User:Shtkn/sandbox: Difference between revisions

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==Test==
{{Card|width={{{width|1}}}|height={{{height|1}}}
===<big>5P</big>===
|header=Mechanics Glossary
<div class="attackcontainer">
|content={{columns-list|colwidth=15em|style=width: 100%; |
<div class="attackgallery">
*[[GGST/Attack Attributes#Attack Level|Attack Level]]
<gallery widths="180px" heights="180px">
*[[GGST/Defense#Blocking|Blocking]]
GGXRD_Ky_5P.png|asdf lkdjsf laskdjflksjdf
*[[GGST/Gauges#Burst Gauge|Burst Gauge]]
</gallery>
*[[GGST/Movement#Cancels|Cancels]]
</div>
*[[GGST/Movement#Clash|Clash]]
<div class="attackinfo">
*[[GGST/Movement#Dash Cancel|Dash Cancel]]
{| class="wikitable attackdata"
*[[GGST/Defense#Faultless Defense|Faultless Defense]]
{{AttackDataHeader-GGXRD-R2}}
*[[GGST/Attack Attributes#Frame Advantage|Frame Advantage]]
|-
*[[GGST/Movement#Gatling Combination|Gatling]]
{{#lst:GGXRD-R2/Ky Kiske/Data|5P}}
*[[GGST/Damage#Gravity|Gravity]]
|-
*[[GGST/Defense#Guard Crush|Guard Crush]]
|}
*[[GGST/Damage#Guts|Guts]]
==== ====
*[[GGST/Attack Attributes#Hitstop|Hitstop]]
*Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
*[[GGST/Damage#Hitstun|Hitstun]]
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table.png|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*[[GGST/Movement#Instant Air Dash|Instant Air Dash (IAD)]]
While useful, {{clr|1|5P}} is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when {{clr|1|6P}} would fail (when the opponent is too close or when your inputs are crossed up.)
*[[GGST/Defense#Instant Block|Instant Block]]
</div>
*[[GGST/Defense#Instant Faultless Defense|Instant Faultless Defense]]
</div>
*[[GGST/Damage#Invalid Combos|Invalid Combos]]
 
*[[GGST/Movement#Knockdown Recovery|Knockdown Recovery]]
===<big>Rising Force</big> <span class="input-badge"><small>in IK mode: {{clr|4|236236H}}</small></span>===
*[[GGST/Attack Attributes#Hitbox Invincibility|Low Profile]]
<div class="attackcontainer">
*[[GGST/Damage#Minimum Damage|Minimum Damage]]
<div class="attackgallery">
*[[GGST/Gauges#Negative Penalty|Negative Penalty]]
<gallery widths="180px" heights="180px">
*[[GGST/Attack Attributes#Hit Effects|Off the Ground (OTG)]]
GGXRD_Ky_RisingForce.png
*[[GGST/Gauges#Positive Bonus|Positive Bonus]]
GGXRD_Ky_RisingForce2.png|''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!''
*[[GGST/Movement#Prejump|Prejump]]
</gallery>
*[[GGST/Damage#Proration|Proration]]
</div>
*[[GGST/Defense#Psych Burst|Psych Burst]]
<div class="attackinfo">
*[[GGST/Defense#Punish|Punish]]
{| class="wikitable attackdata"
*[[GGST/Offense#Overdrives|Overdrive (Super Attack)]]
{{AttackDataHeader-GGXRD-R2}}
*[[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]]
|-
*[[GGST/Movement#Roman Cancels|Roman Cancel (RC)]]
{{#lst:GGXRD-R2/Ky Kiske/Data|IK }}
*[[GGST/Movement#Stagger Recovery|Stagger Recovery]]
|-
*[[GGST/Gauges#Tension Gauge|Tension Gauge]]
|}
*[[GGST/Offense#Throw|Throw]]
==== ====
*[[GGST/Defense#Throw Clash|Throw Clash]]
*Uses animation from {{clr|4|3H}}
*[[GGST/Damage#The Wall|Wall]]
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.
</div>
</div>
===<big>Miss Travailler</big> <span class="input-badge"><small>{{clr|4|236H}}</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_MissTravailler.png |She's just standing there... MENACINGLY!!
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Ready|subtitle=236H}}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|236H}}
|-
{{AttackVersion|name=Roll > Ready|subtitle=236K }}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|236K}}
|}
==== ====
'''Characteristics'''
*All normals change in Shotgun stance. The specials are all the same except that {{clr|4|236H}} leaves Shotgun stance.
*You CANNOT jump, throw or enter IK mode in Shotgun stance but you can do anything else like blocking, crouching or dashing.
*Getting hit in Shotgun stance makes you leave it.
*Any kind of RC in Shotgun stance will keep it unless you did SG-H>RC.
*Not moving or performing any action in Shotgun stance makes you enter a power-up mode that will enhance SG-H's damage, range and properties characterized by a red aura.
*Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.
*Every normal in shotgun stance except SG-H will keep the power-up.
*Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode right away.
 
Shotgun stance can be used in both neutral and offense, more notably allowing high damage and scary pressure in the corner.
 
{| class="wikitable attackdata"
{{AttackVersion|name=Reload|subtitle={{clr|4|46H}} after SG-H}}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler 46H}}
|}
==== ====
Can only be used right after SG-H and allows you to keep being in shotgun stance for repeatedly shooting the opponent.
Important to master and knowing the rhythm for reloads is key for mastering shotgun loops.
</div>
</div>
===<big>Fire</big> <span class="input-badge"><small>{{clr|4|236H}}~H</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD_Elphelt_Fire.png |Stand still for powered up shot
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Normal|subtitle=}}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler H}}
|-
{{AttackVersion|name=Charged|subtitle=}}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler H (Charged)}}
|}
==== ====
The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H.
Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives).
{{clr|4|46H}} has to be done right afterwards if you want to keep shotgun stance.
 
'''Normal SG-H'''
3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.
Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.
 
You can loop {SG-H>46H}xN during corner pressure if you want to, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.
 
'''Powered SG-H'''
Only one word is necessary to describe this move: Ridiculous.
Ridiculous speed, damage, hitstun and hitbox.
Once Elphelt has the charge, SG-H comes out in ONE FRAME after you press the button.
Midscreen, you won't really get much out of it aside from a knockdown. Also blows the opponent away and causes them to tumble when they land if it lands as a counter hit in the deeper part of the hitbox.
In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.
 
Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health.
It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.
</div>
</div>
 
===<big>Thrust</big> <span class="input-badge"><small>{{clr|4|236H}}~P</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_Thrust.png |Fast, frame trap
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler P}}
|}
==== ====
Arguably the best 3f normal in the game. SG-P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure.
However, the only combo that you will get out of it will generally be SG-P xN>SG-H which deals average damage. Thankfully and despite its speed, SG-P doesn't prorate so RCing the final SG-H allow you to get some great damage.
The main reasons why you should use this move is mostly for tension gain and you can use SG-D if you notice that the opponent respects too much for some corner carry midscreen and high damage in the corner.
</div>
</div>
===<big>Roll</big> <span class="input-badge"><small>{{clr|4|236H}}~K</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_Roll.png |Crossup and evasion tool
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler K}}
|}
==== ====
Despite being a roll, this move has invulnerability frames instead of low profiling certain attacks. It is also affected by dash momentum so you will generally use it with a microdash.
This move is the sole reason why the opponent has to be very careful when dealing with Elphelt's shotgun in neutral situations as she will be able to whiff punish pretty much anything with an SG-H CH and it only has 14 vulnerable frames.
You will mostly use it in reaction against projectiles in some matchups. Any other situations will generally require a hard read which makes it really useful only in certain matchups.
 
During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. It will however lose quite badly against {{clr|1|2P}} mashing so you will have to make sure that your opponent respects your pressure before using it.
 
Overall, a rather matchup dependent tool with situational crossup mixup applications when grenade is out.
</div>
</div>
 
===<big>Launch</big> <span class="input-badge"><small>{{clr|4|236H}}~S</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_Launch.png |Anti jump, moves forward
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler S}}
|}
==== ====
Doesn't gatling from anything and only gatling into SG-K. Staggers on hit.
Can be used in neutral with a microdash for more range. Lots of untechable frames on air hit. Excellent move for confirming grenade explosions into air combos or shotgun loops as well as situational anti-air purposes.
You can however be thrown or hit out of it quite easily during pressure, and it is -4 on instant block. Don't rely on it too much.
 
During pressure, the fact that it's slow makes it great against opponents who think that they can fuzzy jump SG-D. Use SG-S to prove how wrong they are.
 
Humorously, if the opponent isn't mashing out of stagger, SG-S will grey combo into itself indefinitely on the ground.
</div>
</div>
 
===<big>Demolish</big> <span class="input-badge"><small>{{clr|4|236H}}~D</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_Demolish.png |Command grab, slow but scary
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler D}}
|}
==== ====
Slow command grab that is special cancelable.
Generally, your only combo(tensionless) midscreen is SG-D>{{clr|2|214K}} which leads to poor damage but great corner carry. With tension, one can cancel into 236S and RC it to re-enter normal stance and perform an air combo.
In the corner however, it leads straight into shotgun loops and unblockable setups, and allows the highest damage output for a command grab in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the loops following SG-D generally allow you to get up to 90% tension.
A frightening mixup tool when you consider how strong her stagger pressure and okizeme is.
 
Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.
 
</div>
</div>
 
===<big>Charged Stun Edge</big> <span class="input-badge"><small>{{clr|4|236H}}</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD_Ky_ChargedStunEdge.png|Large Coconut
GGXRD_Ky_ChargedStunEdge2.png|Large Stationary Coconut
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Normal}}
{{#lst:GGXRD-R2/Ky Kiske/Data|236H}}
|-
{{AttackVersion|name=Fortified|subtitle=}}
{{#lst::GGXRD-R2/Ky Kiske/Data|236H Grinder}}
|-
|}
==== ====
*Used for okizeme, zoning, and occasionally as a pressure reset.
*Can be avoided with low profile moves
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use {{clr|4|j.H}} to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
----
*Used for okizeme, and occasionally as a zoning tool.
*Clashes with projectiles
*Can be avoided with low profile moves.
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.
</div>
</div>
===<big>5A</big>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
BBTag_Jin_5A.png |Doesn't seem like the BBCF 2.0 nerf carried over.
BBTag_Jin_5AA.png |Enables strong mix-ups, but vulnerable to Reject Guards.
BBTag_Jin_5AAA.png |Sekkajin
BBTag_Jin_5AAAA.png |Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack.
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{#lst:BBTag/Jin Kisaragi/Data|5A}}
|}
==== ====
* Hits twice.
* Throw cancelable on either hit.
* Jump cancelable on hit on either hit.
* Both hits vacuum opponents.
 
Old 5B. Fast kick that pulls opponents closer to Jin for pressure and mix-ups. Has short range when compared to most other 5As. Second hit whiffs at the first hit's max range. Can cancel into 2A and back, allowing him to use this move twice in the same string.
{| class="wikitable attackdata"
{{AttackVersion|name=5AA}}
{{#lst:BBTag/Jin Kisaragi/Data|5AA}}
|}
==== ====
* Has Frostbite properties.
* Throw cancelable.
 
Old 6D. Jin creates a jagged wall of ice that, thanks to his drive, has high hitstun, making it effective for canceling into slower moves. As of 2.0, this move has massive hitstun and blockstun, making it safe on block, allowing him to combo into 5C against grounded opponents, and makes an immediate cancel into 5C a true blockstring. However, it is now impossible to frame trap into Sekkajin as even the most delayed cancel is still a true blockstring. Has less vertical range than the animation implies. Last point in his A Smart Combo that can cancel into B normals. Be sure to avoid going into this too often in blockstrings as it has high recovery on whiff and will leave Jin vulnerable if the opponent Reject Guards.
 
{| class="wikitable attackdata"
{{AttackVersion|name=5AAA}}
{{#lst:BBTag/Jin Kisaragi/Data|5AAA}}
|}
==== ====
* Hits 4 times.
* Staggers grounded opponents on hit.
* Launches airborne opponents away on hit.
* Only cancels into 5AAAA if the final hit connected or was blocked.
 
Old 22C. Jin slashes multiple times at lightning speed before returning his sword to its sheathe. The only normal this move can cancel into is 5AAAA, which makes this move difficult to use in blockstrings. Devastating starter due to its high damage and fantastic scaling but as 5AA can no longer frame trap into this move using it as a starter is very unlikely and highly situational. The stun is greatly extended on grounded counter hit, allowing Jin to continue the combo into essentially any attack. The final hit of this move is safe on block but is punishable if the opponent Reject Guards an earlier hit.
 
{| class="wikitable attackdata"
{{AttackVersion|name=5AAAA}}
{{#lst:BBTag/Jin Kisaragi/Data|5AAAA}}
|}
==== ====
* Has Frost End properties.
* Hits twice.
* First hit switches sides on both hit and block.
* Second hit only occurs if the first successfully hit the point character.
* Second hit launches opponents away on hit.
* Passes through on frames 18-29.
* Opponent cannot Cross Burst during this attack.
 
Old 22C~D. Jin dashes through the opponent and freezes them with a slash from his sword. Upon sheathing his blade, the opponent is broken out the ice. This is a good combo ender due to it's high damage, good scaling, quick start-up, and safe-jump oki. Very easy to extend via assists thanks to the full freeze on hit, though note that the opponent is invincible until they thaw out so make sure to time assists properly. Hilariously unsafe on block or whiff so only use this move in combos. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out.
</div>
</div>
 
==={{IconText|Savage Rampage Follow-ups|GBVS_SoulForgeIcon|Right}}===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GBVS_Vaseraga_RisingSlash.png|Rising Slash
GBVS_Vaseraga_SweepingSlash.png|Sweeping Slash
GBVS_Vaseraga_CrushingStrike.png|Crushing Strike
GBVS_Vaseraga_RavagingStomp.png|Ravaging Stomp
GBVS_Vaseraga_GreatScytheGrynoth.png|Great Scythe Grynoth
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GBVS|version=yes}}
|-
{{AttackVersion|name=Rising Slash|subtitle=Savage Rampage > {{clr|1|L}} }}
{{#lst:GBVS/Vaseraga/Data|22X L}}
|}
==== ====
Swings Grynoth in a high slash, hitting both airborne foes and those standing nearby. This is the fastest move Vaseraga has from stance. This move does not hit crouching foes. If done from EX stance {{clr|4|22H}}, it's +8 on block. Due to the low recovery, when used as a frametrap during march, it will often leave you plus on spot dodge, allowing you to keep your turn or in the EX version's case punish the spot dodge.
 
{| class="wikitable attackdata"
{{AttackVersion|name=Sweeping Slash|subtitle=Savage Rampage > {{clr|3|M}} }}
{{#lst:GBVS/Vaseraga/Data|22X M}}
|}
==== ====
Swings Grynoth in a low sweep, knocking down any standing foes nearby. This move can be used to catch a foe attempting to back out range. If done from EX stance {{clr|4|22H}}, it's safe on block at -4.
This is the longest ranged move Vaseraga has in stance. It also has the most active frames, allowing you to tag opponents quite easily for bad spacing/not blocking low.
 
{| class="wikitable attackdata"
{{AttackVersion|name=Crushing Strike|subtitle=Savage Rampage > {{clr|4|H}} }}
{{#lst:GBVS/Vaseraga/Data|22X H}}
|}
==== ====
Swings Grynoth in a vertical downward slash, causing guard crush when fully charged.
 
{{clr|4|22H}}~{{clr|4|H}} is a very important part of Vaseraga's kit. The move is safe on block and can be granted armor by [[GBVS/Vaseraga#Soul Forge|Soul Forge]]. These properties encourage the enemy to attempt to poke out of it in order to avoid the guard crush, which you can punish by releasing the button to hit them before they break your armor however there is a specific timing to spotdodge that will allow them to avoid the guard crush and punish. The move is also prominently used as filler in his corner 214X loops, and as an ender in the corner BnB combo. Effective use of this move is essential for Vaseraga players.
Outside of combos, it is your main frametrap option while in stance. If this move counter hits the opponent or catch them while airborne it will lead into game ending damage.
 
{| class="wikitable attackdata"
{{AttackVersion|name=Ravaging Stomp|subtitle=Savage Rampage > {{clr|2|U}} }}
{{#lst:GBVS/Vaseraga/Data|22X U}}
|}
==== ====
Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will soak many hits. This followup is significantly more unsafe on block than the {{clr|4|H}} followup, a property that when combined with its unique armor property, means that it is intended to be used as a bait and punish against enemy reversals when you do not already have armor ready. When you have soul forge already, you can use it to react to the hitstop of multi-hitting reversals and score a punish. This takes a lot of practice, but it will make Savage Rampage even more threatening. 
 
{| class="wikitable attackdata"
{{AttackVersion|name=March|subtitle=Savage Rampage > 66}}
{{#lst:GBVS/Vaseraga/Data|22X 66}}
|}
==== ====
Vaseraga marches forward hitting with each slow step. The slow speed of the steps combined with their low hitstun means that the steps of march will not combo into each other on block or on hit. The EX version of March is faster than the normal version.
{| class="wikitable attackdata"
{{AttackVersion|name=Cancel|subtitle=Savage Rampage > 44}}
{{#lst:GBVS/Vaseraga/Data|22X 44}}
|}
==== ====
Vaseraga exits stance to his normal state.
 
{| class="wikitable attackdata"
{{AttackVersion|name=Great Scythe Grynoth|subtitle=Savage Rampage > 632146X or 4S}}
|}
==== ====
Although not technically a followup, [[GBVS/Vaseraga#Great Scythe Grynoth|Great Scythe Grynoth]] can be used while in Savage Rampage stance. See the move entry for Great Scythe Grynoth for further information on that move.
</div>
</div>
 
==Combos==
 
*All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ ___ starter
|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| _
|  ||  ||  ||  ||  ||  ||
|-
|}
<!--
^([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)
|-
{{FrameDataNoHeader-GGACR
|version=$1
|damage=$2
|tension=$3
|gb+=
|gb-=
|level=$10
|guard=$9
|cancel=$4
|startup=$5
|active=$6
|recovery=$7
|frameAdv=$8
|description=$11
}}
 
 
^([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)
|-
{{FrameDataNoHeader-GGACR
|version=$1
|subtitle=$2
|damage=$3
|tension=$4
|gb+=
|gb-=
|level=$11
|guard=$10
|cancel=$5
|startup=$6
|active=$7
|recovery=$8
|frameAdv=$9
|description=$12
}}
-->
==Clickable Button Test==
<span class="mw-ui-button {{#switch: {{{color|white}}} | red = mw-ui-destructive | green = mw-ui-constructive | white = | blue = mw-ui-progressive}}" role="button" aria-disabled="false" style="font-size: 1.5em">{{#if: {{{2|}}}|[[{{{2|Link Target}}}|{{{1|Button text}}}]]|}}{{#if:{{{external|}}}|[{{{external|}}} {{{1|Button text}}}]|}}</span>
 
 
test
 
 
{{MoveData-BB}}
==LST and LSTH Testing==
{{AttackData-GGXRD-R2
{{#lst:User:Shtkn/sandbox|5P}}
}}
}}
{{AttackData-GGXRD-R2
{{#lsth:User:Shtkn/sandbox|LSTH Testing Source}}
}}
}}
Doesn't work :(
==LST Testing Source==
<section begin=5P/>
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid
|cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv=
|hitbox=
<section end=5P/>
==LSTH Testing Source==
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid
|cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv=
|hitbox=
{{#lst:User:Shtkn/sandbox|5PTest}}
==Test Frame Data==
{|
<section begin=5PTest/>
||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||
<section end=5PTest/>
|-
<section begin=2PTest/>
||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||
<section end=2PTest/>
|}
==Other Test==
{| class="wikitable"
<!--<section begin="5L Test"/>{{AttackData-GBVS
|damage= |level= |attribute= |guard=Mid
|startup= |active= |recovery= |onBlock= |onHit=KD
|blockstun= |groundHit= |airHit= |hitstop=
|invul= |hitbox=
}}<section end="5L Test"/>-->
|-
<section begin=5LFullTest/>{{FrameData-GBVS
|damage= |level= |attribute= |guard=Mid
|startup= |active= |recovery= |onBlock= |onHit=KD
|blockstun= |groundHit= |airHit= |hitstop=
|invul= |hitbox=
}}<section end="5LFullTest"/>
|}
----
{{MoveData
|name=5L
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lst:User:Shtkn/sandbox|5L Test}}
{{!}}-
{{#lst:User:Shtkn/sandbox|5LFullTest}}
}}
==Test Hitbox Views==
======<font style="visibility:hidden" size="0">5P</font>======
{{MoveData
|name={{clr|1|5P}}
|image=GGAC_Faust_5P.png
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:GGACR/Faust/Data|5P}}
{{!}}-
{{Description|7|text=
This is Faust's fastest move and has fairly decent range for a jab. It's useful for starting block strings. {{clr|1|5P}} can also sometimes function as an anti air that can stuff low to the ground air dashes. Some characters are able to low profile it, such as Faust, Zappa, and Millia.
Chains into {{clr|3|f.S}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|5|2D}}; Combos into {{clr|3|f.S}}, {{clr|3|c.S}}, and {{clr|3|2S}}; Combos into {{clr|5|2D}} against crouching opponents or on counterhit
<gallery class="mw-collapsible mw-collapsed" style="width:400px; overflow:auto;" title="Hitbox" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Faust_5P-Hitbox.png
</gallery>
}}
}}
====== ======
{{MoveData
|image=GGAC_Ky_2H.png
|caption=Keep The Flag Flying
|name={{clr|4|2H}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:GGACR/Ky Kiske/Data|2H}}
{{!}}-
{{Description|7|text=
*{{clr|4|2H}} is a good anti-air and zoning tool
*Catches jumps and iads very well.
**On air hit the move vacums the opponent into itself.
**{{clr|4|2H}} is jump cancelable.
*On counter hit {{clr|4|2H}} is a launcher.
<gallery class="mw-collapsible mw-collapsed" style="width:400px; overflow:auto;" title="Hitbox" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15
</gallery>
}}
}}
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|5A}}
|-
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|5B}}
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|5C}}
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
|-
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|2A}}
|-
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|2B}}
|-
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|2C}}
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
|-
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|6A}}
|-
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
}}
}}
|-
{{AttackVersion|name=6B|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|6B}}
|-
{{Description|22|text=
}}
|-
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|6C}}
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[During OD, freezes for 45, Freeze Count 3]
}}
}}
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|3C}}
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
|-
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|j.A}}
|-
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|j.B}}
|-
{{AttackVersion|name=j.C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|j.C}}
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
|-
{{AttackVersion|name=j.2C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|j.2C}}
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
|-
|}
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
! Version !! Cancel !! P1 !! P2 !! Starter !! Level !! Blockstun !! Hitstun !! Untech !! Hitstun CH !! Untech CH !! Blockstop !! Hitstop !! Chstop !! Hitbox
|-
! 5A
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-
! 5B
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-
! 5C
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-
! 2A
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-
! 2B
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-

Latest revision as of 21:01, 15 April 2024