Template:ReasonsToPick/doc: Difference between revisions

Template page
No edit summary
Line 4: Line 4:
* This section is intended to help new players and those looking to switch characters to have idea if they would like a given character.
* This section is intended to help new players and those looking to switch characters to have idea if they would like a given character.
* Many of the points made will be subjective and avoiding objective comparisons between characters is recommended.  
* Many of the points made will be subjective and avoiding objective comparisons between characters is recommended.  
* No more than 3-5 bullet points and perferably one, but not more than 2, sentences per bullet. Try to keep it short and to the point.
* Any reasons listed must be only about the gameplay of the character, while people pick characters for many reasons outside of gameplay Dustloop is a gameplay focused wiki.
* Any reasons listed must be only about the gameplay of the character, while people pick characters for many reasons outside of gameplay Dustloop is a gameplay focused wiki.
* Reasons to Pick / Avoid will not include information about the tier placement or direct strength of a character, that information is readily available both on Dustloop and elsewhere. These are valid reasons but invite too much controversy.
* Reasons to Pick / Avoid will not include information about the tier placement or direct strength of a character, that information is readily available both on Dustloop and elsewhere. These are valid reasons but invite too much controversy.

Revision as of 21:40, 15 February 2023

Standards for Reasons to Pick

  • This section is intended to help new players and those looking to switch characters to have idea if they would like a given character.
  • Many of the points made will be subjective and avoiding objective comparisons between characters is recommended.
  • No more than 3-5 bullet points and perferably one, but not more than 2, sentences per bullet. Try to keep it short and to the point.
  • Any reasons listed must be only about the gameplay of the character, while people pick characters for many reasons outside of gameplay Dustloop is a gameplay focused wiki.
  • Reasons to Pick / Avoid will not include information about the tier placement or direct strength of a character, that information is readily available both on Dustloop and elsewhere. These are valid reasons but invite too much controversy.
  • It is perfectly valid to have one point listed as both a reason to play and a reason to avoid. For example, high execution requirements may attract some players to a character and make others avoid the character.


{{ReasonsToPick
| intro = {{Character Label|GAME|FULL NAME|24px}} followed by a summary of the character's playstyle in 1 sentence.
| pickMe = bullet point list of strengths
| avoidMe = bullet point list of weaknesses
| tablewidth = NUMBER size. Will determine the % width of the screen that the table fills. Default: 69.
}}

Example

Basic Example

 Ky Kiske is an XYZ charcter who does QWE using ASDF.
Pick if you like Avoid if you dislike
  • Pro 1
  • Pro 2
  • Con 1
  • Con 2

Populated Example

 Ky Kiske fulfills the role of an approachable and well rounded character.
Pick if you like Avoid if you dislike
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.

Populated Example with 69% width

 Ky Kiske fulfills the role of an approachable and well rounded character.
Pick if you like Avoid if you dislike
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.

GGST Examples

Faust

 Faust is an unorthodox character who tosses randomized items to cause chaos that is usually in his favor.
Pick if you like Avoid if you dislike
  • You thrive in chaotic situations and like capitalizing on them
  • You want an unorthodox toolkit centered around screen control
  • You like having unique movement/approach options
  • You want each round to feel like a completely different experience
  • You don't like the idea of having an RNG-dependent gameplan
  • You want a conventional toolkit with little/no fine-print
  • You like having a standard air-dash for jump-ins and movement
  • You like having consistent pressure
  • You want strong defensive options that work well

Sin Kiske

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • Meterless Conversions - The Stamina Gauge allows Sin to deal high damage and get good oki off of most of his starters meterlessly.
  • Strong Pressure - Sin's special move follow-ups give him the ability enforce scary stagger pressure and strike/throw, even at range.
  • Long Reach - Sin has many large and far-reaching moves, enabling Sin to control space on the screen well.
  • Meterless Reversal - Hawk Baker is a meterless, invincible reversal giving Sin a powerful defensive option without needing bar.
  • Meter Management - Sin's Stamina must be managed carefully otherwise you will be left vulnerable after most of your special moves.
  • Slow Attacks - Some of Sin's best buttons are quite slow, making him weak in scramble situations.
  • Difficult Cancels - Sin's optimal combo enders require difficult kara-cancel inputs, which often punish you for mis-inputting.

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • Meterless Conversions - Sin's Stamina Gauge allows him to deal high damage and get good oki off of most of his starters meterlessly, even from Midscreen. It also allows him to kara-cancel any of his specials into either of his supers, allowing him to deal massive damage off of the right hits.
  • Strong Pressure - Sin's special move follow-ups give him the ability enforce scary stagger pressure and strike/throw, even at range. He also has decent high/low mix as Hoof Stomp and 6K are the same speed, beat most abare An attack during the opponent's pressure, intended to interrupt it., and hit overhead and low, respectively.
  • Long Reach - 6P, f.S, 2S, j.H, and Beak Driver are all decently large buttons, enabling Sin to control space on the screen well. Elk Hunt is also a very long reaching, low profiling move, which lets Sin close the distance.
  • Meterless Reversal - Sin has a meterless, invincible reversal in Hawk Baker, meaning he can disrespect his opponent's pressure without the need of meter and deal big damage in return.
  • Meter Management - When low or out of stamina, Sin's pressure and damage potential drop dramatically, requiring you to carefully choose when and where to use your stamina so as to not undermine your gameplan. Sub-optimal combos and/or autopiloting follow-ups will quickly leave you dry on stamina and ruin your momentum.
  • Slow Attacks - While very far reaching, buttons like f.S, 2S, and Beak Driver are quite slow, making Sin weak in scramble situations. Controlling space requires careful timing and good reads to compensate for his slower speed.
  • Difficult Cancels - Sin's optimal combo enders are usually kara-cancelled (and sometimes just-frame) supers, which require tight, in-the-moment execution to pull off. These are sometimes necessary to secure a wall-break, and messing up the input can result in a waste of damage, stamina, oki, or all of the above.

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • The Stamina Gauge allows Sin to deal high damage and get good oki off of most of his starters meterlessly.
  • Sin's special move follow-ups give him the ability enforce scary stagger pressure and strike/throw, even at range.
  • Sin has many large and far-reaching moves, enabling Sin to control space on the screen well.
  • Hawk Baker is a meterless, invincible reversal giving Sin a good powerful option without needing bar.
  • Sin's Stamina must be managed carefully otherwise you will be left vulnerable after most of your special moves.
  • Some of Sin's best buttons are quite slow, making him weak in scramble situations.
  • Sin's optimal combo enders require difficult kara-cancel inputs, which often punish you for mis-inputting.

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • Sin's Stamina Gauge allows him to deal high damage and get good oki off of most of his starters meterlessly, even from Midscreen. It also allows him to kara-cancel any of his specials into either of his supers, allowing him to deal massive damage off of the right hits.
  • Sin's special move follow-ups give him the ability enforce scary stagger pressure and strike/throw, even at range. He also has decent high/low mix as Hoof Stomp and 6K are the same speed, beat most abare An attack during the opponent's pressure, intended to interrupt it., and hit overhead and low, respectively.
  • 6P, f.S, 2S, j.H, and Beak Driver are all decently large buttons, enabling Sin to control space on the screen well. Elk Hunt is also a very long reaching, low profiling move, which lets Sin close the distance.
  • Sin has a meterless, invincible reversal in Hawk Baker, meaning he can disrespect his opponent's pressure without the need of meter and deal big damage in return.
  • When low or out of stamina, Sin's pressure and damage potential drop dramatically, requiring you to carefully choose when and where to use your stamina so as to not undermine your gameplan. Sub-optimal combos and/or autopiloting follow-ups will quickly leave you dry on stamina and ruin your momentum.
  • While very far reaching, buttons like f.S, 2S, and Beak Driver are quite slow, making Sin weak in scramble situations. Controlling space requires careful timing and good reads to compensate for his slower speed.
  • Sin's optimal combo enders are usually kara-cancelled (and sometimes just-frame) supers, which require tight, in-the-moment execution to pull off. These are sometimes necessary to secure a wall-break, and messing up the input can result in a waste of damage, stamina, oki, or all of the above.

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike

Sin has strong pressure, high meterless damage, good corner carry, and long reach, making him an offensive powerhouse. Once he gets in on his opponent, he has the tools to carry that momentum into a round win.

Sin's best moves are somewhat sluggish, making it hard to get his gameplan started against aggressive opponents. His Stamina Gauge is also key to his gameplan, meaning that careless use of it will quickly result in your gameplan being undermined.

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • Meterless Conversions
  • Strong Pressure
  • Long Reach
  • Meterless Reversal
  • Meter Management
  • Slow Attacks
  • Difficult Cancels

 Sin Kiske is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
Pick if you like Avoid if you dislike
  • You want big/far reaching moves
  • You want streamlined high/low strike/throw pressure
  • You like like getting wall breaks from near fullscreen
  • You want mountains of dopamine from your just-frame super
  • You don't want to manage or think about a separate resource
  • You want to have fast buttons for scramble situations
  • You want a good Backdash
  • You want strong jump-in buttons
  • You don't want to learn how to do kara-cancel supers

Goldlewis Dickinson

  • Note - Various examples are presented here showcasing different potential formats.

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • Plus frames - Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons.
  • High Damage - From most of his pressure tools Goldlewis can evaporate a health bar on hit.
  • Chip damage - With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • Low jump - With his low jump arc allows for use of jump normals like j.D to be used as a quick low or mid crush.
  • Space control - With the use of things like 5K, f.S, Thunderbird, and Burn It Down Goldlewis has strong options to control the space he occupies.
  • Large Health Pool - Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations.
  • Consistent Knockdowns - Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well.
  • Not So Absolute Defense - Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in 2P, a slower than normal low hitting move at 8 frames in 2K, and a low jump arc can make defense feel like an uphill battle.
  • Sluggish Movement - With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly.
  • Big Man - Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him.
  • Half Circle Galore - With Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • Plus frames - Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons. Most normals also go into Behemoth Typhoons as well which make it a dangerous game of guessing if Goldlewis will try to extend their turn with a plus on block special. Not to mention Goldlewis can use the Behemoths back to back in order to create plus on block frametraps.
  • High Damage - From most of his pressure tools Goldlewis can evaporate a health bar on hit. Not to mention all Behemoth Typhoons are attack level 4 so building risc is fast on top of the high damage movese. Goldlewis also has access to then highest damage super in the game.
  • Chip damage - With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • Low jump - With his low jump arc allows for use of jump normals like j.D to be used as a quick low or mid crush. To note this allows allows for rather quick overheads. This can be compared to King Of Fighters hops in how they function.
  • Space control - With the use of things like 5K, f.S, Thunderbird, and Burn It Down Goldlewis has strong options to control the space he occupies. Goldlewis dominates his potion of the screen with these amazing options and many disjoints. Some Behemoths are also take over large chunks of the screen with a large disjoint.
  • Large Health Pool - Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations. Not to mention Goldlewis's defense modifier makes it so the opponent doesn't build RISC as quickly on him giving him even more chances to fight back
  • Consistent Knockdowns - Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well. His okizeme in many cases also leads into a safejump, high/low/left/right mix, and in some cases strike/throw that can beat backdash.
  • Not So Absolute Defense - Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in 2P, a slower than normal low hitting move at 8 frames in 2K, and a low jump arc can make defense feel like an uphill battle. Given this downside is somehwhat leviated by the fact that a correct guess from Goldlewis leads to amazinging rewar such as a hard knockdown. Goldlewis's backdash also is not airborne very long which is good in that if caught he is less likely to be airborne but bad in the sense that Goldlewis can get caught by throw throughtout more frames of his backdash than any other character.
  • Sluggish Movement - With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly. This makes his neutral somewhat more difficult as taking space with Goldlewis is not fast even with his great normals.
  • Big Man - Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him. This goes alongside his slower movement to make Goldlewis feel trapped in some cases as the opponent moves around the boulder of a man while he struggles to get a hit in.
  • Half Circle Galore - With Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers notably leverless controllers. Some execution is also harder due to requiring for directions and a button all input within the jumpsquat of 5 frames.

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons.
  • From most of his pressure tools Goldlewis can evaporate a health bar on hit.
  • With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • With his low jump arc allows for use of jump normals like j.D to be used as a quick low or mid crush.
  • With the use of things like 5K, f.S, Thunderbird, and Burn It Down Goldlewis has strong options to control the space he occupies.
  • Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations.
  • Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well.
  • Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in 2P, a slower than normal low hitting move at 8 frames in 2K, and a low jump arc can make defense feel like an uphill battle.
  • With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly.
  • Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him.
  • Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons. Most normals also go into Behemoth Typhoons as well which make it a dangerous game of guessing if Goldlewis will try to extend their turn with a plus on block special. Not to mention Goldlewis can use the Behemoths back to back in order to create plus on block frametraps.
  • From most of his pressure tools Goldlewis can evaporate a health bar on hit. Not to mention all Behemoth Typhoons are attack level 4 so building risc is fast on top of the high damage movese. Goldlewis also has access to then highest damage super in the game.
  • With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • With his low jump arc allows for use of jump normals like j.D to be used as a quick low or mid crush. To note this allows allows for rather quick overheads. This can be compared to King Of Fighters hops in how they function.
  • With the use of things like 5K, f.S, Thunderbird, and Burn It Down Goldlewis has strong options to control the space he occupies. Goldlewis dominates his potion of the screen with these amazing options and many disjoints. Some Behemoths are also take over large chunks of the screen with a large disjoint.
  • Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations. Not to mention Goldlewis's defense modifier makes it so the opponent doesn't build RISC as quickly on him giving him even more chances to fight back
  • Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well. His okizeme in many cases also leads into a safejump, high/low/left/right mix, and in some cases strike/throw that can beat backdash.
  • Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in 2P, a slower than normal low hitting move at 8 frames in 2K, and a low jump arc can make defense feel like an uphill battle. Given this downside is somehwhat leviated by the fact that a correct guess from Goldlewis leads to amazinging rewar such as a hard knockdown. Goldlewis's backdash also is not airborne very long which is good in that if caught he is less likely to be airborne but bad in the sense that Goldlewis can get caught by throw throughtout more frames of his backdash than any other character.
  • With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly. This makes his neutral somewhat more difficult as taking space with Goldlewis is not fast even with his great normals.
  • Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him. This goes alongside his slower movement to make Goldlewis feel trapped in some cases as the opponent moves around the boulder of a man while he struggles to get a hit in.
  • With Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers notably leverless controllers. Some execution is also harder due to requiring for directions and a button all input within the jumpsquat of 5 frames.

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike

Goldlewis has consistent access to plus frames, deals devestating damage both on hit and on block, and has a very threatening neutral. His high health pool allows him to brute-force situations if necessary.

Goldlewis has relatively weak defensive options and is very slow and limited in his movement. His large hurtbox makes him vulnerable to more setups and combos and his main special, the Behemoth Typhoon, uses unorthodox half-circle inputs which some players may find difficult to grasp.

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • Plus Frames
  • High Damage
  • Chip Kills
  • Space Control
  • Large Health Pool
  • Consistent Knockdowns
  • Poor Defense
  • Sluggish Movement
  • Large Hitbox
  • Tricky Inputs

 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • + You want a lot of plus frames
  • + You want to explode your opponent on hit or block
  • + You want strong options to help hold your ground
  • + You want a lot of health
  • + You want every hit to lead to hard knockdown
  • - If you want strong defensive options
  • - If you are want fast movement
  • - If you don't want to take up 1/4th of the screen
  • - If non traditional half circle inputs bug you

Jack-O'

  • Note some manual styling is done to design a different style of bulleting (these can be implemented more cleanly in the final version).
 Jack-O' is a Technical character, dominating the battle with an assembly of Servants.
Pick if you like Avoid if you dislike

Creative problem-solving using many unique and complex interactions and move quirks. It's not about having simple answers, it's about having your answer.

Setplay focused gameplay, with a gameplan revolving around creating setplay, and the setplay itself being long, complex, and a big part of how you win.

Out-zone anyone not named Chaos with a bombardment of projectiles at bizarre trajectories, forcing opponents to fight on your terms.

A lot of room for optimisation, by learning advanced tech or refining even the smallest details in resource and servant management.

Inconsistent behaviours, sometimes something won't work how you expect it to, and you will simply have to accept whatever cosmic alignment caused this to happen.

Playing effectively means a lot of labbing complicated tech and learning character-specific interactions across the entire roster. It's a lot of work for punching someone in a video game.

Momentum doesn't cannot be regained easily but can be lost quickly. It is easier to aim for a long-term advantage, over seeking out a sudden victory.

In exchange for consistent knockdowns and okizeme, damage is not explosive, and combos do not reward hard routes with significantly higher damage.

Testament (WIP)

  • Note some manual styling is done to design a different style of bulleting (these can be implemented more cleanly in the final version).
 Testament is a Balanced character, capable of controlling the pace of a match with their Succubus and various projectiles.
Pick if you like Avoid if you dislike

Huge attacks and full-screen projectiles covering large swaths of the screen at a time.

A fundmanetals-principled design, with strong pokes, projectiles, and anti-airs, doing the basics expertly.

Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.

Slow movement without much alternative for traversal.

Nagoriyuki

 Nagoriyuki's excellent midrange normals and unique ability to special-to-special cancel allow him to run a high pressure strike/throw game, limited only by your creativity and the blood gauge
Pick if you like Avoid if you dislike
  • Nagoriyuki hits hard. Even simple two- and three-hit combos deal tons of damage.
  • Nagoriyuki can run very tight repeating strike/throw mixups in pressure, and he doesn't need much to get that pressure started. Nagoriyuki can swing the game with a single successful hit or land a bite to enable his pressure untethered by the blood gauge.
  • Especially when high on blood, Nagoriyuki's H normals take up a huge amount of screen space and chip for a lot of damage, allowing him to function at virtually all ranges.
  • Nagoriyuki's command dash allows him to very quickly change the range of engagement to his opponent while applying pressure. You can make your opponent play on your terms by switching from up close strike/throw to a keepaway gameplan on a dime.
  • Nagoriyuki's high juggles and versatile cancels afford you a lot of freedom while routing combos. You can route for consistency or just go for style points.
  • Though not too hard to get a hang of, misuse of the Blood Gauge is usually game-losing.
  • Nagoriyuki can't airdash and he has no air specials. Air mobility options are limited without meter.
  • Without committing blood to his command dash, Nagoriyuki's lack of a traditional dash will leave you walking slowly across the screen. His limited movement options hinder a whiff bait and punish playstyle.
  • Nagoriyuki has excellent strike/throw but lacks non-universal meterless high/low and left/right mix options. What few character-specific overhead options Nagoriyuki has cannot be converted without meter.

 Nagoriyuki's excellent midrange normals and unique ability to special-to-special cancel allow him to run a high pressure strike/throw game, limited only by your creativity and the blood gauge
Pick if you like Avoid if you dislike
  • You want to hit hard even with short combos
  • You like bullying with big, disjointed moves
  • You want opponents terrified of both your strike and throw during pressure
  • You like chipping your opponents out
  • You like big juggles and adaptable combos.
  • You really dislike resource management
  • You'd like high mobility in the air
  • You want non-committal movement on the ground
  • You need strong setplay
  • You don't want to think too hard for optimal routes

Bridget

 Bridget controls the pace of any match using potent mixups and tricky movement.
Pick if you like Avoid if you dislike
  • Unparalled mobility - Rolling Movement's momentum and cancel properties grant Bridget versatile and strong movement.
  • Good at all ranges - Bridget exerts control over every part of the screen with normals for any situation and Stop and Dash.
  • Mixup machine - With a bit of respect, Rolling Movement enables Bridget to perform devastating mixups so long as yo-yo is out.
  • Okizeme on all occassions - Every hit Bridget gets leads into okizeme, and her best setups loop into themselves with the right combos.
  • Tension terror - Thanks to lengthy blockstrings, multi-part specials, and her constant use of specials in neutral, Bridget builds meter like no other.
  • Pressure princess - Bridget's specials, apart from Starship, all enable a very layered offense with many possible points to reset, all while she builds huge amounts of RISC.
  • Defensive darling - Bridget has acccess to a meterless reversal in Starship, a good backdash and long-reaching abare that leads to good oki.
  • Made of string - Bridget has a high defense modifier and 0 guts, meaning she can take significantly less punishment than the average character.
  • Low Damage - Although she builds RISC well, Bridget's combos without RISC tend to do lower-than-average damage.
  • Watch your feet - Many of Bridget's crucial moves tend to suffer against low-commitment or long-reaching low profile moves, and she has no good way to beat them at certain ranges.
  • I can't always roll - Bridget's moveset changes based on whether she's used Stop and Dash to set a yo-yo recently, meaning she does not have access to her full toolkit at all times.

 Bridget controls the pace of any match using potent mixups and tricky movement.
Pick if you like Avoid if you dislike
  • Bridget exerts control over every part of the screen with normals for any situation and Stop and Dash.
  • Rolling Movement's momentum and cancel properties grant Bridget versatile and strong movement.
  • With a bit of respect, Rolling Movement enables Bridget to perform devastating mixups so long as yo-yo is out.
  • Every hit Bridget gets leads into okizeme, and her best setups loop into themselves with the right combos.
  • Thanks to lengthy blockstrings, multi-part specials, and her constant use of specials in neutral, Bridget builds meter like no other.
  • Bridget's specials, apart from Starship, all enable a very layered offense with many possible points to reset, all while she builds huge amounts of RISC.
  • Bridget has acccess to a meterless reversal in Starship, a good backdash and long-reaching abare that leads to good oki.
  • Bridget has a high defense modifier and 0 guts, meaning she can take significantly less punishment than the average character.
  • Although she builds RISC well, Bridget's combos without RISC tend to do lower-than-average damage.
  • Many of Bridget's crucial moves tend to suffer against low-commitment or long-reaching low profile moves, and she has no good way to beat them at certain ranges.
  • Bridget's moveset changes based on whether she's used Stop and Dash to set a yo-yo recently, meaning she does not have access to her full toolkit at all times.

 Bridget controls the pace of any match using potent mixups and tricky movement.
Pick if you like Avoid if you dislike

Bridget has points in every stat, but truly shines with okizeme, pressure and neutral control. In most matchups, her opponent will have to play her game thanks to her versatile toolkit.

Low damage and low health, and a low tolerance for characters with access good low profile.

 Bridget controls the pace of any match using potent mixups and tricky movement.
Pick if you like Avoid if you dislike
  • All-range space control
  • High mobility
  • Lengthy pressure
  • Lots of meter
  • Consistent okizeme
  • Versatile and rewarding defense
  • Low health
  • Low damage
  • Bad against low profile

 Bridget controls the pace of any match using potent mixups and tricky movement.
Pick if you like Avoid if you dislike
  • You want to convert any hit into an advantageous situation.
  • You enjoy playing and experimenting with unconventional movement.
  • You'd like it to always be your turn.
  • You like having the tools to play at any range, especially long range.
  • You want to deal big damage.
  • You don't want to take big damage.
  • You don't feel comfortable playing with a non-static moveset.

Zato

 Zato-1 is a complex character who controls space and runs powerful mixups using his puppet Eddie
Pick if you like Avoid if you dislike
  • Complex and technical gameplay involving controlling two characters at once and utilizing Negative Edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. to do things no other character can.
  • Very strong, layered mixups utilizing his unique Flight and Break the Law movement options as well as a rewarding Command Grab.
  • Generally strong ability to dictate the pace of the match via the ability to control space, run away, and lock an opponent down.
  • Explosive damage from certain hits and the ability to convert things most characters cannot such as 5D and throws.
  • Overall slow movement with slow air movement, dash speed, and walk speed.
  • Complexity and technicality can make consistency difficult and be a barrier to learning Zato.
  • A varied matchup spread with many matchups that force Zato to be played in a playstyle that doesn't suit his strengths.
  • Very low damage on common pokes and punishes stemming from the lack of any fast special cancels with range.

 Zato-1 is a complex character who controls space and runs powerful mixups using his puppet Eddie
Pick if you like Avoid if you dislike
  • You're a lab monster
  • Consecutive 50/50s bring you joy
  • Transitioning playing lame into locking the opponent down sounds fun
  • Mixups rewarding you in high damage is attractive
  • Labbing and execution practice can't hold your attention
  • Moving slowly and getting zoned annoys you
  • Having lopsided matchups is a turn off
  • You want consistent conversions from neutral

Baiken

 Baiken is a simple but powerful samurai filled with ways to open up the opponent.
Pick if you like Avoid if you dislike
  • Simple Offense - Baiken can easily set up a knockdown from a single hit in neutral and this leads to a simple but powerful vortex.
  • Vortex potential - Each mixup leads to very rewarding damage and loops back into the same situation.
  • Air Control - Baiken has some of the best air buttons in the game which helps command the airspace very well.
  • Parry - The existance of Hiiragi alone gives Baiken increased control over opponent's offense with a threat to take out a large chunk of health.
  • Linear Gameplan - Baiken's simple offense is so strong that there is little reason to deviate from this gameplan, leading to doing the same gameplay loop over and over.
  • Slow Neutral - Baiken has a slow initial dash, slow air speed, and long startup on her largest neutral pokes, leading to a slow neutral.
  • Poor Ground-To-Air Control - With only an average 6P and Youzansen being able to hit above her on the ground, she is often forced to contest air approaches with her own air buttons or air throw.

Potemkin

 Potemkin is a slow moving grappler that deals tremendous damage once you are within his grasp.
Pick if you like Avoid if you dislike
  • You like big reads, big damage and big bodies.
  • A straightforward gameplan is what you're after.
  • Patient play before big moves sounds appealing.
  • Potemkin Buster
  • Moving fast and pressing a lot of buttons is important to you.
  • Blocking a lot isn't your thing.
  • Taking risks and having to guess a lot is a turn off.
  • Challenging and unforgiving execution to play optimally frustrates you.

 Potemkin is a slow moving grappler that deals tremendous damage once you are within his grasp.
Pick if you like Avoid if you dislike
  • Simple Gameplan - Potemkin's gameplan is straightforward and easy to learn.
  • Big Damage - In ideal situations Potemkin has some of the highest damaging combos among the cast.
  • Potemkin Buster - Owari da.
  • Patience and Reads - Potemkin plays slow and patient before making a big move.
  • Slow Moving - Potemkin has no dash and his walkspeed is very slow.
  • Challenging Execution - At high levels Potemkin has difficult execution that's punishing when you make a mistake.
  • Poor Defense - Potemkin has poor defensive options that means he'll have to block a lot.
  • Committal Offense - Potemkin can either get punished for missing a grab or have to work his way back in he gets blocked.

 Potemkin is a slow moving grappler that deals tremendous damage once you are within his grasp.
Pick if you like Avoid if you dislike
  • Simple Gameplan - Potemkin's gameplan is pretty straightforward; Slowly work your way in, then run a grappler mix where you either hit them or grab them. Even at top levels when you're doing more advanced stuff it's all about executing that same gameplan more optimally and dealing with your opponent.
  • Big Damage - In ideal situations Potemkin has some of the highest damaging combos among the cast. With the right hits and resources Potemkin can kill any character in two interactions, or even sometimes perform a Touch of Death.
  • Potemkin Buster - Potemkin's most famous move and arguably the most satisfying move to land in the game. It's the single most damaging move in the game barring Supers. The animation and sounds are superb and really tickle that instinctual part of your brain that likes a spectacle.
  • Patience and Reads - Potemkin's pace of play is slow and patient, punctuated by moments of explosivity. If you enjoy slowly working your way in, looking for opportunities before each big move then you may enjoy playing Potemkin.
  • Slow Moving - Potemkin has no dash and his walkspeed is very slow. Potemkin does have advancing specials to somewhat counteract this but they are very committal options without meter. For the most part you will be walking and blocking your way into position.
  • Challenging Execution - At high levels Potemkin relies on difficult inputs and timings to achieve optimal damage and oki. Making mistakes can also lead to completely ruining a setup or even being heavily punished.
  • Poor Defense - Potemkin has generally slow moves, and his faster moves all have various drawbacks and generally low return when used on defense. Combined with his poor mobility this leads to him having to block a lot and use risky options to escape pressure.
  • Committal Offense - The nature of relying on a command grab for a major part of your offense means getting punished when you guess wrong. Getting blocked can also put you in a mediocre position as Potemkin lacks ways to get back in easily.

Leo Whitefang

 Leo Whitefang is an well-rounded beast that transforms into a offensive powerhouse in their Brynhildr Stance.
Pick if you like Avoid if you dislike
  • Well Rounded- Leo boast solid neutral buttons with decent range, advancing hitboxes like 5K and 5H, a fireball, strong flashkick in Eisensturm , and a absurd amount of options on offense.
  • Flash Kick - With one of the best meterless reversals in the game Leo has a threatening aura on defense while holding down-back, one well timed Eisensturm can spell disaster for the opponent.
  • The Stance - Leo's unique mechanic Brynhildr Stance (otherwise known as "Backturn" or "bt.") has plenty of options to go into it on hit or block giving Leo access to some of the strongest offense in the game with high/low/left/right/throw options that can loop and can be safe on block.
  • Charging Required - Leo's fireball Gravierte Würde and meterless reversal Eisensturm both require charge before using. Eisensturm especially is important for getting into stance consistently from some hits like 6K.
  • No Run, just Dash - Leo both in and out of stance can not run but instead does a short but fast dash. This can extend the effective range of Leo but can turn away players used to a needing to just tap forward twice to run full screen.
  • Prefers the Ground - Leo's air normals tend to get either low profiled, have little blockstun, or both. He generally does not want to be jumping around much and prefers to stay on the ground in neutral.

 Leo Whitefang is an well-rounded beast that transforms into a offensive powerhouse in their Brynhildr Stance.
Pick if you like Avoid if you dislike
  • You want a wall rounded character
  • A devastating meterless reversal.
  • You like the idea of changing stances on offense.
  • You dislike charge
  • You need a run, only a step-dash here.
  • You want a strong, consistent jump-in button.

This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.

Venom

 Venom plays billiards to set up free-form neutral and okizeme.
Pick if you like Avoid if you dislike
  • You enjoy spending time in training mode finding setups.
  • You like having control of screen space.
  • Killing opponents with chip damage makes you laugh like a villain.
  • You want to throw a lot but don't want to play a traditional grappler character.
  • You want a reversal for playing defense.
  • You think landing pokes should convert into combos.
  • Big combos are important to you.
  • Charge inputs aren't your thing.

This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.