | Low | No | Normal | None |
Hits all around Paradigm.
j.8X
- GG2 Dr-P j8X.png
8X, but in the air
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
102 | Unblockable | Yes | Normal | None |
Same as 8X but in the air. Probably best to be locked onto an opponent for tracking, otherwise it's hard to aim.
Specials
Bonnie
5Y/4Y/6Y/2Y/8Y
- GG2 Dr-P Y.png
Your best source of damage over a large area.
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
Variable | Low | Yes | No | 7.5% |
This move is the source of Dr. Paradigm's best damage but getting that damage can be difficult to master. Unlike other characters who have different moves for the 5 directions (8,4,5,6, and 2); Dr. Paradigm calls Bonnie to go to a position relative Paradigm and the direction pressed with Y. Expect a Diagram explaining this better to show up on this page at some point in the future sort of like Bridget's yo yo honestly.
Bonnie runs out and sets a bomb the first time Dr. Paradigm uses any grounded special input. A bomb can only stay out for a limited amount of time but if Dr. Paradigm uses a grounded special again then Bonnie will run out and shoot a projectile that slowly travels to the previously set bomb. If the projectile manages to reach the bomb then the bomb explodes dealing damage based on how far the projectile traveled. If the projectile travels too far it will disappear before reaching the bomb.
Strategic Arrangement
j.5Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
37 (15,22) | Medium | No | None | 15% |
Not to be confused with Dr. Paradigm's skill Stratagem. This move instead drops a projectile that turns into a shockwave when it hits the ground.
The projectile is not an attack but the shockwave is. The shockwave applies the Bomb debuff similar to 2X or 5XXX.
Thirty-Six Stratagem
j.8Y
- GG2 Dr-P j8X.png
8X, but in the air
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
102 | Unblockable | Yes | Normal | None |
Not to be confused with Dr. Paradigm's skill Stratagem. This move instead acts like a air version of F8X down to needing the input to happen at the same time as the button press.
Dr. Paradigm will roll in the direction press when you input this attack. You can do this in any direction when not locked on.
Overdrive
Summon Kokopelli
X + A
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
N/A | N/A | N/A | N/A | 100% |
Summons Kokopelli
Skills
Summon Gate Gunner
B
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
N/A | N/A | N/A | N/A | 8% |
Summons Gate Gunner.
Stratagem
B
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
N/A | N/A | N/A | N/A | 10% |
Using this skill applies a universal attack and movement speed buff to all units including Dr. Paradigm himself.
One of the best moves in the game and one that Dr. Paradigm should always be using if able.
Aegis Field
B
- GG2 Dr-P Aegis Field.png
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
N/A | N/A | N/A | N/A | 12% |
Dr. Paradigm puts up a big sphere around him which destroys any projectiles that enter it's radius while active. A solid move to throw out in large chaotic battles.
Get Out of Here
B
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. |
---|---|---|---|---|
120* | Unblockable | Yes | Normal | 5% |
Dr. Paradigm command grabs the opponent and throws them very far away. Sometimes as far as the next Ghost over.
Dr. Paradigm can easily set this up as a tick throw with smart use of Modern Cancel on his close range normals.
A solid move for helping Dr. Paradigm get the enemy Master off of him.
- Only deals damage when the opponent is in block or hit stun