GG2/Dr. Paradigm

From Dustloop Wiki
< GG2

Overview

Overview

Dr. Paradigm can defeat large groups of Servants very quickly but without his own Servants or Minions he is bad at Master vs Master combat. Dr. Paradigm has a limited moveset with almost no combos or blockstrings, but you don't need combos or blockstrings against Servants and Minions since they cannot block. Paradigm's Tribe has very cheap Basic Servants and very powerful Elite Servants meaning Paradigm can flood the map with units early game to snowball resources into a strong advantage mid to late game.


Playing as and against Dr. Paradigm forces one to have good map awareness as picking strategic high value targets not defended by the enemy Master is a key part of Dr. Paradigm's strategy. Paradigm's cheap Servant cost, Minion summons, and the purchasable Skill Stratagem Provides a movement speed buff to all of Paradigm's units including himself. give him the skill to spread units all over the map faster than his opponents can which leads to a strong Mana economy and map vision for Paradigm. Once Paradigm gets enough Mana his Elite Servants are powerful enough to give even an experienced player trouble and Paradigm needs no longer fear direct confrontation.
Dr. Paradigm
GG2 Dr. Paradigm Portrait.png
Health
450
Skills
Gate Gunner, Stratagem, Aegis Field, Get Out of Here
Tribe
Gears

 Dr. Paradigm is a mid-range zoner who relies on his cheap yet effective army to keep space between him and enemy while providing high AoE damage, Minion summons, allied buffs, and enemy debuffs.

Pros
Cons
  • Pure Utility: Paradigm can counter any Servant type in the early game because he has his Mobile Servant Bower unlocked from the start while being able to summoning Magic Minion Kokopelli and Ranged Minion Gate Gunner. With Paradigm's Skill (Stratagem) he has a universal speed buff to all units including Dr. Paradigm himself.
  • Cheap Servants: Many of Dr. Paradigm's Servants are dirt cheap, letting him get units out faster than other factions. He can form a strong foothold in the early game.
  • High DPS in Large a AoE: Surprisingly, Dr. Paradigm can pump out alot of damage over a large area very quickly. Gate Gunners last a long time, L8X deals alot of damage, and with some tricky placement of Bombs and Bonnie Paradigm's ability do kill large groups of enemy Servants is arguably best in the game.
  • Bad at 1v1 scenarios: Without using items or attacking with allies, his combos and blockstrings are non-existent. Dr. Paradigm has trouble defending himself if the enemy Master can get close to him. The pros 'Cheap Servants' and 'Pure Utility' generally mean that a good Paradigm player can avoid 1v1 scenarios though.
  • Weak Basic Servants: Dr. Paradigm's Basic Servants will generally lose battles in even numbered Scenarios.

Lock-off Attacks

The most useful would be F5X, otherwise you don't see Dr. Paradigm use Lock-off Attacks.

F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
27 Low No None None

F5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
36 Low No None None

F8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
60 Low Yes Long None

Dr. Paradigm's most used lock-off attack. Dr. Paradigm rolls forward doing one hit that knocks down to anything in his way in a large area around him.

Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.

Lock-on Attacks

5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No None Sidesteps

Dr. Paradigm shoots arrows which hit up to right outside of his circle. Can gatling into 5XX, 4X, or 6X. Cannot be special canceled.

Hitting close range can combo into 4X or 5XX. Hitting at tip range has no true followups unless you get creative with Modern Cancel. Modern Cancel into the purchasable consumable item Rapid Fire is a popular choice for the long hitstun which enables additional followups.

5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Medium No None Sidesteps

Dr. Paradigm does a stubby attack while moving forward slightly. Despite being 5XX the most common way you will get to this move will probably be gatling it after 6X.

If you want knockdown you will have to modern cancel into 2X or get creative with items.

5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 Medium Yes None None

This applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves.

Doesn't knockdown so Paradigm isn't exactly at a great distance from the opponent even if they got hit by this despite decent pushback.

4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 Low No Normal Sidesteps

A rather short range attack that covers Dr. Paradigm's left and front sides.

This attack knocks the opponent back leading to a knockdown unless they bounce off a wall.

6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No None None

Dr. Paradigm's fastest attack with short range. Can only gatling into 5XX.

2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 Low No Long None

2X applies a bomb status effect that triggers as an attack when the opponent is hit by explosions caused by Dr. Paradigm's grounded special moves.

This attack covers a wide area and causes knockdown. It does low damage and recovers slower than Dr. Paradigm's similar ranged normals so it's mostly used to get the opponent off Paradigm while also giving him time to do grounded special moves set up Bonnie's explosions as a threat.

8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
102 Unblockable Yes Normal None

Using 8X is where Paradigm's meterless damage is. Bonnie flies above whatever Dr. Paradigm is currently locked onto then she drops a stone apple and falls on whatever might still be bellow her.

This attack does high damage, can hit multiple targets, is unblockable, and can hit opponents at many different ranges. The only downside this move has is it's startup and recovery but it can also be Modern Canceled on hit to get rid of the later.

Jumping Attacks

j.5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No Normal None

Hits all around Paradigm.

j.8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
102 Unblockable Yes Normal None

Same as 8X but in the air. Probably best to be locked onto an opponent for tracking, otherwise it's hard to aim.

Specials

Bonnie

5Y/4Y/6Y/2Y/8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
Variable Low Yes No 7.5%

This move is the source of Dr. Paradigm's best damage but getting that damage can be difficult to master. Unlike other characters who have different moves for the 5 directions (8,4,5,6, and 2); Dr. Paradigm calls Bonnie to go to a position relative Paradigm and the direction pressed with Y. Expect a Diagram explaining this better to show up on this page at some point in the future sort of like Bridget's yo yo honestly.

Bonnie runs out and sets a bomb the first time Dr. Paradigm uses any grounded special input. A bomb can only stay out for a limited amount of time but if Dr. Paradigm uses a grounded special again then Bonnie will run out and shoot a projectile that slowly travels to the previously set bomb. If the projectile manages to reach the bomb then the bomb explodes dealing damage based on how far the projectile traveled. If the projectile travels too far it will disappear before reaching the bomb.

Strategic Arrangement

j.5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 (15,22) Medium No None 15%

Not to be confused with Dr. Paradigm's skill Stratagem. This move instead drops a projectile that turns into a shockwave when it hits the ground.

The projectile is not an attack but the shockwave is. The shockwave applies the Bomb debuff similar to 2X or 5XXX.

Thirty-Six Stratagem

j.8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
102 Unblockable Yes Normal None

Not to be confused with Dr. Paradigm's skill Stratagem. This move instead acts like a air version of F8X down to needing the input to happen at the same time as the button press.

Dr. Paradigm will roll in the direction press when you input this attack. You can do this in any direction when not locked on.

Overdrive

Summon Kokopelli

X + A

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A N/A 100%

Summons Kokopelli

Skills

Summon Gate Gunner

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A N/A 8%

Summons Gate Gunner.

Stratagem

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A N/A 10%

Using this skill applies a universal attack and movement speed buff to all units including Dr. Paradigm himself.

One of the best moves in the game and one that Dr. Paradigm should always be using if able.

Aegis Field

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A N/A 12%

Dr. Paradigm puts up a big sphere around him which destroys any projectiles that enter it's radius while active. A solid move to throw out in large chaotic battles.

Get Out of Here

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
120* Unblockable Yes Normal 5%

Dr. Paradigm command grabs the opponent and throws them very far away. Sometimes as far as the next Ghost over.

Dr. Paradigm can easily set this up as a tick throw with smart use of Modern Cancel on his close range normals.

A solid move for helping Dr. Paradigm get the enemy Master off of him.

  • Only deals damage when the opponent is in block or hit stun

Navigation

System Links