GG2/Dr. Paradigm: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{#lst:{{PAGENAME}}/Data|Links}}
|overview= Dr. Paradigm has very strong {{Tt|Servant Clear|When a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach.}} but without Servants or Minions nearby Dr Paradigm 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.  
<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.
 
}}
|lore=The leader of a small society of Gears that survived the Crusades.
{{GG2/infobox
 
}}
 
{{ProsAndCons
He despises humanity, but holds Ky in high regard.
|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.  
|summary= 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.
*'''Fast Servant Clear''': 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 Servant Clear is arguably best in the 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.
*'''Mediocre Tribe''': While the Gears are not a bad tribe by any means, they technically aren't as strong as Ky/Sin's or Valentine/Raven's armies when you compare even numbered scenarios of similar types.
*'''Weak Basic Servants''': Dr. Paradigm's Basic Servants will generally lose battles in even numbered Scenarios.
}}
}}
=Lock-off Attacks=
The most useful would be F8X, otherwise you don't see Dr. Paradigm use Lock-off Attacks.
===<big>{{clr|1|F5X}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_F5X.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
==Lock-off Attacks==
<!--Insert text below the =s and above the {{CloseCard}}-->
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=


{{CloseCard}}
===<big>{{clr|1|F5XX}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_5XX.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>{{clr|2|F5XX}}</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{GG2 Move Card
|input=F5XX
|description=


{{CloseCard}}
===<big>{{clr|1|F8X}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_F8X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>{{clr|2|F8X}}</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{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.
{{CloseCard}}
}}


 
==Lock-on Attacks==
=Lock-on Attacks=
===<big>{{clr|2|5X}}</big>===
===<big>{{clr|2|5X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=5X
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_5X.png | Stubby jab
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
 
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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 <span class="input-badge"> {{clr|1|Modern Cancel}} > {{clr|3|Front Step}} > {{clr|2|6X}} </span>. Another route is using <span class="input-badge">{{clr|4|Rapid Fire}} > {{clr|1|Modern Cancel}}</span> is a popular choice for the long hitstun which enables additional followups.
{{CloseCard}}
}}


===<big>{{clr|2|5XX}}</big>===
===<big>{{clr|2|5XX}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=5XX
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_5XX.png | Stubby combo filler be careful not to whiff
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
 
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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.
{{CloseCard}}
}}


===<big>{{clr|2|5XXX}}</big>===
===<big>{{clr|2|5XXX}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=5XXX
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_5XXX.png | Bomb status
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
 
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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.
{{CloseCard}}
}}


===<big>{{clr|2|4X}}</big>===
===<big>{{clr|2|4X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=4X
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_4X.png | Light prism
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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.
{{CloseCard}}
}}


===<big>{{clr|2|6X}}</big>===
===<big>{{clr|2|6X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=6X
<tabber>
|description=
Images =
Dr. Paradigm's fastest attack with short range. Can only gatling into 5XX.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_6X.png | Stubby jab
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="6X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Dr. Paradigm's fastest attack with short range. Can only gatling into 5XX.
{{CloseCard}}


===<big>{{clr|2|2X}}</big>===
===<big>{{clr|2|2X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=2X
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_2X.png | Knockdown and Bomb status
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
 
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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.
{{CloseCard}}
}}


===<big>{{clr|2|8X}}</big>===
===<big>{{clr|2|8X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=8X
<tabber>
|description=
Images =  
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.
<gallery widths="210px" heights="210px" mode="nolines">
 
GG2_Dr-P_8X.png | Highest meterless damage
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.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Jumping Attacks==
<!--Insert text below the =s and above the {{CloseCard}}-->
Using 8X is where Paradigm's meterless damage is. Bonnie flies above whatever Dr. Paradigm is currently locked onto then she turns into 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.  
===<big>{{clr|3|j.5X}}</big>===
{{CloseCard}}
{{GG2 Move Card
|input=j5X
|description=
Hits all around Paradigm.
}}


=Specials=
===<big>{{clr|3|j.8X}}</big>===
===<big>Bonnie</big>===
{{GG2 Move Card
<span class="input-badge">'''{{clr|P|5Y/4Y/6Y/2Y/8Y}}'''</span>
|input=j8X
<div class="attack-container">
|description=
<div class="attack-gallery">
Same as 8X but in the air. Probably best to be locked onto an opponent for tracking, otherwise it's hard to aim.
<tabber>
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_Y.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Specials==
<!--Insert text below the =s and above the {{CloseCard}}-->
===<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.
 
}}
 
{{CloseCard}}


===<big>Strategic Arrangement</big>===
===<big>Strategic Arrangement</big>===
<span class="input-badge">'''{{clr|P|j.5Y}}'''</span>
{{InputBadge|{{clr|5|j.5Y}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=j.5Y
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_j5Y.png | Max distance this move will track to
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
 
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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.


{{CloseCard}}
}}


===<big>Thirty-Six Stratagem</big>===
===<big>Thirty-Six Stratagem</big>===
<span class="input-badge">'''{{clr|P|j.8Y}}'''</span>
{{InputBadge|{{clr|5|j.8Y}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=j.8y
<tabber>
|description=
Images =
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.
<gallery widths="210px" heights="210px" mode="nolines">
 
GG2_Dr-P_j8Y.png |
Dr. Paradigm will roll in the direction press when you input this attack. You can do this in any direction when not locked on.
</gallery>
 
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Overdrive==
<!--Insert text below the =s and above the {{CloseCard}}-->
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.
===<big>Summon Kokopelli</big>===
{{InputBadge|{{clr|2|X}} + {{clr|3|A}}}}
{{GG2 Move Card
|input=X+A
|description=
Summons [[GG2/Dr._Paradigm/Tribe#Kokopelli|Kokopelli]], the strongest Minion in the game.


{{CloseCard}}
Be careful not to get hit during the summoning though as you can waste all your Tension and not get anything out of it. Keeping a Tension Potion on hand might be wise.
}}


=Skills=
==Skills==


===<big>Summon Gate Gunner</big>===
===<big>Summon Gate Gunner</big>===
<span class="input-badge">'''{{clr|P|B}}'''</span>
{{InputBadge|{{clr|4|B}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=Summon Gate Gunner
<tabber>
|description=
Images =
Summons [[GG2/Dr._Paradigm/Tribe#Minions|Gate Gunner]].
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_GateGunner-Summon.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Summon Gate Gunner"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
This Skill is often bought early as the Gate Gunner's Ranged type makes it strong against Basic Melee Servants which make the bulk of enemy forces through the entire game.
<!--Insert text below the =s and above the {{CloseCard}}-->
Summons Gate Gunner. See Minions tab in the Dr. Paradigm section of the Tribes page for more details on Gate Gunner.
{{CloseCard}}


===<big>Stratagem</big>===
Gate Gunners do not have much health so you often want some Servants placed in front of them, usually [[GG2/Dr._Paradigm/Tribe#Geroppa|Gerropa]]. You can have a few Gate Gunners out at once by using the Skill as soon as it's cooldown ends.
<span class="input-badge">'''{{clr|P|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_Stratagem.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Stratagem"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>Stratagem</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{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 Skills in the game''' and one that Dr. Paradigm should always be using if able.
{{CloseCard}}
}}


===<big>Aegis Field</big>===
===<big>Aegis Field</big>===
<span class="input-badge">'''{{clr|P|B}}'''</span>
{{InputBadge|{{clr|4|B}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=Aegis Field
<tabber>
|description=
Images =
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 and as such is usually bought late game to help protect your [[GG2/Dr._Paradigm/Tribe#Bonebiter|Bonebiter]] push.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_Aegis_Field.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Aegis Field"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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.
{{CloseCard}}


===<big>Get Out of Here</big>===
===<big>Get Out of Here</big>===
<span class="input-badge">'''{{clr|P|B}}'''</span>
{{InputBadge|{{clr|4|B}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=Get Out of Here
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Dr-P_Get_Out_of_Here.png | Bottom half of picture shows the range this throw leaves the opponent at.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Get Out of Here"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
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 215:


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.  
{{CloseCard}}
*Only deals damage when the opponent is in block or hit stun
 
}}
=Combos=
 
 
-Basic Combos-
5X, X, X
The third x hit will apply a debuff to the targets hit in the circle. This debuff pairs well with Dr. Paradigm's y abilities. If an enemy is pulled into an explosion with this debuff they will effectively explode twice dealing tonnes of damage and launching Masters.
 
8+X
Drops a giant apple on their head. Spam for profit.
 
2X
Creates a field on the ground which knocks the enemy backwards ever so slightly. Quick, will apply a debuff which works in conjunction with his explosive y abilities.
 
5X,4X
Knocks his target away.
 
6X, X, X
Another 3 hit combo.
 
5X, X, Get Out of Here 5B
The tracker doesn't say, but I estimate about 230 damage.
 
5X, X, Gate Gunner 5B
Can help you apply pressure and put down a gate gunner safely on your opponent giving you more options. Also feels the smoothest when summoning the gate gunner compared to the variants below.
65 Damage.
 
5X, X, X, Gate Gunner. 5B
109 Damage.
 
 
To do: come up with item combos, unblockables, and setups. Might need to dive into JP wiki for more info on advanced techniques with Bonnie Bombs.


==Navigation==
==Navigation==
{{#lst:Guilty Gear 2 -Overture-/Navigation}}
{{GG2/Navigation}}
[[Category:Guilty Gear|Dr. Paradigm]]

Latest revision as of 14:41, 12 April 2024

Overview

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.
Dr. Paradigm
GG2 Dr. Paradigm Portrait.png
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.

Pros
Cons
  • 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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 > Front Step > 6X . Another route is using Rapid Fire > Modern Cancel 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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 * n (max 4 hits) Medium Yes Normal 10%

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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, the strongest Minion in the game.

Be careful not to get hit during the summoning though as you can waste all your Tension and not get anything out of it. Keeping a Tension Potion on hand might be wise.

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

This Skill is often bought early as the Gate Gunner's Ranged type makes it strong against Basic Melee Servants which make the bulk of enemy forces through the entire game.

Gate Gunners do not have much health so you often want some Servants placed in front of them, usually Gerropa. You can have a few Gate Gunners out at once by using the Skill as soon as it's cooldown ends.

Stratagem

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 Skills in the game and one that Dr. Paradigm should always be using if able.

Aegis Field

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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 and as such is usually bought late game to help protect your Bonebiter push.

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 blockstun When 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.. OTG The 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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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

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