Overview
Troubleshooter is a well-rounded character with a strong midrange presence and good pressure. His strike/throw game is notably strong in the corner thanks to OppressionGuard:
AllStartup:
18Recovery:
Advantage:
-23.
Troubleshooter has great poking buttons with 5A and 2B and can easily space himself out in blockstrings with 5S. Once he spaces himself out, he can use his 6S grenade to make himself plus and re-assert pressure using his excellent buttons. He can poke at longer ranges using Get On FireGuard:
AllStartup:
26Recovery:
Advantage:
-17 and its follow up for a knockdown.
That’s not all Troubleshooter has at his disposal. His 4SGuard:
AllStartup:
45Recovery:
Advantage:
is notable in that it not only buffs his damage but gives him white health, allowing access to Conversion to supplant his pressure and combos. His aforementioned 214M net can be set up on a knockdown and triggered manually with 2A (or any shotgun button) for a meaty or it can be allowed to detonate during his throw to take away white health. Alternatively he can crush throws altogether with IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.MGuard:
HighStartup:
28Recovery:
Advantage:
+3.
These upsides are all cranked to 11 when Troubleshooter enters Awakening. 214M launches higher and leads to a combo off his throw, further improving his strike/throw mixups. 236M’s follow-up not only gains a wallbounce, but becomes available after every MP Skill, turning it from a combo ender to a very versatile combo starter and extender.
If you like a well-rounded character with a few tricks up his sleeve, give Troubleshooter a shot.
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Health |
1080 |
Guard Gauge |
1200 |
MP Regen Rate |
15 /second |
Prejump |
F |
Backdash |
Fastest Attack |
2A (7F) |
Reversals |
Perfect Batting 623M (16F) |
Troubleshooter is classified as a Standard type. He has many easy-to-use moves. He has various traps that set off delayed explosions. His 4S reduces his HP to increase his attack for a set duration.
- Expert of all Trades: Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with MP Skills
- Conversion on Demand: A trait shared only with Berserker, Troubleshooter can generate white health with 4S, giving him a damage buff and access to Conversion without needing to get hit.
- Explosive Punish: Against highly unsafe moves such as invincible reversals, Troubleshooter can consistently make use of conversion via blocking them to touch of deathA single combo that will defeat the opponent even from full health. the opponent.
- Comeback Factor: Troubleshooters awakening enables him to get strong combos off any starter, including his invcinible reversal. His ability to self damage through 4S also enables safe 623Ms in awakening.
- Master of None: Troubleshooter can struggle to beat other characters at their own game. When fighting characters who specialize in a playstyle, he's forced to adapt, making his playstyle very matchup dependent until he lands a hit.
- Low Guard Damage: Although Troubleshooter has all the tools necessary to have threatening pressure, his guard damage is low, meaning that opponents can take a long time to analyze and adapt to Troubleshooter's pressure.
Unique Mechanics
Enhances various MP Skills to launch higher for better reward on hit, as well as increasing white damage on block:
- Get On Fire followup
Guard:
AllStartup:
Recovery:
Advantage:
-19 wallbounces into a hard knockdown on hit which leads to big combos. - Oppression
Guard:
AllStartup:
18Recovery:
Advantage:
-23's grenade net explosion launches higher, allowing for easier combos, as well as combos after throw. - Igniting Slash 3
Guard:
AllStartup:
Recovery:
Advantage:
+1 launches higher, allowing for easier and varied combos/setups. - Perfect Batting
Guard:
AllStartup:
16Recovery:
Advantage:
-26 launches higher, giving it better advantage on hit and oki in the corner. Does not allow for combos unless they are juggled by the grenade net. - All other MP Skills remain unchanged, including j.M, 236M, 5M, 5M~M, and the initial hit of 214M. White damage on block for all MP skills is still increased.
Additionally, Get On Fire followupGuard:
AllStartup:
Recovery:
Advantage:
-19 can be performed as a followup to any MP Skill, on whiff, block, or hit.
No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.
Normal Moves
5A
Troubleshooter swings his sword directly in front of him.
- An excellent poke for its speed, range & frame advantage.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -1 |
5AA
Troubleshooter slams his sword into the ground.
- 5A must hit for Troubleshooter to chain into 5AA, unlike other characters who can chain on whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -5 |
5B
Trouble shooter uses his shotgun for a serviceable but exploitable poke.
- Vulnerable to low profile moves such as
Striker's 2B
Guard:
LowStartup:
10Recovery:
26Advantage:
-11~-20 - Can work as a further out anti-air for opponents trying to land.
- This is considered a projectile.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 0 |
2A
2B
Troubleshooter swings his sword at his opponents feet.
- Troubleshooters longest range low.
- Grants a hard knockdown on counterhit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
j.A
Troubleshooter swings his sword directly in front of him. Mainly used for air-to-air situations.
- Excellent horizontal range.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Troubleshooter swings his sword under him in a wide arc. Primary jump-in.
- Can hit crossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them..
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
A+B
Troubleshooter slashes at his opponents feet and detonates a mine under them. 214MGuard:
AllStartup:
18Recovery:
Advantage:
-23 is what really makes this move a threat in the corner. If the opponent is thrown as they're waking up, the net will detonate during the throw animation and remove all their white health. If done in Awakening, the net allows for a combo post-throw. Troubleshooter can also use the threat of the throw's reward to go for a shimmy or beat the throw clean with IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.MGuard:
HighStartup:
28Recovery:
Advantage:
+3 for high reward.
- +4 on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+4) |
Guard Cancel
6B+S
Skills
Sword Bomb
5S The explosion is considered a projectile
Troubleshooter stabs forward with a sword laced in explosives.
- In blockstrings this move has enough pushback to allow for 6S
Guard:
AllStartup:
15Recovery:
Advantage:
-11 to be plus. - In combos this move launches for 214M
Guard:
AllStartup:
18Recovery:
Advantage:
-23 extensions mid-screen or in the corner.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 |
Black Crescent
2S
G-Bomb
6S or j.S Is a projectile property attack
Can hit a knocked down opponent off the ground
Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor. The air version can be used for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups after hard knockdowns as well as combo extensions.
- Very minus up close but can be spaced to be plus, but leaves a gap that can be interrupted by a reversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
- Can be used to detonate the grenade net placed by 214M
Guard:
AllStartup:
18Recovery:
Advantage:
-23 early. - Grenade disappears when Troubleshooter gets hit.
- The grenade can be detonated early by hitting it with 2A
Guard:
LowStartup:
7Recovery:
Advantage:
-6, 5BGuard:
AllStartup:
12Recovery:
Advantage:
-7, 6SGuard:
AllStartup:
15Recovery:
Advantage:
-11, j.SGuard:
AllStartup:
15Recovery:
Advantage:
, 236MGuard:
AllStartup:
26Recovery:
Advantage:
-17, or 214MGuard:
AllStartup:
18Recovery:
Advantage:
-23. However, this is impossible without conversion. - He can gatling the grounded version into 4S
Guard:
AllStartup:
45Recovery:
Advantage:
.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | 80% | ||||
j.S | 80% |
Swashbuckler's Refreshment
4S
Troubleshooter takes a drink, losing approximately 100 health as white health in order to gain a temporary 30% damage boost and 10 MP.
- Useful for gaining access to Conversion in addition to the damage buff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
MP Skills
Igniting Slash
5M Only the first hit forces a hard knockdown
This move can delete some projectiles.
- 5M
The first slash in Troubleshooter's RekkaA series of special attacks that are only available after the first one is performed. series. The first hit causes a hard knockdown, allowing for extensions with IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.MGuard:
HighStartup:
28Recovery:
Advantage:
+3.
- 5M~M
Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup.
- 5M~M~M
The final hit launches, allowing for follow-ups, as well as being slightly plus on block. There is a gap between the 2nd and 3rd slash that can be rolled or reversaled for a punish.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90% | ||||
5M~M | 90% | ||||
5M~M~M | 90% |
Perfect Batting
2M or 623M Temporarily fully invincible
Troubleshooter's invincible ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance. When in Awakening, it becomes of the few safe reversals in the game if followed up by Get On Fire, but only when TS has white life to access conversion to cancel the startup so he remains safe. This also leads to combos on hit even without conversion, giving the DP threat that it otherwise lacks.
- While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to 2S
Guard:
AllStartup:
18Recovery:
Advantage:
-5. - Strangely, it has a hitbox behind Troubleshooter as well, hitting opponents who try to cross over on Troubleshooter's wakeup or dodge through. However, this rear hit can be punished on hit.
- This dp is a projectile.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%, 50% |
- reversal
Get On Fire
6M or 236M Is a projectile property attack
Followup hit forces hard knockdown
- Get On Fire
Troubleshooter fires two shots at the opponent.
- Hits just under full screen, allowing him to contest at ranges he normally can't.
- Get On Fire (2nd)
Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from 236M. Can be done after any MP special in Awakening.
- In Awakening, the third hit wallbounces, which allows for combos from j.S or j.M.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×2 | ||||
236M~M | 90% |
Oppression
4M or 214M Gunshots force a hard knockdown
Mine net explosion hits knocked down opponents off the ground
Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.
- The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with 2A
Guard:
LowStartup:
7Recovery:
Advantage:
-6, 6SGuard:
AllStartup:
15Recovery:
Advantage:
-11, j.SGuard:
AllStartup:
15Recovery:
Advantage:
, or 214MGuard:
AllStartup:
18Recovery:
Advantage:
-23 itself. - Important for knockdowns as it forces the opponent to guess a strike/throw mix.
- Grenade net disappears when Troubleshooter gets hit.
- Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhanced j.M juggles.
- He recovers faster in awakening.
- The shot gun hit in the start up can delete some projectiles.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×2 |
Disastrous Quake
j.M Overhead attack. Must be guarded standing
Can hit a knocked down opponent off the ground
A descending sword slam that explodes, launching the opponent high into the air on hit, as well as being plus on block.
- When IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.'d, acts as a plus-on-block overhead that also beats throw tech attempts due to being airborne. IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. Disastrous quake links into itself several times both in the corner and midscreen. - Important for Troubleshooters combos as the second hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."s and launches.
- This move can delete some projectiles.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Awakening Moves
Incredible
AS
Troubleshooter detonates a mine in front of himself, followed by an even bigger mine being revealed under the opponent. Sacrifices horizontal range for vertical range. Harder to hit midscreen than it is in the corner.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
