User:Wakeup720/sandbox: Difference between revisions

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<includeonly>
===<big>Stun Edge</big>===
<div class="home-card home-card--button" id="home-nav-{{{character}}}">
{{InputBadge|{{clr|S|236S}}}}
<div class="home-card__background image-offset{{{offset|}}}">
{{GGST_Move_Card
  [[File:{{{game|{{ROOTPAGENAME}} }}}_{{{character}}}_{{{file|Icon}}}.png|300px|link={{{link|{{{game|{{ROOTPAGENAME}} }}}/{{{character}}}}}}]]</div>
|chara=Ky Kiske
<div class="home-card__foreground wrap-text-right">{{{label|{{{character}}}}}}</div>
|input=236S, DI 236S
</div><templatestyles src="Template:Main_page/navigation/styles.css"/></includeonly>
|versioned=input
|frameChart={{#invoke:FrameChart|drawFrameData
|startup  = 13
|recovery = 34
|isProjectile = yes
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
 
A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of {{clr|H|5H}} and {{clr|H|6H}} in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons.
 
Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both {{keyword|low profile}}d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as {{Character Label|GGST|Potemkin}}, or matchups where the opponent has no fast projectile of their own such as {{Character Label|GGST|Goldlewis Dickinson}}.
 
In {{MMC|input=214214H|label=[[#Dragon Install|Dragon Install]]}}, SE hits twice and is a bit safer on contact. It beats other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.
* Applies [[#Shock State|Shock State]] to the opponent for 180 frames on contact.
* [ ] values refer to hitting an opponent already in Shock State.
* Projectile immediately disappears if Ky is hit.
* Ky is in Counter Hit state during recovery.
}}

Revision as of 17:10, 31 May 2023

Stun Edge

236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 30 [33] All 13 Until Hit Total 46 -14 none
DI 236S 30×2 All 13 Until Hit Total 46 -11 none
Total: 46
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of 5H and 6H in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons.

Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as  Potemkin, or matchups where the opponent has no fast projectile of their own such as  Goldlewis Dickinson.

In Dragon Install
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, SE hits twice and is a bit safer on contact. It beats other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.
  • Applies Shock State to the opponent for 180 frames on contact.
  • [ ] values refer to hitting an opponent already in Shock State.
  • Projectile immediately disappears if Ky is hit.
  • Ky is in Counter Hit state during recovery.